SPECIAL
ABYSS
GENERAL
- Creatures cannot be banished or repelled because of their
unholy status. However, they can still be damaged because of it
and ethereal creatures forced to materialize. However, any effect
depending on unohly status causes on a d6 roll 4+ one damage to
caster! (Banish Evil and Bless, mainly)
- Holy things like holy blades are obvious and hated and
feared by all inhabitants.
- Demon lords and princes answer to summon only if they want to.
- A wish is granted by the closest demon lord, and he may refuse to
grant some wishes.
- A slain body might become inhabitated by a wandering spirit. Roll
d6 at the start of each hour, and roll 1 means that the body is now
inhabitated. Such a spirit must be first banished.
- Magical items with spell-like effects use all rules for spells.
SPELLS
- Creatures are immune to death magic at their own home plane
- Non-native creatures are not summonable, unless very close. Native
creatures summoned or conjured have their own will.
- Polymorph and regeneration spell might have (d6 roll 1-2)
unexpected results, chaotic mutations and such
- Detect magic and evil are quite inefficient. Everything is magical
and evil, but some more magical things can be obvious.
- A planar gate can only be opened to normal world. Unless near a
conduict, the prince of the layer may prohibit this.
MIRACLES
- Halve Faith level for any Miracle dependent on it, like Turn
Undead or Banish Evil
- Evil Ward does not help in Abyss
- Banish Evil and Bless cannot banish demons, but may be used to
force ethereal creature to materialize. Each time used, they damage
priest on a d6 roll 4+.
- God cannot hear prayers of their followers. No need to test any
divine intervention.
ARTIFACTS
NOTES
Artifacts are rare and powerful magical items.
DEATHCUTTER
This elegant blade with jet black narrow blade is also an
intelligent weapon, possessed by a strange shadow demon.
- In combat, it deals 2 points of damage. In addition, it ignores
armor, always hitting against 3+target speed.
- Wielder may change into dark shadowform, becoming invisible
in the shadowy area. This is limited to 3 times per day.
- Wielder is resistant to death as long as he wields the sword.
All powers are granted by the demon, and it may elect not to grant
them. The demon speaks with a low rumbling voice, telepathically to
wielder or audible. It may also control the sword somehow, being able
to make it strike someone. The demon loves backstabbing, stalking in
shadows and all other subterfuge acts. It is overly jealous for other
weapons, and insists the wielder to leave all other weapons behind.
FLAMETONGUE
This big two-handed ornate sword is an intelligent weapon,
possessed by a wild fire elemental.
- In combat, it is classified as big weapon, dealing 2
damage
- If ignited, it deals 2+2 fire damage upon each hit
- It may produce Jet of Flame once a hour. This works like a
wand of fire, causing 6 points of damage to any creature hit.
- The wielder is immune to fire as long as he wears the sword
and the elemental wants to protect him (see below)
The swords speaks with a hissing voice, and the possessed fire
elemental is a bit flavor of pyromantic behaviour. It can be mentally
commanded to ignite or to extinguish the flames in the blade when
needed to, but the elemental may refuse to act if it does not like the
wielder (so it is good to be in good relations with it). In addition,
it has power to control the sword somehow, being able to turn itself
to direction desired, and then use jet of flame.
edd RPG system (c) Kalle Marjola 1997-98. All rights
reserved.