CLASSES
FEATS
SKILLS
SPELLS
MAGIC
ITEMS
NON-MAGIC
ITEMS
WEAPONS
AMAZONS
CHRONOLOGY
COSMOLOGY
ENCOUNTERS
GODS
GREECE
MAP:
GREECE
MAP:
KNOWN WORLD
MONSTERS
NPCs
PRESTIGE
GROUPS
XENA
DATINGS
CHASES
COMBAT
RULES
DISPELLING
INSIGHT
DISTRACT
EXECUTIONS
GIVE
AIR
HELPING
WITH SAVES
LEVELS
& CR
MADNESS
PREGNANCY
REINCARNATION
REPUTATION
SPIRITUAL
DUEL
WAKING
UP |
INDIAN
NON-CANONICAL INSPIRATION:
For the Northern parts, I’ve used mainly kingdoms mentioned in the early
epics. Southern India is less well documented there, so I’ve added stuff
from later history, though still BC. Ashoka’s kingdom isn’t present.
Geography: The Indian
subcontinent.
Gods: The Indian
gods are a diverse and powerful group with close ties to the Light and
the Darkness.
Reachable Planes:
Hell by physical travel.
Afterlife First Stop:
Heaven.
Reference Episodes:
Lost Mariner, Paradise
Found, Devi, Between
the Lines, The Way, Dangerous
Prey.
COUNTRIES
India
Indus
Lanka
Scheherazadistan
Turkestan
Assaka
Avanti
Centaur Kingdom
Kerala
Kishkindhya
Magadha
Matsya
Naga Kingdom
Tripura
Yaksha Kingdom
ADJACENT MAPS:
North
(Turangi)
Northeast
(Chin)
ALPHABETICAL LIST OF PLACE
NAMES USED
Anantnag:
The capital of the Naga Kingdom.
Assaka: A
quiet realm.
Avanti:
A kingdom famous for its many ascetics.
Centaur Kingdom:
Not as noble as their Greek counterparts.
Ganges: The holy
river of the Indian culture.
Harappa:
The main rival of Mohenjo-Daro.
Indus: An archaic
river kingdom. Also the name of the river itself.
Kerala:
An unstable kingdom, eager for allies against Lanka.
Kishkindhya: The
forest kingdom of the monkey people.
Langkasuka: A
kingdom of aggressive warriors.
Lanka: The demon
kingdom ruled by Indrajit.
Magadha:
A mighty trading nation.
Matsya: A
powerful kingdom.
Mohenjo-Daro: The
most powerful of the Indus city-states.
Muziris:
A bustling trading city.
Naga Kingdom:
Land of the serpent people.
Poduka:
A trading city.
Pyu:
A peaceful realm of city-states.
Rajagriha:
The high-walled capital of Magadha.
Sailusha:
Land of the mysterious Ghandarva people.
Sri Ksetra:
The most influential city in Pyu.
Tripura:
A nation ruled by a self-proclaimed god-king.
Uijaini:
The capital of Avanti.
Vanchi:
The capital of Kerala.
Viratanagara:
The capital of Matsya.
Yaksha Kingdom:
A kingdom with a reputation for sorcery.
D&D 3.5
Magic: Clerics, sorcerers
and wizards. The latter use the Menhdi, a special paint applied to the
body in the correct patterns each morning instead of reading a spell book.
In addition: bards, rangers and paladins.
Forbidden
School: No necromancy spells can be cast in the Indian culture, unless
cast by a god.
NPCs
Alti
Eli
Gabrielle
Hanuman
Tataka
Xena
SPELLS
Following
the Lines
Gift
of Mehndi
Living
Rope
Purity
Union
See
the Way
What
Else is There?
Reincarnation
RULES OF THE KARMIC WHEEL
Note: this isn’t Hinduism.
It isn’t even an attempt to simplify Hinduism in game terms. This is only
the spiritual tradition of the Indian culture in XWP, with some superficial
likenesses to modern Hinduism.
The afterlife
of the Indian culture is reincarnation. If you have followed your chosen
way, you are reincarnated into a position to chose a higher way. If not,
you either get another shot at the way you failed to follow, or (if you
did particularly bad) you get denoted to a lower way, or even to an animal.
When dying,
the soul travels to Heaven, and as soon as a
baby is about to be born in the Indian culture under the right circumstances,
the soul is transferred to that baby.
