Showing posts with label Hill. Show all posts
Showing posts with label Hill. Show all posts

Tuesday, 1 July 2008

A Project Update

Well the different D20 builds are coming along, albeit slowly.

We've got plenty of room for submissions and people to help. Remember, that you'll be credited in the book of the default rules, thereby gaining a small measure of immortality.

We still have the following D20 projects underway: -

Bioshock D20,
Pokemon,
Kingdom Hearts,
Naruto, (All my notes regarding this are on a laptop, currently in the hands of PC World...so if any of the PC World repair staff would like to join up, it'd be appreciated...)
Silent Hill, &
Legacy of Kain.

There are also whispers of someone attempting a Doctor Who range of rules, but those are premature.

We're also in need of people to help us build the two default campaigns...kind of like our versions of Greyhawk and Faerun.

We'll be OGL compliant, meaning that we can actually publish the rules and two default settings, if we want. Although I think this is likely to remain a profit-free project.

We'll be releasing them as Adobe Acrobat Files, with the help of our crack team of artists.

Anyhow, this project is by fans, for fans so please join up and check us out.

We look forward to seeing you there.

HMR

Saturday, 28 June 2008

Solved!

Recently I handed out a preliminary draft of the first few sections of a beginner's version of the draft version of the handbook *deep breath*

My good friend Dave correctly pointed out that I needed to include as healer class. I had left out clerics and bards to make it easy on beginners. Bards because, well they didn't feel necessary enough and clerics because I didn't want to overload a beginner with talk of religion and domains.

I've figured out what I'm going to do though. I'm going to remove the wizard and cut him in two and replace the wizard with a Black Mage and a White Mage.

The Black Mage will be restricted to mostly offensive spells, whilst the White Mage will focus mostly on curing and buffing.

These classes will remain exclusive to the beginner's version though and will not be included in the default ruleset.

Also, it wont be called the beginer's version anymore. I've decided to focus on the full rules first, and then produce a "3.S Light" for beginners and anyone else that fancies using it. This edition will miss out most classes, containing only the fighter, rogue, sorcerer, black mage and white mage. Actually, it doesn't seem right that the sorcerer stays while I've cut up the magician...but I need to leave in a class that has magic inherantly, as opposed to studying for it. Unless I split the sorcerer in to the B&W mages and do something else with the wizard...

Hmmm...I shall ponder on this.

Anyhow, a lot of the feats and magic a character wont get until higher levels will be missed out. Religion will be omitted altogether.
There will only be two races, also. Originally, I had humans as the only race in the "beginner" version, but I've decided that it'll need at least two...to prepare players for the choices they'll have when they upgrade to the proper rules. I haven't decided what the other race will be. The obvious choice would be elves (being the lowest common denominator in fantasy) but I'm tempted to find something new that can be exclusive to the Light Version.

Anyhow, I don't have to come up with these just yet. I'll be constructing it using input from the forum.

Speaking of which, the forum is steadily growing, which is nice ^_^

I'm looking forward to collaborating with so many people. I want this to be a project by everyone for everyone.

Oh well, I suppose time will tell on how well it goes. Still, I've got some amazing graphics donated by some of deviant's best artists, which is (frankly) amazing. A few of them are also interested in doing artwork for the books, when they're made.

Methinks it's more of an incentive to see if we can actually get some of them printed...I might give them away if I can or something...some kind of competition perhaps?

Anyway, I'm going off-the-point.

I think I'll leave it at that on the Light Handbook. I've been up to quite a bit lately; taking notes, and pondering mostly. A lot of what I've come up with is now on the forums. We have the makings of the following builds: -

Pokemon,
Naruto,
Bioshock,
Silent Hill,
Kingdom Hearts &
Legacy of Kain.

We're also doing original settings so players don't have to be restricted to playing games devoted to fandom. We'll have two in-the-end methinks.

We'll be doing a general one as a default setting...with just enough details to give a DM something to work with but not enough to stifle his creativity (that'll be a tricky balance to master) and I'll soon initiate another setting (kind of like our version of Faerun), complete with history and the entire project's contributor's worth of input.

Anyhow, that's all for another time. Have fun folks...

PS - A link to the forum...as always...

HMR

Monday, 7 April 2008

Playtester character for Silent Hill

I made this lass to test the strength of the creatures for my Silent Hill setting.

I figured duplicating the main character (to an extend) would mean I can better measure their effectiveness against the ones from the games. Simple no?

In fact, I would like to extend an offer to all of you gamers out there. My challange is to take this character and make her your own. I've left her story ambigious and she's only at first level.

Take her as she is and play as her and see what kind of directions you can take her in. I'm curious to see what she could do, when put in the hands of lots of different people.

