Recent comments

  • News on new content?   20 weeks 2 days ago

    Same question here: Is KP still working on something?

  • Spell Duration   32 weeks 6 days ago

    OK, let's walk through the Footfall of Dhivu as an example.

    The spell has two modes, first of all. Mode 1 is that it cools water that the caster touches. You could, for example, touch a basin of hot water and make it cool instead. This is 'mode 1'.

    The second mode allows you to walk on top of a body of water by turning the water immediately under your feet to ice. This is 'mode 2'.

    To use this spell, you have first to cast it using the usual rules (roll against EML for CS/MS/MF/CF). If you succeed (MS or CS) you get an 'enchantment' that is on you alone that lasts MLx10 seconds if you rolled a MS, or MLx30 seconds if you got a CS. While the spell is active, you can use it in either 'mode 1' or 'mode 2'. The time the enchantment lasts on you is the "basic duration" (for both MS and CS), but note that there are other considerations, here:

    1) Once you have cooled the water in 'mode 1', the water stays cool or heats up again naturally, regardless of the duration of the enchantment.

    2) The ice you generate under your feet in 'mode 2' starts melting as soon as you are no longer stepping on it if your ML is less than 41; you don't leave a "frozen path" behind you. If you have ML41+, on the other hand, the hexes you leave **may** (your choice) remain frozen for SIx10 seconds. This is not the "basic duration", but it is a special duration that you can get from certain specified circumstances, and it might allow others to follow you across the ice (as long as they do it within SIx10 seconds).

    3) Range: you can normally only cast the enchantment on yourself, regardless of whether you get MS or CS. If you have ML 96+, however, you can cast it on someone else who you touch while casting the spell. Hence, range changes based not only on your degree of success, but also on your expertise with the spell. Note, also, that there are other aspects of "range" here, too. The main one is "how much water can I affect with the spell?" To be honest, the spell description does not define this at all well, but we can infer that it is less than 20 square feet by "a few inches", as this is what can be affected by a caster with ML 41+. I would suggest an area around 2 feet by 2 feet and a few inches deep as a reasonable arbitrary amount. This bit of the spell seems ripe for discussion and development within each gaming group; not a technique I really like, these days, but a viable and potentially interesting one.

    In short, the "basic" in the statbox refers to "the basic version and action of the spell" and is applicable to a basic success with the basic spell. As a complex enchantment, there are a number of other "ranges" and "durations" that need to be considered, though, and these are covered in the spell description detail.

    Is that any clearer?

  • Spell Duration   32 weeks 6 days ago

    OK, let's walk through the Footfall of Dhivu as an example.

    The spell has two modes, first of all. Mode 1 is that it cools water that the caster touches. You could, for example, touch a basin of hot water and make it cool instead. This is 'mode 1'.

    The second mode allows you to walk on top of a body of water by turning the water immediately under your feet to ice. This is 'mode 2'.

    To use this spell, you have first to cast it using the usual rules (roll against EML for CS/MS/MF/CF). If you succeed (MS or CS) you get an 'enchantment' that is on you alone that lasts MLx10 seconds if you rolled a MS, or MLx30 seconds if you got a CS. While the spell is active, you can use it in either 'mode 1' or 'mode 2'. The time the enchantment lasts on you is the "basic duration" (for both MS and CS), but note that there are other considerations, here:

    1) Once you have cooled the water in 'mode 1', the water stays cool or heats up again naturally, regardless of the duration of the enchantment.

    2) The ice you generate under your feet in 'mode 2' starts melting as soon as you are no longer stepping on it if your ML is less than 41; you don't leave a "frozen path" behind you. If you have ML41+, on the other hand, the hexes you leave **may** (your choice) remain frozen for SIx10 seconds. This is not the "basic duration", but it is a special duration that you can get from certain specified circumstances, and it might allow others to follow you across the ice (as long as they do it within SIx10 seconds).

    3) Range: you can normally only cast the enchantment on yourself, regardless of whether you get MS or CS. If you have ML 96+, however, you can cast it on someone else who you touch while casting the spell. Hence, range changes based not only on your degree of success, but also on your expertise with the spell. Note, also, that there are other aspects of "range" here, too. The main one is "how much water can I affect with the spell?" To be honest, the spell description does not define this at all well, but we can infer that it is less than 20 square feet by "a few inches", as this is what can be affected by a caster with ML 41+. I would suggest an area around 2 feet by 2 feet and a few inches deep as a reasonable arbitrary amount. This bit of the spell seems ripe for discussion and development within each gaming group; not a technique I really like, these days, but a viable and potentially interesting one.