THE WAYS (Karmic paths)
From lowest to highest:
0: Evil: you reject the
principles of the Karmic wheel and strives to hinder others from advancing
within it. You can never reach another stage until you abandon this way.
1: Animal: only by emulating
a higher way can you hope to re-enter humanity.
2: Rogue: commit crimes
with daring and originality.
3: Creator: make things
of beauty and utility.
4:
Obedience: serve loyally.
5: Warrior: fight courageously
to overcome enemies.
6: Serenity: use magic to
aid others.
7:
Love: spread love through example and teaching.
8: Enlightenment: you have
transcended humanity and become a spiritual being.
EFFECTS OF REINCARNATION
When you encounter people
you have met in earlier reincarnations, you feel a strange affinity to
them, and might even get flashbacks. You also get a +1 reincarnation bonus
to 1 action/day that you were good at in a former life. It need not be
the same action each day.
WHEN TO USE THESE RULES
What bearing
has this on actual gameplay? Not much, except in three instances:
1: In a very
long campaign that actually encompasses several lifetimes and thus allow
adventuring with the same character over the centuries.
2: When time-travelling
(via following the lines
or some other means).
3: When receiving
some kind of vision from the future (or the past).
INDIAN CLERIC SPELLS
0-LEVEL CLERIC SPELLS
Create Water: Creates
2 gallons/level of pure water.
Cure Minor Wounds:
Cures 1 point of damage.
Detect Magic: Detects
spells and magic items within 60 ft.
Detect Poison: Detects
poison in one creature or object.
Good
Lighting: For 10 minutes/level, artificial light sources within 25'+5'/2
levels are lit.
Guidance: +1 on one
attack roll, saving throw, or skill check.
Love
is a Weapon: Makes a weapon impossible to use.
Mending: Makes minor
repairs on an object.
Purify Food and
Drink: Purifies 1 cu. ft./level of food or water.
Read Magic:
Read scrolls and spellbooks.
Resistance: Subject
gains +1 on saving throws.
Virtue: Subject gains
1 temporary hp.
1st-LEVEL CLERIC SPELLS
Bane: Enemies take
–1 on attack rolls and saves against fear.
Bless: Allies gain
+1 on attack rolls and saves against fear.
Bless Water M:
Makes holy water.
Command: One subject
obeys selected command for 1 round.
Cure Light Wounds:
Cures 1d8 damage +1/level (max +5).
Detect Chaos/Evil/Good/Law:
Reveals creatures, spells, or objects of selected alignment.
Detect Undead:
Reveals undead within 60 ft.
Endure Elements:
Exist comfortably in hot or cold environments.
Entropic Shield:
Ranged attacks against you have 20% miss chance.
Hide from Undead:
Undead can't perceive one subject/level.
Magic Stone:
Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon:
Weapon gains +1 bonus.
Obscuring Mist:
Fog surrounds you.
Origin:
Identifies the caster of a spell.
Passivity
Curse: Subject becomes passive.
Protection from Chaos/Evil/Good/Law:
+2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear:
Suppresses fear or gives +4 on saves against fear for one subject + one
per four levels.
Sacred
Bunya: Increases the bunya bonus
to +4.
Sanctuary: Opponents
can't attack you, and you can't attack.
Shield of Faith:
Aura grants +2 or higher deflection bonus.
Summon Monster I:
Calls extraplanar creature to fight for you.
2nd-LEVEL CLERIC SPELLS
Aid: +1 on attack
rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon
becomes good, evil, lawful, or chaotic.
Augury MF:
Learns whether an action will be good or bad.
Bear's Endurance:
Subject gains +4 to Con for 1 min./level.
Bull's Strength:
Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms
creatures, negating emotion effects.
Cry
Out For a Hero: Causes a hero to arrive within 1d10 days and offer
to help.
Cure Moderate
Wounds: Cures 2d8 damage +1/level (max +10).
Delay Poison: Stops
poison from harming subject for 1 hour/level.
Eagle's Splendor:
Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates
all within 100 ft. + 10 ft./level.
Find Traps:
Notice traps as a rogue does.
Hold Person: Paralyzes
one humanoid for 1 round/level.
Make Whole: Repairs
an object.
Owl's Wisdom: Subject
gains +4 to Wis for 1 min./level.
Purity
Union [Chin, Indian]:
Caster coordinates actions with another, +2 to attacks, skills, spell DCs;
spells can originate from either one.
Remove Paralysis:
Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores
10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser:
Dispels magical ability penalty or repairs 1d4 ability damage.