Anyhow, don't worry about monsters. I'll be uploading more soon. ^_^

And now, to the NPC!

~~~~~~~~~~~~~~~~~~~~~~~~

Silent Hill Playtester

Amy Keins

Level 1 Human Commoner

An ordinary girl that stumbled in to Silent Hill...or did she?

D4 for HD.

4/4HP

Str 10
Dex 10
Con 10
Int 10
Wis 10
Cha 10



BAB Fort Ref Will

+0 +0 +0 +0


Skills

(2+Int) + 1 [human] + 1 [feat]

Jump 1
Spot 2
Swim 2
Use Rope 2
Profession (Waitress) 4
Listen 1


Proficiencies: -

One simple [Dagger]

~~~

Feats

Human - Natural Skill [General]

You have a natural knack for picking up new abilities. You gain 1 extra skill point per level. This ability stacks with a human's racial ability, giving them a total of two free skill points per level.

Prerequisite: -
Character level 1st. It was something you have always had, and cannot be 'learned'.

Benefit: -
You gain 1 extra skill point per level (and 4x skill points at first level).

Normal: -
You gain skill points equal to your class + your Int score only.

---

1 - Exotic Weapon Proficiency [Firearms]

~~~

Gear: -

Dagger

Pistol, Automatic. 2d6 Damage X2 40ft 3lbs Piercing.

The magazine holding the bullets weighs 1/2 pound. [15 bullets]

The pistol can fire fifteen times befor reloading and can be used to attack more than once per round if the user has the ability to make multiple attacks.

Releasing an empty magazine and inserting a new one is a move action.

She has on her only a single magazine.

Silent Hill Creatures - Groaner Dog and it's Otherworld forms too...




Ok, here is the first of my new Silent Hill creatures. This is the first monster you usually come across first in the games. It starts off as a Groaner, but when Otherworld descents, it changes in to an even more abberant form. I've even included a third form (for those nastier places) based off of a creature from the upcoming Silent Hill V.

Enjoy ^_^

~~~

Groaner

CE

Medium Abberation

CR = 1

Str 11 +0
Dex 14 +2
Con 12 +1
Int 02 -4
Wis 04 -3
Cha 04 -3


1d8 HD + 1

Bite 1d6

(Sole natural attack so gets 1.5 Str bonus to attacks instead of just 1)


Has the scent ability.
Has Darkvision to 60 ft.




BAB 0

FORT 1
REF 1
WILL 2


Skill Points = 12

Hide 3
Spot 3
Listen 3
Move Silently 3

Get a +2 racial bonus to hiding when in mist or darkness.


FEATS - 2

Improved Scent [General] (Savage Species)

Prerequisites: Scent Ability

Benefit: You can detect approaching enemies and sniff out hidden foes within 60 feet. For strong sents, such as smoke or rotting garbage, double these ranges.
Overpowering scents, such as skunk musk can be detectd at triple normal range.

Normal: Without this feat, you can detect creatures by smell only within 30 feet.

---

Uncanny Scent [General] (Savage Species)

Prerequisite: Scent Ability, Improved Scent.

Benefit: You can pinpoint the location of a scent when within 20 feet.

Normal: You can pinpoint the location of a scent when within 5 feet.

---

Space 5ft

Reach 10ft



Iniative = +1

Speed = 40ft

AC = 14

AC = 10 + Size + Dex (+2) + Armour + Natural Armour (+2)+ Shield + Deflection

Touch = 10 + Size + Dex + Deflection

Flat = 10 + Size + Armour + Natural Armour + Shield + Deflection

~~~

[Second Form]

Wormhead

CE

Medium Abberation

CR = 2

Str 15 +2
Dex 12 +1
Con 16 +3
Int 02 -4
Wis 02 -4
Cha 02 -8


1d8 HD + 3

Bite 1d8

(Sole natural attack so gets 1.5 Str bonus to attacks instead of just 1)


Has the scent ability.
Has Darkvision to 60 ft.
Has Acid Immunity.

Disruptive Attack (Su): The corrupt creature deals additional Vile damage (chapter 2 of BoVD) when it touches uncorrupted, living, corporeal non-outsiders.
The amount of Vile Damage dealt is equal to half the creature's Hit Dice (maximum 20 points of damage) [2 in this case.] This applies only to natural attacks.

Enchanced Power (Su): The save DC of any and all of the corrupt creature's special attacks increase by +4.

Fast Healing (Su): Each round, a corrupted creature heals damage equal to half of it's Hit Dice (maximum of 10 points per round healed) [In this case, 2].



BAB 0

FORT 1
REF 1
WILL 2


Skill Points = 12

Hide 3
Spot 3
Listen 3
Move Silently 3

Get a +2 racial bonus to hiding when in mist or darkness.


FEATS - 2

Improved Scent [General] (Savage Species)

Prerequisites: Scent Ability

Benefit: You can detect approaching enemies and sniff out hidden foes within 60 feet. For strong sents, such as smoke or rotting garbage, double these ranges.
Overpowering scents, such as skunk musk can be detectd at triple normal range.

Normal: Without this feat, you can detect creatures by smell only within 30 feet.

---

Uncanny Scent [General] (Savage Species)

Prerequisite: Scent Ability, Improved Scent.

Benefit: You can pinpoint the location of a scent when within 20 feet.

Normal: You can pinpoint the location of a scent when within 5 feet.

---

Space 5ft

Reach 10ft



Iniative = +1

Speed = 40ft

AC = ??

AC = 10 + Size + Dex (+2) + Armour + Natural Armour (+6)+ Shield + Deflection

Touch = 10 + Size + Dex + Deflection

Flat = 10 + Size + Armour + Natural Armour + Shield + Deflection

