Warcraft RPG 5th Edition...

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Arrius Nideal
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Re: Warcraft RPG 5th Edition...

Post by Arrius Nideal » Tue Jan 01, 2019 5:24 am

The races have been altered and stabilized in version 3.1. That makes the total updates on nearly every level.

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Re: Warcraft RPG 5th Edition...

Post by kachimbo » Thu Jan 03, 2019 4:49 am

Hi, man! Waiting the new patch, till there, brought some questions about the fire and frost mage.

1 - Fire Mage - Scorch says: "If the spell sets the target on fire, the saving throw to resist being caught on flame is made at a disadvantage".
Can u help us with the spells that can make the target caught fire? We don't find it in the books (PHB, Xanathar and WoW Core Document).


2 - Fire Mage - Pyromaniac - The mage gain this ability at level 10, but him can cast Pyroblast only at level 13 (7th level spell slot). One of my players is playing with a 10th level fire mage, he asked you to clarify this ability.


3 - Frost mage - The last one is about the chilling condition and how the abilities from frost mage interacts with it.
a) "Chilling Effects. Starting at 2nd level, you may use a bonus action to inflict the chilled condition to any target of your cold spells for one round. The condition stacks as normal."
This ability affects all targets or only one?


b) "Chilled. Usually inflicted by cold spells, the chilled condition reduces the target’s primary movement speed by 10 feet. This condition can stack if applied from different spells or abilities. If the target’s speed is reduced to 0, they are restrained until their speed is no longer 0, as ice coats their body."
How do one round of the chilled condition pass, before or after the caster next turn?

- how do this effect work: "This condition can stack if applied from different spells or abilities". Only in one round or in the entire combat?
Example: My player uses frostbolt and Chilling Effects in the first round. Next round, he use frostbolt and Chilling Effects again. This stacks?

- “they are restrained until their speed is no longer 0”
There’s another way to remove the restrained? For example, If the target is hit?


C) “Ice Statues. At 6th level, whenever you a target of your spells is restrained (via the chilled condition), they are also incapacitated for the duration of the restraining. Also, upon reaching 12th level, whenever you deal damage to a creature that exceeds one-half their maximum hit points, they are both restrained and incapacitated for one hour (or until they thaw out, whichever comes first). This ends prematurely if the target is hit.”
Both of the effects end prematurely if the target is hit, or only the 12th level effect ?

Thanks, in advance!

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Arrius Nideal
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Re: Warcraft RPG 5th Edition...

Post by Arrius Nideal » Thu Jan 03, 2019 6:37 pm

Those are a couple of good questions.

@Fire Mage: The project was intended to have spells that set people on fire, but it didn't work out after the first iteration.
There is more detail on the next patch (where several classes receive fixes and clarifications), but here is a preliminary segment from the revised fire specialization that can help.
Fire
You ignite enemies with bolts of flame and exploding fire, heating up until you deliver the final strike. Fire mages are well-appreciated engines of destruction in war.

Controlled Destruction. Beginning at 2nd level, you can create pockets of relative safety within the effects of your fire evocation spells. When you cast a fire evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + your intelligence modifier. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Also, for a number of times equal to your proficiency bonus, your fire evocation spells can be used to set a target on fire. A target on fire must roll a Stamina saving throw. On a failed save, the target takes 1d6 points of fire damage (or a number of dice equal to one-quarter the number dealt, whichever is higher). On a successful saving throw, the target is no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the target is no longer on fire. After you complete a short rest, you regain uses of this ability

Student of Flame. Also beginning at 2nd level, you may scribe evocation spells with other energy types as fire spells in your spellbook. The spells act the same way, unless the DM rules it is unreasonable (such as a slippery effect on a fire sleet spell). You also gain resistance to fire damage.

Scorch. Starting at 6th level, you may cast Fire Bolt as a bonus action. Also, you may critically hit with any ranged fire spell attack on a 19 and a 20, dealing double damage. If the spell sets the target on fire, the saving throw to resist being caught on flame is made at a disadvantage.
Also, whenever you set a target on fire with your fire spells, they are considered to be poisoned (disadvantage to attack rolls and ability checks) so long as they are aflame.

Black Fire. Starting at 10th level, you may spend a bonus action when targeting a creature that is immune or resistant to fire damage, reducing its resistance to damage. If it is immune, it becomes resistant instead. If resistant, it takes damage normally. If it takes normal damage, it is instead vulnerable. This remains for one hour, and one creature cannot be subjected to this effect more than once for 24 hours.