    In short, the "basic" in the statbox refers to "the basic version and action of the spell" and is applicable to a basic success with the basic spell. As a complex enchantment, there are a number of other "ranges" and "durations" that need to be considered, though, and these are covered in the spell description detail.

    Is that any clearer?

  • Spell Duration   34 weeks 3 days ago

    It's the description which throws me - I'm not comprehending these cases. A caster still needs to roll to cast Footfall, correct? I would think there'd be no need to distinguish "basic" from a critical success, unless the critical success doesn't not apply to the basic spell. But the description doesn't seem to support that.

  • Spell Duration   34 weeks 3 days ago

    It's the description which throws me - I'm not comprehending these cases. A caster still needs to roll to cast Footfall, correct? I would think there'd be no need to distinguish "basic" from a critical success, unless the critical success doesn't not apply to the basic spell. But the description doesn't seem to support that.

  • Spell Duration   34 weeks 3 days ago

    If you read the spell descriptions in detail you will find that the ones with a duration listed as "Basic" have some sort of special consideration. For Footfall, for example, the "basic" effect is to lower the temperature of a (fairly large?) body of water by one temperature "level". This is the use for which the "Basic" duration applies. There is also an alternative use described, however, that involves freezing a smaller quantity of water; a separate duration is described for this use of the spell.

    In short - read the spell descriptions in detail, *including* the bonus effects for higher MLs. They all have "special cases" where they have duration noted this way - see also Calm of Sâris and Figure of Aúmos.

  • Spell Duration   34 weeks 3 days ago

    If you read the spell descriptions in detail you will find that the ones with a duration listed as "Basic" have some sort of special consideration. For Footfall, for example, the "basic" effect is to lower the temperature of a (fairly large?) body of water by one temperature "level". This is the use for which the "Basic" duration applies. There is also an alternative use described, however, that involves freezing a smaller quantity of water; a separate duration is described for this use of the spell.

    In short - read the spell descriptions in detail, *including* the bonus effects for higher MLs. They all have "special cases" where they have duration noted this way - see also Calm of Sâris and Figure of Aúmos.

  • Harn Regional Maps - Discussion   36 weeks 1 day ago

    Just noticed a glitch on the map after buying the CG5000-G1-Orbaal-Gyfyn Map.

    In Grid G1, the island is split in half, like in the original Harn map. However the Interactive map has BÍJÔ ISLAND (SPÉJER ISLAND) has the island more to the east without splitting it between F1 & G1.

  • Harn Regional Maps - Discussion   36 weeks 1 day ago

    Just noticed a glitch on the map after buying the CG5000-G1-Orbaal-Gyfyn Map.

    In Grid G1, the island is split in half, like in the original Harn map. However the Interactive map has BÍJÔ ISLAND (SPÉJER ISLAND) has the island more to the east without splitting it between F1 & G1.

  • Wondering   36 weeks 6 days ago

    Sadly this seems to be no update and only one releasing stuff is CG.

    Wish there was more here

  • Wondering   36 weeks 6 days ago

    Sadly this seems to be no update and only one releasing stuff is CG.

    Wish there was more here

  • Merge (Common ML)   37 weeks 2 days ago

    Thanks for the example. I am not good at magic in any system, and one of my players is willing to help me figure SP out one piece at a time. This was something we couldn't wrap our heads around except as to rely on GM fiat.

  • Merge (Common ML)   37 weeks 2 days ago

    Thanks for the example. I am not good at magic in any system, and one of my players is willing to help me figure SP out one piece at a time. This was something we couldn't wrap our heads around except as to rely on GM fiat.

  • Merge (Common ML)   37 weeks 3 days ago

    The idea of the Merge spell is to be a component in "experimental magic". You could use it, for example, to merge castings of the "Sanctum" and "Balm of Gresan" spells in the hope that you might find something that both acts as a Sanctum and also helps heal wounds while you are in it, or perhaps a Sanctum that gives some particular benefit when casting Balm of Gresan while in it. The results are undefined, and are subject to GM discretion/player-GM negotiation. You might also look at making Apocalypse World Engine style rolls to determine how close to what the mage actually wanted the result turns out to be...