~~~

[Third form]

Feral Morph

CE

Medium Abberation

CR = 3

Str 19 +8
Dex 14 +2
Con 20 +5
Int 06 -2
Wis 02 -4
Cha 02 -8


2d8 HD + 10

Bite 1d8


(Sole natural attack so gets 1.5 Str bonus to attacks instead of just 1)


Has the scent ability.
Has Darkvision to 60 ft.
Has Acid Immunity.

Disruptive Attack (Su): The corrupt creature deals additional Vile damage (chapter 2 of BoVD) when it touches uncorrupted, living, corporeal non-outsiders.
The amount of Vile Damage dealt is equal to half the creature's Hit Dice (maximum 20 points of damage) [2 in this case.] This applies only to natural attacks.

Enchanced Power (Su): The save DC of any and all of the corrupt creature's special attacks increase by +4.

Fast Healing (Su): Each round, a corrupted creature heals damage equal to half of it's Hit Dice (maximum of 10 points per round healed) [In this case, 2].

Spell Resistance (Ex): Gains spell rsistance equal to 12.

Spell Absorbtion (Su): Whenever a spell fails to penetrate the creature's spell resistance, the creature gains one of the following benefits, chosen at the time that the spell resolves;

Might: The creature gains a +4 enhancement bonus to Strength for 1 minute.

Agility: The creature gains a +4 enhancement bonus to Dexterity for 1 minute.

Endurance: The creature gains a +4 enhancement bonus to Constitution for 1 minute.

Life: The creature gains temporary hit points equal to 5 X the leel of the failed spell.

Speed: The creature's base speed increases by a number of feet equal to 5 X the level of the failed spell.

Resistance: The creature gains resistance 10 to one energy type (acid, cold, electricity, fire or sonic).



BAB 0

FORT 1
REF 1
WILL 2


Skill Points = 12

Hide 3
Spot 3
Listen 3
Move Silently 3

Get a +2 racial bonus to hiding when in mist or darkness.


FEATS - 2

Improved Scent [General] (Savage Species)

Prerequisites: Scent Ability

Benefit: You can detect approaching enemies and sniff out hidden foes within 60 feet. For strong sents, such as smoke or rotting garbage, double these ranges.
Overpowering scents, such as skunk musk can be detectd at triple normal range.

Normal: Without this feat, you can detect creatures by smell only within 30 feet.

---

Uncanny Scent [General] (Savage Species)

Prerequisite: Scent Ability, Improved Scent.

Benefit: You can pinpoint the location of a scent when within 20 feet.

Normal: You can pinpoint the location of a scent when within 5 feet.

---

Space 5ft

Reach 10ft



Iniative = +1

Speed = 40ft

AC = ??

AC = 10 + Size + Dex (+2) + Armour + Natural Armour (+8)+ Shield + Deflection

Touch = 10 + Size + Dex + Deflection

Flat = 10 + Size + Armour + Natural Armour + Shield + Deflection

Wednesday, 2 April 2008

Update to Silent Hill Mist Rules...and an idea.

Wel I've found a suitable template...and I didn't have to make it myself.

I've had a look at it, and as it happen, it's perfect already.

I may make addendums to allow extra stuff. Methinks tat should be far less complicate than making a template from scratch.

I wont be posting the template though. I'm afraid you'll have to buy the book, but I firmly believe that is is the best D&D supplement out there, so it's worth getting it.

Anyhow, it's the Corrupted Creature template from the Book of Vile Darkness. I WILL however, post some creatures later after having applied the template. That'll mean me rewriting my Grey Children. I'll not do a Pyramid Head as I'm pretty sure they only appear in Otherworld anyway...but we'll see.

Originally, I'd made a Pyramid Head and Grey CHildren...but they'd been scaled down so that my party (at the time, only level 3) could tackle them. Now methinks I'll do them more "realistically" (for lack of a better word).

If anybody would like to help, that'd be appreciated.

In other news, this gave me an idea...of sorts.

