WORLD OF OHR
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MAGIC OF OHR

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SPELL BURNOUT

Magic in the world of Ohr is chaotic and extremely hard to control for lengthy periods of time. The origins of magic are unknown, and can cause extreme harm to witches if wielded recklessly. Even divine magics have been known to lash out at the wielder.
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For this reason, we have chosen to utilize and draw inspiration from the Spell Burnout system from GiffyGlyph's Darker Dungeons supplement. The rules for this system can be found as a handout in our Roll20 room. 



MAGIC ITEMS IN THE WORLD OF OHR

Over the ages sorcerers, wizards and witches have created items of magic and power. Although some have been created for some benevolent purpose, most were created out of a need for power and dominance. The Ancient Ones of Ohr were capable of creating magical items that aided their peoples in the most mundane of tasks and also items that could shake the very foundations of the planet. The Ancients of old were known to have magical powers of such magnitude that they could travel to other worlds and planes of reality; still keeping their sanity intact. Others believe that the Ancient Ones were not of our world, hence their ability to do and see things that would drive normal men insane. The Giants, the only remnant of a world that existed long before the current incarnation are removed from the Ancient Ones, yet still possess a great knowledge of things arcane. Their great cities and kingdoms once stretched across the known world and were largely held in check by their domination of others through the use of magic.

This age of man still possesses magic and those willing to use it. Items of magic are still created by those that have the power and knowledge to do so, however, those items of magic pale in comparison to the artifacts that were created by sorcerers of long ago. Through the Age of Prophecy and well into the Age of Shadow magic also carries a stigma for being dangerous and eldritch in nature, even if there is a difference, at this point it's rarely indistinguishable and virtually all users of magic are met with fear and often times violence in the lands of the Ohr.

SPELL POINTS & SPELL POINT TABLE

The spell point system dramatically expands the versatility of a spell-caster. Since he’s no longer tied to using a specific number of spell slots, he can much more easily adapt to situations. In effect, spell points make all classes work more like the sorcerer, and make the sorcerer (or bard) work even more like the sorcerer. In general, spell-casters become more powerful—though they aren’t capable of casting any spell they couldn’t cast before, they are now capable of casting more high-level spells per day and more of whichever spells they need. If a 15th-level cleric needs to cast heal a dozen times during an adventure, he can do that (though not much else).  ​

Cost of spells: Each spell cost 1 Spell Point based on the level that the spell is cast at. I.E. A 1st level spell cost 1 spell point to cast.

Top Lethal/Nova: When a caster attempts to cast multiple spells of 3rd level or higher the cost for those spells are increased.  This is to represent the exhaustive nature of casting magic in Ohr and the toll it takes on the caster. Keep in mind that it is cumulative!

Example:  Wizard uses 9 spell points to cast a 9th level spell on his first turn - It costs 9 points to cast.  Wizard attempts to cast a 7th level spell on his second turn, this comes at an increased cost of 2 points and 2 more points for every time after that.  So instead of costing the normal 7 spell points, it would instead cost 9. Where as a 9th level spell would cost 11. If you attempt to cast ANOTHER spell above 6th level, the spell would cost an additional 4 points, so a 7th level spell would cost 11 and a 9th level spell would cost 13.
LevelBard, Cleric, DruidWizardWarlockSorcererRanger, PaladinEldritch Knight, Arcane Archer, etc
1st586842
2nd5861042
3rd81261264
4th81261464
5th101481684
6th121481886
7th1416820106
8th1416822106
9th16181024128
10th18181026128
11th18201028148
12th202210301410
13th202412321610
14th222612341610
15th222812361812
16th243012381812
17th263214402012
18th283416422214
19th303618442416
20th323820462618

SPELL CHANGES

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Removed & Edited Spells:

