THIS THREAD IS FOR THOSE WHO HAVE THE V17 PRE-RELEASE OR DOWNLOAD. I WILL ATTEMPT TO TRACK CHANGES TO THE GAME HERE IN ANY TO PRINT FORMAT.
Wall of Iron Range: 60’
Arcane 6 Duration: permanent
This spell causes a flat, vertical iron wall to spring into being. The wall is normally 1” thick and can be as large as 1,000 square feet. The wall can be made thicker than 1” with a proportionate reduction in area, but cannot be made less than 1” thick. If the caster so desires, the wall can bond itself to any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it appears where objects or creatures already are. The wall must always be a flat plane, though the edges can be shaped to fit the available space, and it must always be conjured in contact with the ground.
The caster can create the wall vertically resting on a flat surface but not attached to the surface, so that it can be tipped over to fall on and crush creatures beneath it. The wall is 50% likely to tip in either direction if left un-pushed. Creatures can push the wall in one direction rather than letting it fall randomly. Pushing the wall in one direction requires a successful Open Doors proficiency throw. Creatures with room to flee a falling wall can do so with a successful save versus Blast. Creatures of Ogre size or smaller that fail the save take 10d6 points of damage. The wall cannot crush larger creatures.
This wall is permanent unless otherwise destroyed or dispel magic spell is cast upon it. Like any iron wall, it is subject to rust, perforation, and other natural phenomena.
Transmute Rock to Mud* Range: 120’
Arcane 5 Duration: 3d6 Days
This spell changes a volume of natural, uncut, unworked rock into an equal volume of mud. The volume transformed can be up to up to 3,000 square feet across and up to 10’ deep. Magical stone is not affected by the spell, nor are building, bridges, and other structures made of worked stone.
Transmute rock to mud is most commonly cast in preparation for a pitched battle to create fields of nearly impassable ground. Creatures entering the area of the mud become mired in the deep morass. Mired creatures are slowed to 1/10th their normal movement speed and suffer a -2 penalty to AC.
If the spell is cast underground on a cave’s rock ceiling, the mud immediately falls to the floor and spreads out in a pool, forming a mire (as above). The falling mud deals 8d6 damage to creatures in the area, half damage if they make a saving throw versus Blast. At the GM’s discretion, transforming a large volume of ceiling rock in a cave can precipitate a wider cave-in as the area’s structural integrity becomes compromised.
Mud created by this spell remains such until the duration expires or the reverse of this spell (transmute mud to rock) restores the rock to its original substance. The volume transformed by the reversed version is identical, but the duration of the transmutation is permanent. When mud becomes rock, the shape of the area may be different, as the mud may have moved or shifted.
Magical Crossbreed and Necromantic Reactions
A magical crossbreed is not automatically under the control of the caster. If the more intelligent progenitor was an intelligent and willing participant in the crossbreeding, the magical crossbreed will have the same relationship with the caster as the progenitor did. Otherwise, the GM should make a reaction roll to determine the crossbreed’s reaction to the caster. If the crossbreed is unfriendly or hostile, the caster could try to tame, train, or charm it using specialists or spells; imprison it in his dungeon; or just unleash it onto the world.
An undead monster created through necromancy is not automatically under the control of the caster. If the subject creature was a willing participant in the necromancy, it will retain its relationship with the caster when it becomes undead. Otherwise, the GM should make a reaction roll to determine the undead monster’s reaction to the caster. If the undead monster is unfriendly or hostile, the caster could try to control it using spells, or imprison it in his dungeon, or simply unleash it onto the world.
EXPERIENCE FROM TREASURE
Characters only gain XP from treasure they recover from the dungeon or wilderness and bring back to civilization. For purposes of earning XP, “civilization” is the nearest friendly town or stronghold. Sometimes figuring out how to get a dragon’s hoard back to town can be an adventure in itself.
The characters receive 1 XP per 1 gold piece (gp) value of coin, gems, jewelry, and special treasure (e.g., art, furs, silks) recovered on adventures. If the characters recover equipment on adventures, they must immediately sell the equipment for coin to get XP. If they keep the equipment for later use, they receive no XP for them.
SPELLS KNOWN
An arcane spellcaster can know a maximum number of spells equal to the number and level of spells listed for his level, modified by his Intelligence bonus. For instance, a 3rd level mage is able to cast two 1st and one 2nd level spell per day. If he has 16 INT (+2 modifier), he can know up to four 1st level and three 2nd level spells. An arcane spellcaster records his known spells in his spell books. Spell books are not encyclopedias of spell formulae; they are more like journals, in which each day the caster reviews and re-calculates what he must remember about each spell he knows.