  • Merge (Common ML)   37 weeks 3 days ago

    The idea of the Merge spell is to be a component in "experimental magic". You could use it, for example, to merge castings of the "Sanctum" and "Balm of Gresan" spells in the hope that you might find something that both acts as a Sanctum and also helps heal wounds while you are in it, or perhaps a Sanctum that gives some particular benefit when casting Balm of Gresan while in it. The results are undefined, and are subject to GM discretion/player-GM negotiation. You might also look at making Apocalypse World Engine style rolls to determine how close to what the mage actually wanted the result turns out to be...

  • Weights & Measurements   39 weeks 15 hours ago

    Hi

    I've always assumed that one Hârnic foot = one imperial (or US customary) foot = 0.3048m (metre). Venârivè (and Hârndex) are simply using historic measurements based on the: foot (foot); stride or pace (yard); length of a furrow [this is the distance a team of oxen can plough without resting] (furlong).

    Although the league is an ancient measurement, it was usually about 3 miles, or one hour's walk. Making one Hârnic league = 4400 yards was a clever move (I suspect it was Robin's idea) as by this definition:

    1 Hârnic league = 2.5 miles (exactly) = 4023.36m (exactly)

    Rounding 4023.36m down to 4000m gives an error of 0.58%, which would be useless if you were trying to put a satellite in orbit, but for a group of characters walking or riding over two watches, it's good enough.

  • Weights & Measurements   39 weeks 15 hours ago

    Hi

    I've always assumed that one Hârnic foot = one imperial (or US customary) foot = 0.3048m (metre). Venârivè (and Hârndex) are simply using historic measurements based on the: foot (foot); stride or pace (yard); length of a furrow [this is the distance a team of oxen can plough without resting] (furlong).

    Although the league is an ancient measurement, it was usually about 3 miles, or one hour's walk. Making one Hârnic league = 4400 yards was a clever move (I suspect it was Robin's idea) as by this definition:

    1 Hârnic league = 2.5 miles (exactly) = 4023.36m (exactly)

    Rounding 4023.36m down to 4000m gives an error of 0.58%, which would be useless if you were trying to put a satellite in orbit, but for a group of characters walking or riding over two watches, it's good enough.

  • Compatability   40 weeks 5 days ago

    Yeah that's what my thought were.
    Pity the rules format makes it confusing, they should have highlighted additions/modifications to base rules imho.
    The change in format would allow you to mix n match the rules as you see fit, as they are not all products mix n match well, and to change/modify them, you have to become a rules wizard. That hampers the game sadly.
    This happened with D&D, as an example, where 2nd, 3rd, 4th, editions are atkin to CG's v3, gold would be 3rd, and the core rules 2nd edition. Leaving the st edition rules as "classic" syled rules.
    I get torn between supporting Kelestia & CG products, no matter which style or rule set you wish to use, it's more work than it should involve. The differences between products stem on their own paths, Kelestia is more akin to proper rules, whereas CG seems to go further on various fronts.
    It comes down to vision of their IP, I'd prefer to back KEL all the way with a few exceptions like map style. There should be some common ground. Sadly atm, it's like robin's vision is like Michael Angelo, Kelestia is like Van Gogh, and CG is google maps.
    Take another difference, HarnManor, the system is very useful and expands on the original, however in the usual CG manner, they inflate stats breaking feudal economic system. There needs to be some sort of primer for adjusting the level of economics, whereas the module is great, it does not justify a stagnant economic system that imho, breaks the realism. I mean, how does a manor is all the variety of Kingdoms vary using this system? Trade, production level, population, location, and social structure should adjust the pricing. It would be very beneficial to have a stand alone Economic rule book, that had a stack of data, adjustments, with the above mentioned pieces.
    ie. HarnManor put into an economic simulator such as Patrician IV, Grand Ages: Medieval, Port Royale 3, Banished, or even Anno 1404 - Dawn of Discovery: Venice, as examples. Economic flow should also vary depending on Land or Sea, the markets, ports, and the flow of goods should fluctuate within the Kingdoms, shires, towns and villages. If you use HarnManor to flesh out a new provincial area, you should be able to create a new addition to the economic model and over time, see shifts in which goods are in demand or decline. In turn, affecting the population and social order of the living world in each and every area.