I'm restraining myself from testing all of these in my campaign. For the most part this blog is so that I can get all of my ideas out of the way so that I'm not tempted to put them in my normal campaign. One of my players is very keen on playing a "Vanilla" campaign and hates it when I do stuff that isn't in the monster manual or DM's guide...Oh well...

But I'd like to know if any of these work. Now I've restricted aspects of my homebrew stuff to a set of islands west of Maztica, in my campaign setting. However, if I'm gonig to share these with you all then I'll have to know how well they work on a larger scale. With that in mind, I would like to come up with my own campaign setting...a setting which will seamlesly combine everything I come up with. For example, there's already a Naruto D20 setting, but it can't be slotted in to a standard D&D game. Hopefully, my rules can...the same goes for my Silent Hill rules.

So what does this mean? Well I would like to collaborate with anyone who wants to help, to come up with a way of combining everything so that they'll all work seamlesly together.

It's probably a fool's errand...but it sounds fun...right?

Methinks this is essentially a premise for a bizare free-for-all Smash Brothers-esque D&D setting...but I don't care. I'm fascinated to see if i can be done. So long as we're clever and patient, I believe it's doable.

Anyhow, get in touch if you'd like to help...

Tuesday, 25 March 2008

Prelude to Rules


Well, not so much as a prelude...but simply my ideas for a new set of rules...in note form.

You see, I've worked out (mostly) a way to implement the Foggy and Otherworld environments from Silent Hill...and since one of my evil Deities is Alessa herself, it seemed only right that I show her off once. I'm thinking of having her take over the role of "main villain" once my players have beaten Shar and her cronies. Still, the plot's still in planning.

In any case. First of all, a mist will descend on whatever town it is that Alessa wants taken. This is where my notes come in...

(I bet you're wondering why I gave you a screenshot instead of copying the text...it's because I'm a fiend...)

So yeah. A mist descends (which conforms to the rules of mist in the DM's guide...it may be the DM's guide 2. I'm not sure, to be honest.

Not only this, but regardless of whether the character is in the Misty Zone or the Otherworld version, they make 2 will saves daily, a third if either of the first two are failed.

These saves serve to destabalise the character's mind. The thinking behind the modifiers is that chaotic minds are more resistant to chaotic thoughts and images (having to deal with them themselves anyway) and the Good V Evil Modifier is because the good will have better resistance to being tempted.

Anyhow, once a character is in a sufficiently maddened state, Alessa (or one of her Clerics) will offer salvation if they agree to join Alessa's faith. This will obviously require a will save (with probably eavy modifiers due to the daily will saves). Hence, a character converts.

The Zone will be split in to two "worlds." One will be simply the town as-is with the mist and the occasional Abberation (modelled on subconscious fears tailored to the characters, as well as ones from the games...I've already done Grey Children and Pyramid head but I want to redo them...). However, occasionally (I'm thinking a percentage roll?) there will be the sound of an air-raid siren. When this happens, everything will go black.

Over the course of three rounds, the area will gradually get darker. I'll work out specific rules later. For now though, I'm thinking that concealment increases by a certain amount every round? Perhaps a straight 30 percent, so it's (roughly) the same every round.
For one round after that, the area is under the affect of a Darkness spell, however nothing can dispell it for that round.
The round after that, light returns, but ambient light levels are classed as deep shadow (whatever the DM's guide says that is).

The creatures that I'll have come up with will be increased in hardness and made to look worse in appearance.

I may work out an "Otherworld" template, which can be applied.

It will essentially mean that the monster grows stronger, increass in CR (obviously) loks more terrifying or gruesome (or both) and receives the Undead subtype.

I'll also make it so that any undead become Abberations with Undead as the subtype...to explain corpes comnig to life in evil forms, etc, like the Janitor in the Film.

Still, that's to be tidid up at a later date. I just wanted to share thoughts.

If you folks have any ideas, I'd be happy to hear them.

It's a shame I don't use Ravenloft rules, or this'd be a good addition.

Mental note...as part of this template, all creatures get "cause fear" effect-type attack of some description...

It'll be my first time making a template too, so I'd appreciate help balancing it.

Toodles.

Saturday, 22 March 2008

New Deity - Alessa - Goddess of Grief, Revenge and Madness.



This is another Deity I'm using in my foreign pantheon. However this one isn't quite as original as the last one. I originally included her in a mini-campaign...in a sort of "practise run" for the eventual campaign. I liked the idea of what she could stand for though and figured that she'd make a decent Deity.

This Alessa is a hybradised version of the game and movie canon.

She was summoned by a madman from another dimensio. As such, she is only a reflection of the original "Alessa," but she is still afforded great power. She is a perversion of a young girl's wish for revenge, embodied in several forms.

I'll post the rules for "Liquid Pain" in a later entry, with another Deity who needs the rules.