  • REMOVED SPELLS:
    • 1st Level Spells:
      • ​Identify
      • Unseen Servant
      • Comprehend Languages
      • Create or Destroy Water
      • Detect Evil and Good
      • Detect Magic
      • Detect Poison & Disease
      • Protection from Evil and Good
      • Goodberry
      • Purify Food and Drink
      • Tenser's Floating Disk
    • 2nd Level Spells:
      • ​Arcane Lock
      • Knock
      • Find Steed
      • Locate Animals or Plants
      • Locate Object
      • Find Traps
      • Rope Trick
      • Nystul's Magic Aura
    • 3rd Level Spells:
      • ​Leomund's Tiny Hut
      • Tongues
      • Speak with Dead
      • Meld into Stone
      • Remove Curse
      • Create Food and Water
      • Fly
    • 4th Level Spells:
      • ​Locate Creature
      • Arcane Eye
      • Divination
      • Find Greater Steed
      • Conjure Woodland Beings
      • Fabricate
      • Leomund's Secret Chest
      • Mordenkainen's Private Sanctum
      • Mordenkainen's Faithful Hound
    • 5th Level Spells:
      • ​Creation
      • Planar Binding
      • Commune
      • Commune with Nature
      • Legend Lore
      • Dispel Evil and Good
    • 6th Level Spells:
      • ​Arcane Gate
      • Druid Grove
      • Magic Jar
      • Transport via Plant
      • Word of Recall
      • Find the Path
      • Heroes' Feast
    • 7th Level Spells:
      • ​Modernkainen's Magnificent Mansion
      • Conjure Celestial
      • Eternalness
      • Teleport
      • Temple of the Gods
      • Plane Shift
    • 8th Level Spells:
      • ​Demiplane
      • Clone
      • Illusory Dragon
      • Mighty Fortress
    • 9th Level Spells:
      • ​Astral Projection
      • ​Wish
      • Gate
CHANGED SPELLS:
  • ​Mending - An item can only be targeted by this spell one time.
  • Find Familiar - Summoning a familiar is a difficult process, one that takes roughly an hour. Familiars are fickle and sometimes cruel creatures brought forth by the Dreamer's Realm to serve foolish masters. They are intrinsically linked to their masters, any damage they take their master takes in kind. IE: If a familiar has 8 HP and is struck with an attack, taking 15 damage. They die and their master takes 15 damage as well. 
  • Polymorph - This spell can only target hostile creatures.
  • ​Conjure Spells (Animals, Elemental, Fey, Minor Elemental) - You have a 50% chance of conjuring a hostile version of whatever creature you were attempting to call upon. 
RESURRECTION RULES

  • The first time in your life that you use the spell, you can cast it with a single standard action. Using the spell removes one of your spell slots until you gain a level. (You get one less spell per full heal-up.) The person you are resurrecting comes back at roughly half strength, e.g. expending half their recoveries, being dazed (save ends), and, for each ability, having a 50% chance that it is expended.

  • The second time in your life you cast the spell, it takes at least three or four rounds and costs you roughly half your hit points and spell slots. The person you are resurrecting comes back at something like one-quarter strength.

  • The third time you cast the spell it has to be as a ritual. The spell chews you up and leaves you with only a few hit points, then gnaws at the person you have resurrected, who takes days to recover well enough to qualify as an adventurer or combatant.

  • The fourth time you cast the spell it nearly kills you. The resurrection succeeds but the person you’ve resurrected is going to be a mess for a month or more, regardless of any other magic you use.​
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  • The fifth time you resurrect someone, that’s the end of your story and you die. There’s only a 50% chance that the resurrection spell works on the target. You’ve used up your quota of resurrection magic. You’re not coming back via this spell, either.

RESURRECTION SPELLS & COMPONENTS:

SPELL
LEVEL
TIME LIMT
COMPONENTS
Revivify
3rd Level
1 Minute
Pristine Diamond
Raise Dead
5th Level
1 Day
Four Pristine Diamonds
Reincarnate
5th Level
1 Day
Mystic Oil, Veil Diamond
Resurrection
7th Level
10 Days
Two Veil Diamonds
True Resurrection
9th Level
10 Years
Carcosan Sand, Prismere

WHY HAVE YOU REMOVED SPELLS OR CHANGED THEM?