Spellcasters get a number of extra spells equivalent to their INT bonus, right? Or does cap out at one bonues spell? It’s a little unclear from the wording above.
Starting Spells Known
A 1st level arcane spellcaster starts the game knowing at least one 1st level spell. The GM should select an appropriate spell for the arcane spellcaster to begin with. Charm person, light, magic missile, protection from evil, or sleep are good choices. If the mage has an INT of at least 13, he may start the game knowing additional 1st level spells up to his Intelligence bonus. For each point of Intelligence bonus, the player should roll 1d12 to randomly select another other spell from the arcane spell list. If the character rolls any duplicates, do not re-roll; he will begin play knowing less than his maximum spells.
EXAMPLE: Quintus is a 1st level mage with INT 16. He can know up to three 1st level spells. For Quintus’ first spell, the GM selects sleep. Quintus then rolls 1d12 on the arcane spell list and scores a “9”. He adds read languages to his list of spells known. Quintus then rolls 1d12 again and scores an “11”, learning sleep. However, Quintus already knows sleep, but he doesn’t get to roll again. Instead, Quintus will begin play just knowing sleep and read languages. He can learn his third 1st level spell once play begins.
The Experience Points from Domain and Mercantile Income GP Thresholds are updated as follows. I made two errors in the prior chart. First, a simple math error that skipped one level. Second, I forgot to factor in that high level characters would accumulate net worth through non-xp generating means, throwing off the “rule of 33” I used to calculate the GP Thresholds. The correct results are below.
XP from Domain
and Mercantile Income
Class Level Gp Threshold
1 25
2 50
3 100
4 200
5 400
6 800
7 1,600
8 3,000
9 6,500
10 12,000
11 24,000
12 60,000
13 120,000
14 250,000
The Locksmithing proficiency has been replaced with Lockpicking proficiency:
Lockpicking: The character is an expert with locks and receives a +2 bonus on proficiency throws to open locks. He may open a lock in one round (rather than one turn) by making a successful proficiency throw to open locks with a -4 penalty.
[Henceforth, normal locksmithing is simply a Craft skill].
The following dragon powers have been updated to make them as useful as other powers:
Gem-Encrusted Hide: The dragon’s hide is coated with gemstones and coins from centuries of lying on its treasure pile. Because of this protection, it gains a +2 bonus to AC, but its movement is reduced by 30’. The AC bonus increases to +3 when the dragon becomes Very Old, and +4 when the dragon becomes Venerable.
Tail Lash: The dragon may make one additional melee attack each round, lashing out with its tail at targets to its rear. The dragon inflicts the same damage with its tail attack as it does with its bite attack. [In v17 it did damage as a claw attack].
Wing Claws: The dragon may make two additional melee attacks each round with the claws on its wings. When attacking with its wings, the dragon inflicts the claw damage of a dragon of its own age category. [In v17 it did damage as a claw attack of one age category less.]
The Dwarven Brewing proficiency has been made easier to use:
Dwarven Brewing: The character knows the secrets of the famed beer and ale of the dwarves. Because of his familiarity with mixology, he may make a proficiency throw of 11+ to determine the magical properties of a potion or oil on taste.
Standardized rules for experience point adjustments for classes with multiple prime requisites:
ABILITY PRIME REQUISITES
The classes discussed in the next portion of this section have ability prime requisites. The table below details the effect a score in a prime requisite has on experience points earned by characters. If a class has two prime requisites, calculate the character’s experience adjustment based on whichever prime requisite has the lower ability score.
Explaining that a bonus to a die roll is mathematically identical to a reduction in target value for a throw.
THROWING THE DICE:
If a particular throw is subject to a modifier that will always apply, it is often easier to record this modifier as an adjustment to the target number for the throw. Bonuses reduce the throw value required, while penalties increase the throw value required.
EXAMPLE: Viktir has an Open Locks proficiency throw of 16+. However, he has a Lockpicking proficiency that gives him a +2 bonus to Open Locks. For ease of play, Viktir can record his Open Locks proficiency throw as 14+, applying the +2 bonus as a 2-point reduction in the target value instead of modifying the die roll. Throwing the die and aiming for 14+ is mathematically identical to throwing the die with a +2 bonus and aiming for 16+.
The Weapon Focus proficiency has been updated.
Weapon Focus: When using a favored type of weapon, the character is capable of devastating strikes. On an attack throw scoring a natural 20 when using his favored weapons, the character inflicts double normal damage. A character may take this proficiency multiple times, selecting an additional Weapon Focus each time. The available Weapon Focuses are: axes; maces, flails and hammers; swords and daggers; bows and crossbows; slings and thrown weapons; spears and polearms. Weapon Focus does not allow a character to use weapons not available to his class.