Before then, you'll have to wait or buy the relevent book.

------------

Alessa: -

Alignment = CE

Prefered Weapon = Knife (Dagger)

Domains...

She is a perverted incarnation of the a girl's wish for revenge. She is Neutral Evil.

Her followers simply call themselves "The Order"

They are composed of power-hungry evil-doers, most of them lunatics or bearing some kind of hateful grudge and want vengeance.
Mostly though, they're all absoloutely mad.

Her portfolio encompasses corruption, grief, madness, vengeance and pain. She offers salvation from that by revelling in it and giving in to those feelings.

Her followers believe (although most of them are mad) that she will allow them to live in piece by cleansing the world, by bringing an "enlightened" view of the world where all people will simply accept their madness...

Because of her erratic and chatotic nature though, she can not have many followers, thus dooming her to failure. This doesn't stop her trying though.



Corruption (Book of Vile Darkness - 80)
Death
Decay (Eberron - 105)
Madness (Eberron - 107)
Mists (Ravenloft 55)
Pain (Book of Vile Darkness - 80)



CLERIC DOMAIN DETAILS



CORRUPTION DOMAIN: -

Granted Power: Once per day, character can atack an object and ignore it's hardness rating.


Corruption Domain Spells

1. Doom: One subject takes -2 on attack rolls, damage rolls, saves and checks.

2. Blindness/Deafness: Makes subjct blind or deaf.

3. Contagion: Infects subject with chosen disease.

4. Morality Undone*: Subject becomes Evil.

5. Feeblemind: Subject's Int drops to 0.

6. Pox*: One creature/level takes 1D4 Con drain.

7. Insanity: Subject suffers continuous Confusion.

8. Befoul*: LAge amounts of water become poisonous.

9. Despoil*: Kills plants, damages objects in 100ft radius/level.




DEATH DOMAIN: -

Granted Power: You may use a death touch once per day. Your
death touch is a supernatural ability that produces a death effect.
You must succeed on a melee touch attack against a living creature
(using the rules for touch spells). When you touch, roll 1d6 per
cleric level you possess. If the total at least equals the creature’s
current hit points, it dies (no save).

Death Domain Spells

1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.

2 Death Knell: Kill dying creature and gain 1d8 temporary hp, +2
to Str, and +1 caster level.

3 Animate Dead M: Creates undead skeletons and zombies.

4 Death Ward: Grants immunity to death spells and negative
energy effects.

5 Slay Living: Touch attack kills subject.

6 Create Undead M: Create ghouls, ghasts, mummies, or mohrgs.

7 Destruction F: Kills subject and destroys remains.

8 Create Greater Undead M: Create shadows, wraiths, spectres, or
devourers.

9 Wail of the Banshee: Kills one creature/level.




Decay: -

Granted Power: You may use a touch of decay once per day. Your
touch of decay is a supernatural ability that causes putrescence in organic matter and weakens inorganic matter.
You must succeed on a melee touch attack against a living creature
(using the rules for touch spells).
If you touch a living creature (including constructs with the living subtype), you deal 1D4 points of constitution damage. If you touch an undead creature, object or construct without the living suvbtype, you deal 2D6 points of damage +1 point per cleric level.


Decay Domain Spells

1. Doom : One subject takes -2 on attack rolls, damage rolls, saves and checks.

2. Ray of enfeeblement: Ray deals 1D6 + 1/two levels Str damage.

3. Contagion: Infects subject with chosen disease.

4. Enervation: Subject gains 1D4 negative levels.

5. Blight: Withers one plant or deals 1D6/level damage to plant creature.

6. Antilife Shell: 10 ft radius field hedges out living creatures.

7. Withering Palm*: Touch attack deals 1 point Str and 1 point Con damage per two caster levels.

8. Horrid Wilting: Subject gains 2D4 negative levels.




Madness: -

Granted Power: Your insanity gives you insight. You subtract 1 from all wisdom-basd skill checks and all will saves. However, once per day, you can see and act with the clarity of true madness: Add 1/2 your level to a single wisdom-based skill check or will save. You must choose to use this benefit before the check or save is rolled.

Madness Domain Spells

1. Confusion, Lesser: One creature acts randomly for 1 round.

2. Touch of Madness*: Dazes 1 creature for 1 round/level.

3. Rage: Subject gains +2 to Str and Con, +1 on Will Saves, -2 to AC.

4. Confusion: Makes subject behave oddly for 1 round/level.

5. Bolts of Bedevilment*: One ray/round, dazes for 1D3 rounds.

6. Phantasmal Killer: Fearsome Illusion kills one creature or deals 3D6 damage.

7. Insanity: Subject suffers continual Confusion

8. Maddening Scream*: Subject has -4 to AC, no shield, Reflex save on 20 only.

9. Weird: As Phantasmal Killer, but affects all within 30ft.






Mists: -


Granted Power: Once per day, you may call on the Silent Mist, a film of luminous mist that envelops your body for one round per cleric level. The form of protection granted is determined by your alignment.