The answer to that question is simple. We wanted to. We also wanted to change or remove specific spells because they make little sense in the world that we’ve created. Our setting is focused on the darker aspects of fantasy, mages, sorcerers, warlocks and even clerics are seen as dangerous outsiders. They might work miracles, but those miracles only happen because they can use ‘magic’. Magic is not a benevolent force in the World of Ohr campaign setting. It’s a reality imposing itself on our own, one that wants to destroy everything we know. Or at the very least, that’s how most mortal races see magic.

In addition though, many of the spells removed are spells that we felt either remove the need to care about the environmental dangers that you might face in the world, or diminish the role of certain members in the party. A rogue isn’t nearly as fun to play if the ranger or wizard are just as capable of finding traps as you are, especially if it’s done using a simple spell. A world where mages can create food, water, shelter or even feasts for entire villages isn’t a world where one has to worry about where their next meal might come from, or become desperate because of a lack of water or shelter during a blizzard. We want survival and travel to mean something. The land is just as dangerous as any of the foes you will face in our campaign.

WARLOCK PATRONS

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THE PATRONS OF OHR | WARLOCKS & OTHER MINOR DEITIES

THE ARCHFEY - THE NATURAL WORLD AND MYSTERIOUS OLD MAGICS
  • The Baron of Glass - The Baron of Glass is an ancient being of living prismere, sensed more than seen by his followers. He steps through the world, shifting between the planes as he wishes and can only be seen by those who have wholly pledged their undying loyalty to him. He cuts through the dreams of those who seek power in its purest form and wish to manipulate their enemies into inadvertently sealing their own fates. Just as there are several facets to the Baron, such is there diversity amongst his followers. No one knows what his motives are, or what he gets in return from seeking out and bestowing power upon his servants, though many claim they hold his favor. What is known is that he desires perfection in all things and urges his followers to sow the seeds of chaos in order to bring enlightenment. A common phrase uttered amongst his followers that reflects this desire is: “See through the chaos.” His followers do not wear any specific regalia or symbols; they prefer to remain transparent and pure and to blend into the background.  
  • The Dream Witch - The Dream Witch is a devourer of worlds and man, and everything in between. Under the guise of a beautiful, pale, raven-haired woman, she lures those unfortunate enough to heed her call to an untimely death-some say by their own hands. She only lends her strength to the bravest of women with the darkest of hearts, and only grants sight of her true form to her highest priestesses. To her followers she encourages the pursuit of pleasure, gluttony, and destruction all in glorifying her name. Those who pledge themselves to her are additionally blessed with bountiful harvests and healthy livestocks, and entire towns have seen their populations flourish under her favor. However, all power comes with a price.
  • The Horned One - Also known as Keeper of the Forests and the Fauna, Guardian of the Passage into Winter, and the Allfather. The Horned One is a deity of balance mostly associated with ensuring the stability of nature and those unfortunate enough to be caught up in the war-like affairs of men and gods. Like most patrons, he requires a great act of sacrifice to gain the favor of his blessing, but delays the act until he feels the time is right. Followers of the Horned One are expected to maintain the balance of life. The taking of one life, requires the giving of another. All things taken before their natural time are robbed of the chance to enter back into the Great Cycle. Exceptions can be made for those who took the life and broke the cycle. The symbol of the Horned One is the skull of a great stag, with the sliver of a crescent moon lying on its side in between its antlers.