Pyromaniac. At 14th level, you add the Pyroblast spell to your spellbook if it isn’t already within it. Whenever you critically hit with a ranged fire spell, you may spend a bonus action to gain one round of concentration on the Pyroblast spell. The pyromaniac bonus remains for one minute or until you cast Pyroblast, and stacks with itself. It cannot exceed the maximum damage you can deal with Pyroblast, however. For this purpose, you count as if you critically hit if one of the targets of your fire spells fails by a natural 1 on a saving throw, or on a natural 19-20 on a ranged attack with a fire spell.
Black Fire and Pyromaniac have switched places, while Controlled Destruction gained a new feature that introduces setting people on fire with fire spells, on a number of times equal to your proficiency bonus, replenished on a short rest.

@Frost Mage: The Frost Mage is similarly updated.
Frost
You debilitate and freeze your enemies in their tracks, before shattering them with ice magic or entombing them in it for eternity. Frost mages are usually explorers, as their ability to debilitate, slow, and evade foes gives them survivability that makes them natural to the task.

Chilling Effects. Starting at 2nd level, you may use a bonus action to inflict the chilled condition to any target of your cold spells for one round. The condition stacks as normal from different sources. If multiple creatures are chilled, choose a number equal to your Intelligence modifier.

Student of Frost. Also beginning at 2nd level, you may scribe evocation spells with other energy types as cold spells in your spellbook. The spells act the same way, unless the DM rules it is unreasonable (such as a burning effect on a cold spell). You also gain resistance to Cold damage.

Ice Lance. Starting at 6th level, you may cast the Frost Bolt cantrip as a bonus action, and you prepare it for free.
Also, your Frost Bolt spell can freeze water in a 10-foot sphere (or any liquid that freezes at a similar temperature), allowing you to walk on water if you spend a bonus action every round to suffuse your step with it. The frozen path melts away in one minute (or may not if the weather is at below freezing). The path can also be broken as a bonus action (in 10-foot segments per bonus action spent).

White Ice. Starting at 10th level, you may spend a bonus action when targeting a creature that is immune or resistant to cold damage, reducing its resistance to damage. If it is immune, it becomes resistant instead. If resistant, it takes damage normally. If it takes normal damage, it is instead vulnerable. This remains for one hour, and one creature cannot be subjected to this effect more than once for 24 hours.

Ice Statues. At 14th level, whenever you a target of your spells is restrained by having their speed reduced to 0 by the chilled condition, they are also incapacitated for the duration of the restraining. Against such targets, your Frost Bolt is automatically a critical hit if it successfully hits.
Also, whenever you deal damage to a creature that exceeds one-half their maximum hit points at once, they are both restrained and incapacitated for one hour (or until they thaw out, whichever comes first). Both effects end prematurely if the target is hit.
I hope this modified wording helps.

@Chilled Condition: It is until the start of the caster's turn in the next round
Chilled. Usually inflicted by cold spells, the chilled condition reduces the target’s primary movement speed by 10 feet until the start of the caster’s turn in the next round. This condition can stack if applied from different spells or abilities. If the target’s speed is reduced to 0, they are restrained until their speed is no longer 0, as ice coats their body.
To clarify:
- how do this effect work: "This condition can stack if applied from different spells or abilities". Only in one round or in the entire combat?
Example: My player uses frostbolt and Chilling Effects in the first round. Next round, he use frostbolt and Chilling Effects again. This stacks?
Frost Bolt already reduces speed, so treat Frost Bolt as if it Chills the target for 1 round. Chilling Effects can make cold spells Chill if they didn't already.
For this example, you cast Frostfire Bolt to chill an enemy for 3 rounds (-10 speed), and then hit them with a Frost Bolt the next round (-20 speed). If you're level 6, you can use Freezing Sphere (apply Chilling Effects) to apply the condition (-20 speed), and use a bonus action to cast Frost Bolt (as per Ice Lance) for a third application (-30 speed). The average humanoid will be restrained until the beginning of your turn in the next round.

Alternatively, you can use Chilling Effects to mass Chill enemies (maximum equal to your Intelligence modifier), by using Blizzard, although it will only be for -10 feet (since it would stack if from different spells), although you can use your bonus action (if you're level 6) to slow one target by 20 instead.
So it's a flexible mechanic.
- “they are restrained until their speed is no longer 0”
There’s another way to remove the restrained? For example, If the target is hit?
Other than increasing the target's speed by an ability like Haste or Expeditious Retreat?
In-world, the speed reduction is because of the ice and cold slowing the enemy down (either solidifying on the target or slowing down their locomotive functions), so the GM can rule that opposite effects can reduce or allow a save versus the Chilled condition (same DC), like holding a flaming weapon, being resistant to Cold damage, or wearing winter clothing.
Again, that is up to the DM. We may might a saving throw (probably Strength or Stamina) with a bonus action to resist one instance of the condition, depending on the feedback.

