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The Prism Archipelago (WORLD)

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The world is recovering from the Great Calamity. What was once a single great continent has been shattered into several islands, each with unique cultures and magical fallout. Since the Great Calamity (aka The Day the Sun Went Black), many clerics could no longer feel any connection to their deity, proving that whatever happened on that day must have been truly powerful. The Revenant Coalition is acting as a global peacekeeping organization, to great effect (depending on how you look at the growing number of Zith colonies). There are many different governments, factions, and organizations trying to achieve their individual goals in the wake of the Great Calamity.   There are not many resurrections, but those who do some back say that there is no afterlife, just a black said by those who were dead for 1 minute, or a trip to the astral plane containing a malicious black void, a pink and yellow lava lamp-esque tear in the plane, and a grey horizon that has an abandoned town square.)   Villains so far: the Anar-kai(?? the Masked Ones [wallpaer])****, Children of the Eclipse*****, Niv'di*** Inc., some werewolves?*, the chaotic Jin'cei Tieflings*, Cpt. Grimclaw*, Some beholder in Dibisid?**, the Dragonborn pirate?*, Those Who Slither Beneath the Waves****?,   List of house rules:   Trauma - When you are brought back after making at least one death save, you must make a DC 20 25 Wisdom saving throw. You suffer a madness (DMG p.272) determined by the number of saves you failed (1 fail=short-term madness, 2 fail=long-term madness, 3 fails=indefinite madness)   Major Wound - when a creature gets a crit that reduces its target to 0 hp, you get a lingering injury as described on page 272. The type of injury depends on the type of damage dealt. PCs are special in that they can choose to decapitate if using a slashing weapon.   Drunkenness - When drinking alcohol, make a Con Save. The DC equals [10 minus Con mod or 10 minus con save mod]. On a fail, the character gains a level of exhaustion that decreases one level per rest.   Dying of old age - Every night after you reach your race's maximum age, you will roll one saving throw for each stat. The DC is 10 - [ability score modifier]. If you fail, that ability score goes down by 1.   Properties of dragon's blood - If used as a replacement for the competent of the spell Reincarnate, it can turn the person into a Dragonborn of the same type as the owner of the blood. Coagulated blood can be used to cast Simulacrum, thereby creating a Kobold. Maybe if a Dragonborn is level 18-20, they can bleed at least half their max hp to create a kobold. Drinking Dragon's blood will get you the Draconic Ancestry Sorcerer subclass, if it is blessed by the dragon's consent. If not, it is essentially Purple Worm poison. If you succeed on the save, you get your powers.   (VERY EXPERIMENTAL) Magical Over Exertion - If you attempt to cast a spell at a level which you are out of spell slots for, you must first make a DC ([spell's level + [player's level] + 6) Arcana check to see if you are able to muster the power from within yourself. Then immediately after casting the spell you take ([spell's level x [player's level] x 6) points of damage. This damage cannot be reduced in any way. If you take damage in a way that Massive Damage would kill you outright, you instead drop to 0 hit points and make death saves as normal. Upon returning to consciousness, you will find that you no longer have any spell casting capabilities. The magic of the weave has abandoned you. --(This method may be used to cast 10th level spells, but the caster must be 20th lv. (?)) ~~(dumb rule for casters for lv 10+ spells. Take the two digits of the level spell, multiply them, that's how many additional casters are needed????? (e.g. 0 x 9th lv = 0 additional casters))(or maybe just, for double-digit spells, add the two digits together, that's how many additional casters are needed?) --aiding allies: In addition, if your initial Arcana check is not enough to summon the spell, another caster may spend an action to aid you in summoning the spell. The Arcana DC rises by half the original DC per additional caster. The additional caster must roll Arcana. The totals are then added together, if the total meets the new DC, the spell is cast with the casting time multiplied by the number of additional casters. Damage is not increased, and is distributed evenly among the casters, with spare damage going to the initial caster. (this may only apply to 10th level magic)   (I think I want to use this version of Reincarnate: () because there are several islands charged with extraplanar energyhttps://drive.google.com/file/d/1xdel7jvoMMpk_jWzn9pOSgzd8tQlpG-u/view)   Tale End -

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