Hmm…isn’t that a proficiency that many groups use as a house rule anyway? Kinda like giving a proficiency that gives players max hp at first level? How is my analogy?.
Bargle, I suppose. The intent of the Weapon Focus proficiency was to offer players who feel like they “need” something on 20s a proficiency to do that. If the GM makes that a house rule, he’s basically just saying (in ACKS terms) ‘everyone gets weapon focus for free.’
An arcane spellcaster can know a maximum number of spells equal to the number and level of spells listed for his level, modified by his Intelligence bonus. For instance, a 3rd level mage is able to cast two 1st and one 2nd level spell per day. If he has 16 INT (+2 modifier), he can know up to four 1st level and three 2nd level spells. An arcane spellcaster records his known spells in his spell books. Spell books are not encyclopedias of spell formulae; they are more like journals, in which each day the caster reviews and re-calculates what he must remember about each spell he knows.
Starting Spells Known
A 1st level arcane spellcaster starts the game knowing at least one 1st level spell. The GM should select an appropriate spell for the arcane spellcaster to begin with. Charm person, light, magic missile, protection from evil, or sleep are good choices. If the mage has an INT of at least 13, he may start the game knowing additional 1st level spells up to his Intelligence bonus. For each point of Intelligence bonus, the player should roll 1d12 to randomly select another other spell from the arcane spell list. If the character rolls any duplicates do not re-roll; he will begin play knowing less than his maximum spells.
EXAMPLE: Quintus is a 1st level mage with INT 16. He can know up to three 1st level spells. For Quintus’ first spell, the GM selects sleep. Quintus then rolls 1d12 on the arcane spell list and scores a “9”. He adds read languages to his list of spells known. Quintus then rolls 1d12 again and scores an “11”, learning sleep. However, Quintus already knows sleep, but he doesn’t get to roll again. Instead, Quintus will begin play just knowing sleep and read languages. He can learn his third 1st level spell once play begins.
Learning New Spells
Once the game begins, arcane spellcasters can learn new spells in a few different ways. All mages and elven spellswords are assumed to be members of the local mages’ guild, or apprenticed to a higher level NPC. When they gain a level of experience, they may return to their masters and be out of play for one game week while they are learning their new spells. Their masters will teach them spells equal to the number and level of spells the caster can use in a single day. Characters of 9th level or above do not have masters to teach them spells, so they must find or research them. When a master is not available, mages and elven spellswords depend entirely on finding spell scrolls to add to a spell book, finding other spell books with new spells in them, or conducting spell research.
If a new spell is found on a scroll, or another arcane spellcaster’s spell book, it may be added to the arcane spellcaster’s spell book, if the character can still learn new spells of that level. If the spell is of too high level to be cast, it cannot be put into the book, but it may be saved to be put into a book in the future. It takes one week of study to scribe a spell into the character’s spell book. Scribing a spell from a scroll uses it up in the process, but copying spells from one spell book to another does not erase spells from the book.
Scrolls and spell books are complex and esoteric, and usually written in obscure or dead languages. A scroll or spell book can be read only by the spellcaster who created it, or by an arcane spellcaster who can read the language the scroll or spell book is written in. An arcane spellcaster can use read languages to read a scroll or spell book in an unfamiliar language.
EXAMPLE: Quintus can understand the Common, Classical Auran, and Zaharan languages. While on an adventure, he finds two scrolls, one written in Draconic and one written in Zaharan. Quintus can read the scroll written in Zaharan, but he cannot read the scroll written in Draconic except through the read languages spell. Quintus gives the Draconic scroll to his friend Thord, a dwarven craftpriest who reads Draconic. Unfortunately, Thord cannot read the scroll either, because he is not an arcane caster.
Tongues* Range: 60’
Divine 4 Duration: 1 turn
This spell grants the divine spellcaster the ability to speak and understand the language of any intelligent creature within a 60’ radius around the caster.
The reverse, garble, can be cast on any intelligent creature within 60’ of the caster. No saving throw is permitted. If the target is the beneficiary of a tongues spell, garble will negate the tongues spell; otherwise, garble will render the target unable to speak and understand the languages of other intelligent creatures. While unable to communicate with others, the target may still think clearly and understand his own words, so garble does not prevent the target from casting spells. Indeed, the target may not immediately realize he is under the effects of a garble – he may think something is wrong with the creatures around him who can’t understand what he’s saying.
CHARGING
Charging combatant must move at least 20’ [not 10’].