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Re: Warcraft RPG 5th Edition...

Post by Arrius Nideal » Fri Jan 11, 2019 1:33 pm

Hey, there everyone!

Thanks to our fellow community member, Jimbob, we managed to create a polished PDF version of our ruleset (version 3.0).

It's present in the drive folder (along with everything else), but here is a direct link.
Click here!

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Re: Warcraft RPG 5th Edition...

Post by Arrius Nideal » Tue Jan 22, 2019 5:44 pm

Here are a few Kvaldir monster statistics--a sneak preview from the next patch's monster manual.

Kvaldir Crewman
Large undead (Kvaldir), lawful evil
Armor Class 13 (hide armor)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
STR AGI STA INT SPI CHA
14 (+2) 12 (+1) 14 (+2) 7 (-2) 11 (+0) 10 (+0)
Skills Vehicles (Water) +2, Navigator’s Tools +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Vrykul
Challenge 1/2 (100 XP)
Mistsight. The Kvaldir ignore concealment from fog and mist.
Undead Nature. Kvaldir do not need to eat, drink, sleep, or breathe.
ACTIONS
Battleaxe Melee Weapon Attack +4 to hit, reach 5 ft., one creature.
Hit: 11 (2d8 + 2) slashing damage, or 14 (2d10 + 2) slashing damage if used with both hands.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or range 30/120 ft., one target.
Hit: 9 (2d6 + 2) piercing damage.

Kvaldir Raider
Large undead (Kvaldir), lawful evil
Hit Points 37 (5d10+15)
Armor Class 14 (armor scraps)
Speed 30 ft.
STR AGI STA INT SPI CHA
16 (+3) 14 (+2) 13 (+3) 10 (0) 11 (+0) 10 (0)
Saving throws +3 Stamina
Skills Perception +2, Navigator’s Tools +2
Senses passive Perception 12
Languages Common, Vrykul
Challenge 1 (200 XP)
Traits
Mistsight. The Kvaldir ignore concealment from fog and mist.
Undead Nature. Kvaldir do not need to eat, drink, sleep, or breathe.
ACTIONS
Battleaxe Melee Weapon Attack +5 to hit, reach 5 ft., one creature.
Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with both hands.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or range 30/120 ft., one target.
Hit: 10 (2d6 + 3) piercing damage.

Kvaldir Mistweaver
Large undead (Kvaldir), lawful evil
Armor Class 13 (armor scraps)
Hit Points 39 (6d10 + 6)
Mana points 22 (16 + 3 + 3)
Speed 30 ft.
STR AGI STA INT SPI CHA
14 (+2) 12 (+1) 12 (+1) 16 (+3) 10 (+0) 12 (+1)
Saving throws +3 Stamina, +5 Intelligence
Skills Medicine +7, Perception +5, Religion +4
Senses darkvision 60 ft., passive Perception 15
Languages Common, Vrykul
Challenge 3 (700 XP)
Mistsight. The Kvaldir ignore concealment from fog and mist.
Undead Nature. Kvaldir do not need to eat, drink, sleep, or breathe.
Spellcasting. The Kvaldir Mistweaver is a 6th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The Mistweaver can prepare the following spells (9) from the mage spell list:
Cantrips (0 mana): chill touch, minor illusion, frost bolt
1st level (4 mana): cause fear, fog cloud
2nd level (5 mana): berserker rage, blink step, phantasmal force, gust of wind
3rd level (6 mana): blizzard, gaseous form, telekinesis
ACTIONS
Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 11 (2d8 + 2) slashing damage, or 13 (2d10 + 2) slashing damage if used with both hands.
Misty Blast Ranged Spell Attack: +5 to hit, reach 30 ft., one creature.
Hit: 10 (3d6) cold damage. This requires at least 1 mana in reserve for each d6.

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Tim Baker
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Re: Warcraft RPG 5th Edition...

Post by Tim Baker » Wed Jan 23, 2019 8:44 am

Arrius Nideal wrote:
Fri Jan 11, 2019 1:33 pm
Thanks to our fellow community member, Jimbob, we managed to create a polished PDF version of our ruleset (version 3.0).

It's present in the drive folder (along with everything else), but here is a direct link.
Click here!
This looks good! Thanks for sharing.

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