​GREAT OLD ONE - ELDER MAGIC AND THE CORRUPTING FORCES OF AZATHOTH
  • Shaeogul - Once the advisor to ancient kings, Shaeogul makes his home in the decrepit ruins of the once great kingdom of Redspire in the frigid north. A warlock gone mad, the servant of an elder god; his origins are unknown, but his power is undisputed. From his throne in the shadow, he plots the destruction of kings and provides those that further his goals with riches beyond mortal imagining. The seal of Shaeogul is a broken crown resting atop a femur, and can be seen marked on the armor of his followers and flown on tattered, black banners. Shaeogul traverses the realm of shadow, and communicates with those he chooses through a series of prophetic dream sequences. Those unfortunate enough to be on the receiving end have scribbled down grotesque illustrations of his figure: most notably, the pits cradling everlasting flames of pitch where his eyes should be.
  • The Mist - A formless being present on Ohr since the world’s conception. The Mist is a primordial force that operates on its own, with no allegiances to any other powers or deities in the world. Legends and myths foretell of an ancient mist that settled upon now ruined kingdoms and drove its citizens to madness, destroying entire civilizations as the suns slept in the cradle of the stars. The Mist is thought to communicate telepathically with those who have a strong enough will to stand within its midst. It speaks not with words-but with visions and offers the world to those who would further its goals, and madness to those who refuse it.   

FIEND - ENEMY OF BALANCE AND CHAOS GIVEN FORM
  • The Burning One - An entity of flame and light, his followers claim that when the champions left the mortal races and entered into their endless sleep, the Burning One lassoed Aith’na herself and pulled her free from the iron grip of Mordriggian and the Slender Crown, thawing the chill of the Long Dread. As he is portrayed as a living conflagration, wicker effigies are often doused in fragrant oils and burned in reverence to his image. To sign a pact with the Burning One is to know that you have sown your own destruction, and to live out your life exacting its will until you are finally consumed by it. From the moment of signing, The Burning One exchanges your life energy for its power and slowly burns away at your life force until you inevitably combust into flame. After signing the pact, followers are compelled to burn a ritualistic brand resembling a tribal sum symbol into their right forearm. This serves as a constant reminder of their allegiance and willing promise to uphold his will. Followers of The Burning One favor robes of putrid yellow and burnt umber and tend to wear accessories of sun-inspired design.   
  • Zahir - Once bound in chains and locked eternally to the elemental plane of Fire, Zahir was freed by a group of naive, adventuring mortals, and now dwells within The Charred Peaks. With his newfound freedom, he seeks to expand his influence and recruit followers to serve in his army for an unknown purpose. A giant of molten rock and lava, Zahir’s temper is what you would generally expect from a giant flame elemental: quick to anger, and rarely forgiving. Those who form a pact with Zahir understand that they are forever bound to his service, and when he is ready to move forward with his army are expected to heed his call.   

CELESTIAL - BALANCE IN ALL THINGS, ORDER WITHOUT MERCY
  • The Sovereigns - The Sovereigns stand in direct opposition to most of the other patrons and what they represent. The Sovereigns represent order and balance in the world and seek to establish this order at any cost. Giants of lost kings, seraphim, walking gods; no one is quite sure what to label them as. What is known about the Sovereigns is that they act as avatars of order and may have held ties to the Pantheon at one point. It is thought that mortals piqued the interest of the Sovereigns when the seven champions ascended and gained divinity, and saw their great potential for good, as well as destruction, in the coming ages. It is for this reason that they first started dealing in the affairs of men and offering their power. With other powers surfacing in the world, the races of Ohrros were at an increasing disadvantage and the balance needed to be restored. Pacts with the Sovereigns are rare but welcome for their healing powers.  
  • The Pale Lady - The Pale Lady has been written about in hundreds of legends, and bards are especially fond of performing songs to glorify her past. Once, she was a warrior priestess of the goddess Nythura and rode into battle on a white mare, whilst wielding a lance and shield. Any army was blessed to have her at the forefront, as her presence dictated the physical manifestation of Nythura’s will. A crown of silver starlight rested on her brow, and she was fearless in the face of hundreds of thousands of ghouls. Now, she wanders the mists of old and haunts the borders to the north where she warns adventurers of the final battle to come. A wispy remnant of the Age of Legends, she keeps a silent vigil over the borders while she waits for the return of the Elder Spawn. Followers of The Pale Lady wear her symbol of a circle of stars and typically wear some type of shroud around their face and neck. ​