Lawful Neutral: 25/+5 damage reduction vs metal weapons.
Chaotic Evil: 15/+1 damage reduction versus all physical attacks.
Neutral: +1 to all Fortitude and Reflex saves vs damaging spells.
Lawful Evil: +10 to all Will saves versus mind-affecting spells and effects.

This is a supernatural ability.


Mists Domain Spells:

1. Obscuring Mist. Fog surrounds you.

2. Fog Cloud. Fog obscures vision.

3. Gaseous Form. Subject becomes insubstantial and can fly slowly.

4. Solid Fog. Blocks vision and slows movement.

5. Mind Fog. Subjects in fog suffer -10 Wis, Will checks.

6. Wind Walk. You and your allies turn vaporous and travel quickly.

7. Teleport without error. Mists appear and instantly transport you anywhere, with no off-target arrival.

8. Vanish. Instantly transport a touched object in a cloud of mist.

9. Imprisonment. Traps subject.





PAIN DOMAIN: -

Granted power: Character converts damage that he deals in one blow per day in to healing for himself, up to 1 point of damage per level.


PAIN DOMAIN SPELLS:

1. Angry Ache*: Subject takes -2 penalty on attack rolls.

2. Sadism*: For every 10HP damage caster deals, he gains + on attacks, saves and checks.

3. Wrack*: Blinds subject and renders it helpless for 1 round/level, then -2 on attacks, saves and checks for 3D10 minutes.

4. Liquid Pain*: Extracts one dose of liquid pain from tortured victim.

5. Thousand Needles*: Piercing needles deal 2d6 damage and target taes -4 penalty on attacks, saves and checks.

6. Pox*: One creature/level takes 1D4 Con drain.

7. Wave of Pain*: Stuns all within cone fo 1 round/2 levels.

8. Symbol (Pain only): Triggered Rune causes Pain.

9. Eternity of Torture*: Target is renderred helpless, ageless and has all ability scores except for Con drop to 0.








EXTRA SPELLS: -


ANGRY ACHE.

Necomancy.

LEVEL: Assassin 1, Cleric 1, Pain 1
COMPONENTS: V, S
CASTING TIME: 1 action.
RANGE: Close (25ft + 5ft / 2 levels)
TARGET: One living creature.
DURATION: 1 minute / level
SAVING THROW: Fortitude Negates.
SPELL RESISTANCE: Yes.

The caster temporarily strains the subject's muscles in a very specific way.
The subject feels a sharp pain wheneever she makes an attack. All her attack rolls have a -2 circumstance penalty for every four caster levels (max penalty -10)







BEFOUL.

Transmutation [Evil]

LEVEL: Cleric 8, Corruption 8
COMPONENTS: V, S, M
CASTING TIME: 1 minute
RANGE: Touch
AREA: Water in a volume of 100 ft/level by 100 ft/level by 100 ft/level (S)
DURATION: Permenant (See text)
SAVING THROW: None (See text)
SPELL RESISTANCE: No.

The caster makes water (or other liquid) foul and mildly poisonous. All creatures with 1 HD or less that are in the water die immediatly.
Anyone drinking this water must succeed at a Fortitude save or take 1D4 points of Constitution damage.
Any creature immersed must make a save as if drinking t.

If the caster affects only part of a larger body of water, the befouled water mixes with the purer water.
If the entire body of water is no more than four times the size of the area affected, all the wter in the area is befouled 24 hours later but the damage from drinking the water or swimming in the water is only 1D2 points of Constitution damage.
If more thn four but less than twnty times, after 24 hours all of the water tastes foul.
If the entire body is larger than twenty times the affected area, the fouled water mixes with the clean water and loses all effect after 24 hours.

Material Components: A dead fish and a drop of poison.







BOLTS OF BEDEVILMENT.

Enchantment [Mind Affecting]

LEVEL: Madness 5
COMPONENT: V,S
CASTING TIME: 1 standard action.
RANGE: Medium (100ft + 10 ft/level)
TARGET: Up to three creatures.
DURATION: 2 rounds/level
SAVING THROW: Will negates.
SPELL RESISTANCE: Yes

This spell empowers you with the with the ability to use three ray attacks, one per round, during a period of one round per level.
Using a ray attack is a standard action.
The ray affects one living creature, clouding his mind so that he takes no action.
The subject is dazed, not stunned, so attackers get no special advantage against him.








DESPOIL.