See
the Way [Indian]: Detects the karmic path
of 1 target/round.
Shield Other F:
You take half of subject's damage.
Showdown:
Initiates a duel with another spellcaster. Opposed Will saves give 1d6/point
of difference to the loser.
Silence: Negates
sound in 20–ft. radius.
Sister
Moon: Subject is immune to sleep, exhaustion and fatigue.
Status: Monitors
condition, position of allies.
Summon MonsterII:
Calls extraplanar creature to fight for you.
Undetectable Alignment:
Conceals alignment for 24 hours.
Zone of Truth: Subjects
within range cannot lie.
3rd-LEVEL CLERIC SPELLS
Create Food and Water:
Feeds three humans (or one horse)/level.
Cure Serious Wounds:
Cures 3d8 damage +1/level (max +15).
Dispel Magic: Cancels
spells and magical effects.
Glyph of WardingM:
Inscription harms those who pass it.
Guest
List. Learn if anyone is travelling towards you through another plane.
Helping Hand: Ghostly
hand leads subject to you.
Locate Object: Senses
direction toward object (specific or type).
Magic Circle against
Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10
min./level.
Magic Vestment: Armor
or shield gains +1 enhancement per four levels.
Meld into Stone:
You and your gear merge with stone.
Obscure Object:
Masks object against scrying.
Prayer: Allies +1
bonus on most rolls, enemies –1 penalty.
Protection from Energy:
Absorb 12 points/level of damage from one kind of energy.
Remove Blindness/Deafness:
Cures normal or magical conditions.
Remove Curse: Frees
object or person from curse.
Remove Disease: Cures
all diseases affecting subject.
Stone Shape: Sculpts
stone into any shape.
Subtext:
You learn the relationships within a group.
Summon Monster III:
Calls extraplanar creature to fight for you.
Water Breathing:
Subjects can breathe underwater.
Water Walk: Subject
treads on water as if solid.
What
Else is There? [Chin, Indian]:
+2 bonus on spell saves DC, and skills with mental ability or Constitution.
4th-LEVEL CLERIC SPELLS
Air Walk: Subject
treads on air as if solid (climb at 45-degree angle).
Come
Hither: Target tries its utmost to come near you.
Control Water: Raises
or lowers bodies of water.
Cure Critical Wounds:
Cures 4d8 damage +1/level (max +20).
Death Ward: Grants
immunity to death spells and negative energy effects.
Dimensional Anchor:
Bars extradimensional movement.
Discern Lies: Reveals
deliberate falsehoods.
Dismissal: Forces
a creature to return to native plane.
Divination M:
Provides useful advice for specific proposed actions.
Freedom of Movement:
Subject moves normally despite impediments.
Giant Vermin: Turns
centipedes, scorpions, or spiders into giant vermin.
Gift:
Grants the use of another spell to someone entering the area.
Look
Into Your Heart: Reveals if the targets belong to the same category
as you.
Love
Bolt: Target falls in love with the first being he sees.
Magic Weapon, Greater:
+1 bonus/four levels (max +5).
Neutralize Poison:
Immunizes subject against poison, detoxifies venom in or on subject.
Planar Ally, LesserX:
Exchange services with a 6 HD extraplanar creature.
Repel Vermin: Insects,
spiders, and other vermin stay 10 ft. away.
Restoration M:
Restores level and ability score drains.
Spell Immunity:
Subject is immune to one spell per four levels.
Summon Monster IV:
Calls extraplanar creature to fight for you.
5th-LEVEL CLERIC SPELLS
Atonement F
X: Removes burden of misdeeds from subject.
Break Enchantment:
Frees subjects from enchantments, alterations, curses, and petrification.
Command, Greater:
As command, but affects one subject/level.
Commune X:
Deity answers one yes-or-no question/level.
Cure Light Wounds, Mass:
Cures 1d8 damage +1/level for many creatures.
Dead
Naked Heroes: Plane shifts a creature without its equipment.
Dispel Chaos/Evil/Good/Law:
+4 bonus against attacks.
Disrupting Weapon:
Melee weapon destroys undead.
Fathom
Dream Collective: Learns from the dreams of many within 3 miles.
Insect Plague: Locust
swarms attack creatures.
Plane Shift F:
As many as eight subjects travel to another plane.
Raise Dead M:
Restores life to subject who died as long as one day/level ago.
Righteous Might:
Your size increases, and you gain combat bonuses.