UNDYING - AVATARS OF A DYING WORLD
  • The Slender Crown - The Slender Crown is one of the most terrifying and powerful figures walking the lands of Ohrros. He is the lord of the dead, bringing the first undead into the world and his campaign of terror is responsible for countless deaths. He is a large, imposing figure, cloaked in a shadowy robe with a hood pulled over his gaunt features and is accompanied by a host of ghouls and dark companions where he treads. Following the Slender Crown is to embrace an uncertain future, in exchange for the power needed to take the fate of yourself and those you love into your own hands.
  • Kol - The Oronok tell tales of the Aspect of Death, Kol, and how he lassoed the suns and brought warmth back to the lands of Ohr, in turn raising up the Roc spirit and bringing life back to the flora and fauna. It is widely known that this only came to pass after the Chieftain of the village made a deal with Kol, in exchange for restoring balance to the North, but the price that he paid has never been divulged. Kol keeps to himself, wandering the uninhabitable tundra of the land and observing the final days of humanity. It is unknown why he decided to intervene during the Long Dread, since prior to these events he had shown very little interest in the affairs of the world. He requires a small sacrifice from his followers-be it something physical, mental, or spiritual: it must be of great significance in their life. In addition to this, all of his followers take up a blindfold when they walk through the world.

HEXBLADE - MASTERY OF SPELL AND SWORD FOR WICKED DEEDS
  • Ashithra - Beloved of Emperor Menos, Ashithra is bound to her armor for the rest of the Age of Heroes, and must wander aimlessly until her end of days or until the suns finally die out. After Menos found the secrets to immortality and began his ascension, Ashithra became aware of a plot amongst men to usurp his position and attempted to intervene. When she finally reached him, it proved too late. With the divine ritual almost complete, a spear was driven through his back by his own knights, and he exploded into stardust of a brilliant red hue. In her rage, Ashithra picked up the fallen spear and slew all who were present at the ceremony. Unbeknownst to her at the time, the spear was cursed, and she became bound to her armor and weapons that she wore to protect her Emperor. She now bestows her grace and power as well as fury upon those magi who yearn to take up arms and protect those most important to them.
  • Hand of Noulbor - A mysterious gauntlet that is rooted to the pommel of a blade at the ruins of the Siege of Vralt. The gauntlet seizes the thoughts of any that wander too close to it, and seeks to return to to the hand of its master. One legend states that it is the gauntlet of one of Noulbor’s most ruthless lieutenants and holds a fierce loyalty for its master. Many claim that it possesses the very soul of said lieutenant, and tempts fools into doing its bidding in exchange for the might of Noulbor’s army. Followers of the Hand of Noulbor often wear a spiked gauntlet in remembrance of their pact, or a pair of brass knuckles that they count the rings of, similarly to prayer beads when worn.

THE GENIE LORD - THE WARRING SISTERS OF THE ELEMENTS
  • The Warring Jewels - Eons ago the elemental planes were ruled by one djinni that united each elemental kingdom under his banner: Daramin the Unequaled. Daramin had four daughters: Kholla, Yuma, Ayri, and Elaris and declared that should anything happen during the time of his reign, his daughters would each rule together; equal in power. The balance of power was tipped when the daughter of flames decided to seize the Jeweled Throne for herself, killing her father in the process. This action threw the planes into disarray, splitting the kingdoms as each daughter took to her own element. Usurping their father was not a thought unique to only the daughter of flames; it is imperative to note that she was only the first to act upon impulse.     
    • Kholla the Cruel - Plane of Fire
    • Yuma the Venerated - Plane of Earth
    • Ayri the Generous -  Plane of Air
    • Elaris the Dreamer -  Plane of Water