Transmuation [Evil]

LEVEL: Cleric 9, Corruption 9.
COMPONENTS: V, S, M
CASTING TIME: 1 minute.
RANGE: Touch
AREA: 100-ft/level radius.
DURATION: Instananeous
SAVING THROW: Fortiude Partial (Plants) or Fortitude Negates (Other Living Creatures)
SPELL RESISTANCE: Yes.

The caster blights and corrupts a vast area of land. Plants with 1 HD or less shrivel and die and the ground cannot support such plant life ever again.

Plants with more than 1 HD mus succeed at a Fortitude Save or die.
Even those successful on their saves take 5D6 points of damage.

All living creatures in the area other than plants (and the caster) must succed on a Fortitude Save or take 1D4 points of strength damage.

Unattended objects, including structural features such as walls and doors grow brittle and lose 1 ponit of hardness (to a minimum of 0), then take 1D6 points of damage.

Only the affects of mltiple Wish or Miracle splls can undo lasting efects of this spell.

Material Components: Corpse of a freshly dead or preserved (still bloody) living creature.




ETERNITY OF TORTURE

Necromancy [Evil]

LEVEL: Pain 9
COMPONENTS: V, S, DF
CASTING TIME: 1 action.
RANGE: Close (25 ft + 5ft / 2 levels)
TARGET: One creature.
DURATION: Permenant.
SAVING THROW: Fortitude Partial.
SPELL RESISTANCE: Yes.

The subject's body is wisted and warped, wracked forever with excrutiating pain.
The subjct is renderred helpless but--as long as the spell continues--it is sustained and has no need for food, drink or air. The subject does not age--all the better to ensure a true eternity of unimaginable torture.

The subject takes 1 point of drain to each ability each day until all scores are reduced to 0 (except constitution, which stays at 1). The subject cannot heal or regenerate.

Lastly, the subject is completely unaware of it's surroundings, insensate to anything but the excrutiating pain.

A single fortitude saving throw is all that stands between a target and this horrible spell. However, even if the saving throw is successful, the target still feels terible (but temporary) pain. The target takes 5D6 points of damage immediatly and takes a -4 circumstance penalty on attack rolls, saving throws, skill checks and ability checks for 1 round per level of caster.











LIQUID PAIN:

Necromancy
LEVEL: Pain 4, Sor/Wiz 4.
COMPONENTS: V, S, F
CASTING TIME: 1 Day.
RANGE: Touch
TARGET: One living creature.
DURATION: Permanent.
SAVING THROW: Fortitude negates.
SPELL RESISTANCE: Yes.

Over the course of one day, the caster takes a subject already in great pain---wracked with disease, the victim if torture, or dying of a wound, for example---and captures its pain in liquid form.

This physical manifestation of agony can be used to create magic items or enhance spells (See Pain as Power in Chapter 2 of the Book of Vile Darkness).
It can also be used as a potent drug.

Focus: A jar, vial or other container for the liquid pain.








MADDENING SCREAM:

Enchantment (Compulsion) [Mind-Affecting]

LEVEL: Madness 8, Wizard/Sorceror 8
COMPONENTS: V
CASTING TIME: 1 standard action.
RANGE: Touch
TARGET: Living creature touched.
DURATION: 1D4+1 rounds.
SAVING THROW: None.
SPELL RESISTANCE: Yes.

The subject cannot keep from screaming, gibbering and leaping about as though completely mad.
This spell makes it impossible for the subject to do anthing other than acfe about caterwauling. The Armour Class of the creature takes a -4 penalty, it suceeds on Reflex saves only on a roll of 20 and it does not benefit from any shield it may be bearing.



MORALITY UNDONE:

Enchantment [Evil, Mind-Affecting]

LEVEL: Brd 5, Clr 5, Corruption 4, Moral Hunter 4.
COMPONENTS: V, S, M/DF
CASTING TIME: 1 action
RANGE: Close (25 ft + 5ft/2 levels)
TARGET: One non-evil creature.
DURATION: 10 minutes/level
SAVING THROW: Will negates
SPELL RESISTANCE: Yes.

The caster turns one creature evil. The chaotic/neutral/lawful component is unchanged.
The subject retain whatever outlooks and allegiances it had before, so long as they do not conflict with the new alignment.
Otherwise, it acts with it's new selfish, bloodthirsty, cruel outlook on all things.

For example, a fighter may not immediatly turn on her companion for no apparent reason, particularly in the middle of a combat on the same side, but she might try and steal the companion's bag of gems, even using applicable spells agait her friend. She might even eventually decide to betray or attack her friend if there is some potential gain involved.

Usig this spell in conjunction with Dominate Person or Sugestion is particularl useful, because it changes what acts are against a subject's nature.

Arcane Component: A powdered holy symbol.



POX.