Scrying F:
Spies on subject from a distance.
Spell Resistance:
Subject gains SR 12 + level.
Summon Monster V:
Calls extraplanar creature to fight for you.
Symbol of Sleep M:
Triggered rune puts nearby creatures into catatonic slumber.
True Seeing M:
Lets you see all things as they really are.
Vision
of Pain: Target relives painful memories, -2 to attack, damage and
saves, and additional random effects.
Wall of Stone: Creates
a stone wall that can be shaped.
6th-LEVEL CLERIC SPELLS
Animate Objects:
Objects attack your foes.
Antilife Shell: 10-ft.
field hedges out living creatures.
Banishment: Banishes
2 HD/level of extraplanar creatures.
Bear's Endurance, Mass:
As bear's endurance, affects one subject/ level.
Bull's Strength, Mass:
As bull's strength, affects one subject/level.
Cure Moderate Wounds,
Mass: Cures 2d8 damage +1/level for many creatures.
Dispel Magic, Greater:
As dispel magic, but up to +20 on check.
Eagle's Splendor, Mass:
As eagle's splendor, affects one subject/level.
Find the Path: Shows
most direct way to a location.
Forbiddance M:
Blocks planar travel, damages creatures of different alignment.
Geas/Quest: As lesser
geas, plus it affects any creature.
Glyph of Warding, Greater:
As glyph of warding, but up to 10d8 damage or 6th-level spell.
Heal: Cures 10 points/level
of damage, all diseases and mental conditions.
Heroes' Feast: Food
for one creature/level cures and grants combat bonuses.
Owl's Wisdom, Mass:
As owl's wisdom, affects one subject/level.
Planar Ally X:
As lesser planar ally, but up to 12 HD.
Summon Monster VI:
Calls extraplanar creature to fight for you.
Symbol of PersuasionM:
Triggered rune charms nearby creatures.
Wind Walk: You and
your allies turn vaporous and travel fast.
Word of Recall: Teleports
you back to designated place.
7th-LEVEL CLERIC SPELLS
Control Weather:
Changes weather in local area.
Cure Serious Wounds,
Mass: Cures 3d8 damage +1/level for many creatures.
Refuge M:
Alters item to transport its possessor to you.
Regenerate: Subject's
severed limbs grow back, cures 4d8 damage +1/level (max +35).
Repulsion: Creatures
can't approach you.
Restoration, GreaterX:
As restoration, plus restores all levels and ability scores.
Resurrection M:
Fully restore dead subject.
Scrying, Greater:
As scrying, but faster and longer.
Summon Monster VII:
Calls extraplanar creature to fight for you.
Symbol of StunningM:
Triggered rune stuns nearby creatures.
Unveil
the Light [Indian]]: You become luminous
and incorporeal for 1 round and easen despair, fear and fatigue nearby.
Vision
of Death: A glimpse of the future kills the subject, or at least affects
her like a vision of pain.
8th-LEVEL CLERIC SPELLS
Antimagic Field:
Negates magic within 10 ft.
Cloak of Chaos F:
+4 to AC, +4 resistance, and SR 25 against lawful spells.
Cure Critical Wounds,
Mass: Cures 4d8 damage +1/level for many creatures.
Curse
of Time: Target becomes either an infant or venerable, until a set
condition is fulfilled.
Dimensional Lock:
Teleportation and interplanar travel blocked for one day/level.
Discern Location:
Reveals exact location of creature or object.
Holy Aura F:
+4 to AC, +4 resistance, and SR 25 against evil spells.
Planar Ally, GreaterX:
As lesser planar ally, but up to 18 HD.
Shield of Law F:
+4 to AC, +4 resistance, and SR 25 against chaotic spells.
Spell Immunity, Greater:
As spell immunity, but up to 8th-level spells.
Summon Monster VIII:
Calls extraplanar creature to fight for you.
Symbol of Insanity M:
Triggered rune renders nearby creatures insane.
Unholy Aura F:
+4 to AC, +4 resistance, and SR 25 against good spells.
9th-LEVEL CLERIC SPELLS
Following
the Lines [Indian]: Moves the target
to another reincarnation in the past or the future.
Gate X:
Connects two planes for travel or summoning.
Heal, Mass: As heal,
but with several subjects.
Storm of Vengeance:
Storm rains acid, lightning, and hail.
Summon Monster IX:
Calls extraplanar creature to fight for you.
True ResurrectionM:
As resurrection, plus remains aren't needed. |
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