THE GREAT MACHINE - COSMOLOGY FORGOTTEN, TIME, FAITH, FATE, ALL INTERTWINED
  • The Architect - Locked away within his tower in the swirling sands, the Architect gazes out upon the world and determines what stands to live another day according to cosmic providence. His tower is constructed of the finest obsidian, implausibly rigid in its structure and nearly thirty stories high. The outside is surrounded by clockwork wyverns, perched in waiting for unsuspecting travelers. The Architect does not take fondly to visitors, nor does he bestow any amount of knowledge upon inquisitive adventurers freely. He has mastered a special type of clockwork magic, unfamiliar to Ohrros, and will only teach those willing to enter into his service. At any time, he may ask you to fulfill a task specific to re-balancing the “cosmic order”, and you are expected to fulfill his wishes with absolutely zero questions asked. It is understood that this is for the betterment of the universe.
  • The Keeper - The Keeper spins the thread of fate on her loom and weaves her shimmering tapestry so that mortals may have more than one path to choose from. Many do not speak highly of the Keeper. Even though she offers many paths to travel, they are still paths that she has determined for mankind herself. Those who choose to follow the Keeper trust her vision for the world and claim to understand her greater purpose. Unbeknownst to regular mortals, beings of darkness are constantly clawing their way into the fabric of the material plane, and seeking to unravel all of the progress of the past millennia. As a follower of the Keeper, you are tasked with seeking out these voidlings and putting an end to any creature that would disrupt the natural order of things according to her will.  

​THE LIGHT EATER - THE ELDER EYE INFLUENCES ALL, KINGS AND MONSTERS ARE NOT SO DIFFERENT
  • The Fanged Hungerer - The Fanged Hungerer is a mere wisp of what he once was: a powerful vampire lord who gave up his physical form in favor of becoming an immortal shade. During the Long Dread he preyed upon thousands of helpless souls, and is said to have swallowed up hope itself with the dying light. His true name is Lycidias and is only uttered by his most devout of followers. Daring to whisper his name is enough to draw his attention, but you risk drawing his ire as well. He wafts through the realm of shadow, but prefers to spend his time in the material plane: corrupting and seducing mortals with power and longevity. Should you fail him or break your pact, he will not hesitate to suck out out what remains of your life essence. His hunger is insatiable, per his epithet, and he is constantly hunting for new followers to feed off of.
  • The Whispering Walker - Often tall tales are passed down to frighten children away from the woods at night; but everyone knows that tales are often rooted in some truth. The Whispering Walker is one of these truths that traverses the forests in the dead of night, feeding off of weary travelers and generally anything that comes across its path. Stories often detail it as an expansive mass of writhing tentacles, propelled along by four massive legs supported by cloven hooves. Some say that if you look close enough, you can make faces out in between the thrashing tentacles. Long ago, a cult of powerful men summoned the walker from the void to the material plane, hoping that it would grant them power beyond mortal imagining. For a time, it did, but its demands grew more and more incessant, until it filled their minds every waking moment and drove the men to madness and suicide. Many a warlock turns their nose up at such a suggestion, and insist that they are strong enough to withstand its whispers, but eventually, each falls prey to its muted tones.
  • The Ghoul’s Envoy - The Envoy is the servant of none other than the Light-Eater Mordriggian, one of the first of Shaldrot’s children, and the devourer of worlds. To enter into his service is to consider oneself enslaved to his master as well.  The Envoy prowls about the lands of Ohrros as an old man with a rather large and tattered sack hefted over his right shoulder. Glowing eyes as blue and icy as piercing frost can see straight through a man, determining his worth in barely a glance. By accepting to enter into a pact with the Envoy, you agree to be his eyes and ears throughout Ohrros and must frequently write letters of your observations. Should you lie about any of your observations, you risk dissolving the pact and all powers that accompanied it. This is not to mention, the consequences of angering an eldritch god.
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