Necromancy [Evil]
LEVEL: Corruption 6, Druid 6, Pain 6.
COMPONENTS: V, S, DF.
CASTING TIME: 1 action
RANGE: Close (25ft + 5ft/2 levels)
TARGETS: Up to one living creature/level, no more two of which can be more than 10 ft apart.
DURATION: Instantaneous.
SAVING THROW: Fortitude Negates
SPELL RESISTANCE: Yes.

Subjecttakes 1D4 points of Consitution drain, Their skin breaks out in lesions and takes on a yellow pallor.



SADISM.

Enchantment [Evil]

LEVEL: Assasin 3, Blckguard 3, Cleric 3, Pain 2, Sor/Wiz 2
COMPONENTS: V, S, M.
CASTING TIME: 1 action.
RANGE: Personal
TARGET: Caster (Self)
DURATION: 1 round/level.

For every 10 points of dage the caster deals in a given round whilst under the effect of this spell, she gains a +1 luck bonus on attack rolls, saving throws and skillchecks in the next round. The more damage the caster deals, the greater the luck bonus.
It's possible to get a luck bonus for multiple rounds if she deals damage in more than one round during the spell's duration.

Material Components: A leather strap that has been soaked in human blood.




Thousand Needles

Conjuration (Creation) [Evil]

Level: Pain 5, Cleric 6.
Components: V, S, M.
Casting Time: 1 action.
Range: Medium (100 ft + 10 ft/levels)
Target: One living creature.
Duration: 1 minute / level.
Saving Throw: Fortitude Partial.
Spell Resistance: Yes.


A thousand needles surround the subject and pierce his flesh, worming through armour or any type of pretection, although creatures with damage reduction are immune to this spell.

The subject takes 2d6 points of damage immediatly and takes a -4 circumstance penalty on attack rolls, saving throws, skil checks and ability checks for the rest of the spell's duration.

A successful Fortitude save reduces damage to half and negates the circumstance penalty.

Material Components: A handful of needles, all of which have drawn blood.






TOUCH OF MADNESS.

Enchantment [Mind-Affecting]

LEVEL: Madness 2
COMPONENTS: V,S
CASTING TIME: 1 standard action
RANGE: Touch
TARGET: Creature touched
DURATION: 2 rounds/level
SAVING THROW: Will Negates
SPELL RESISTANCE: Yes.

By touching one living creature, you cloud his mind so that he takes no action. The subject is dazed, not stunned, so attackers get no special advantage against him.




WAVE OF PAIN.

Necromancy [Evil]

LEVEL: Bard 6, Pain 7.
COMPONENTS: S, M
CASTING TIME: 1 action.
RANGE: Close (25ft + 5 ft / 2 levels)
AREA: Cone.
DURATION: 1 round / 2 levels.
SAVING THROW: Fortitude Negates.
SPELL RESISTANCE: Yes.

All living creatures within the cone are overcome with pain and suffering.

They are stunned for the duration of the spell. A creature with no discernible anatomy is unnaffected by this spell.

Material Component: A needle.




WITHERING PALM.

Necromancy

LEVEL: Druid 7
COMPONENTS: V,S
CASTING TIME: 1 action.
RANGE: Touch
TARGET: Living Creature Touched
DURATION: Instantaneous
SAVING THROW: Fortitude Negates.
SPELL RESISTANCE: Yes.

A touch from your hand causes the bosy to weaken and wither. With a successful melee touch attack, you deal 1 point of Stregth damage and 1 point of Constritution damage per two caster levels to the target. If you score a critical hit, the dmage from the hit is ability drain instead of ability damage.




WRACK.

Necromancy [Evil]

LEVEL: cleric 3, Mortal Hunter 3, Pain 3, Sor/Wiz 4.
COMPONENTS: V, S.
CASTING TIME: 1 action.
RANGE: Close (25 ft + 5 ft / 2 levels)
AREA: One humanoid creature.
DURATION: 1 round / level.
SAVING THROW: Fortitude Negates.
SPELL RESISTANCE: Yes.

The subject is wracked with such pain that he doubles over and collapses.
His face and hands blister and drip fluid and his eyes cloud with blood, rendering him blind.

Fo the duration of te sell the subject is considered helpless and cannot take actions. The subject's sight returns when the spell's duration expires.

Even after the spell ends, the subject is still visibly shaken and takes a -2 penalty on all attack rolls, saves and checks for 3D10 minutes.











FORMS: -

A teenage girl with jet black hair, coverred in blood, burns and scabby boils, with a knife.

A little girl with matted, oily hair and a tattered child's dress.

A beautiful young woman, naked with a lithe figure and every orifice is an abyss of black death. Mortals can be driven mad by the sight.






Notes from original: -

The most noticeable group in Silent Hill is a corrupted version of Gnostic Christianity known simply as The Order. This cult has been divided into three different sects (although still connected) with the time: the Valtiel sect, the Holy Mother sect and the Saint Ladies sect.