  • Compatability   40 weeks 5 days ago

    Yeah that's what my thought were.
    Pity the rules format makes it confusing, they should have highlighted additions/modifications to base rules imho.
    The change in format would allow you to mix n match the rules as you see fit, as they are not all products mix n match well, and to change/modify them, you have to become a rules wizard. That hampers the game sadly.
    This happened with D&D, as an example, where 2nd, 3rd, 4th, editions are atkin to CG's v3, gold would be 3rd, and the core rules 2nd edition. Leaving the st edition rules as "classic" syled rules.
    I get torn between supporting Kelestia & CG products, no matter which style or rule set you wish to use, it's more work than it should involve. The differences between products stem on their own paths, Kelestia is more akin to proper rules, whereas CG seems to go further on various fronts.
    It comes down to vision of their IP, I'd prefer to back KEL all the way with a few exceptions like map style. There should be some common ground. Sadly atm, it's like robin's vision is like Michael Angelo, Kelestia is like Van Gogh, and CG is google maps.
    Take another difference, HarnManor, the system is very useful and expands on the original, however in the usual CG manner, they inflate stats breaking feudal economic system. There needs to be some sort of primer for adjusting the level of economics, whereas the module is great, it does not justify a stagnant economic system that imho, breaks the realism. I mean, how does a manor is all the variety of Kingdoms vary using this system? Trade, production level, population, location, and social structure should adjust the pricing. It would be very beneficial to have a stand alone Economic rule book, that had a stack of data, adjustments, with the above mentioned pieces.
    ie. HarnManor put into an economic simulator such as Patrician IV, Grand Ages: Medieval, Port Royale 3, Banished, or even Anno 1404 - Dawn of Discovery: Venice, as examples. Economic flow should also vary depending on Land or Sea, the markets, ports, and the flow of goods should fluctuate within the Kingdoms, shires, towns and villages. If you use HarnManor to flesh out a new provincial area, you should be able to create a new addition to the economic model and over time, see shifts in which goods are in demand or decline. In turn, affecting the population and social order of the living world in each and every area.

  • Possible 2nd Account   42 weeks 1 day ago

    I do know that the database died and had to be revived sometime back in the "00's". Contact Kelestia via the contact button and I am sure they can help you out.

  • Possible 2nd Account   42 weeks 1 day ago

    I do know that the database died and had to be revived sometime back in the "00's". Contact Kelestia via the contact button and I am sure they can help you out.

  • Compatability   42 weeks 1 day ago

    Harnmaster Gold is a update of Harnmaster 1st edition. It keeps a lot of the crunchy bits that were shaved off with Harnmaster 2nd and 3rd edition.
    Harnmaster Barbarians is fine, except that the invocations are arbitrary and sometimes down right silly. Same goes for Harnmaster Religion where Larani has better healing then Peoni.

    Harnmaster Gold will not have any discrepancies with Harndex as Harndex is system neutral.

  • Compatability   42 weeks 1 day ago

    Harnmaster Gold is a update of Harnmaster 1st edition. It keeps a lot of the crunchy bits that were shaved off with Harnmaster 2nd and 3rd edition.
    Harnmaster Barbarians is fine, except that the invocations are arbitrary and sometimes down right silly. Same goes for Harnmaster Religion where Larani has better healing then Peoni.

    Harnmaster Gold will not have any discrepancies with Harndex as Harndex is system neutral.

  • Possible 2nd Account   42 weeks 3 days ago

    Because of the time period it would have been an account as zrayaan and probably using zrayaan@yahoo or *possibly* zrayaan.shopping@gmail (even possibly teak.shopping but I don't think I ever had that address). I do know it would have been prior to/circa 2004. I no longer have a paypal account under the zrayaan address, but I am nearly positive Kelestia didn't use that service at the time because I have pretty good records stemming from sales on ebay during that time.

    And if I had to guess, I only bought HMG Player/GM and Lost Deities.

  • Possible 2nd Account   42 weeks 3 days ago

    Because of the time period it would have been an account as zrayaan and probably using zrayaan@yahoo or *possibly* zrayaan.shopping@gmail (even possibly teak.shopping but I don't think I ever had that address). I do know it would have been prior to/circa 2004. I no longer have a paypal account under the zrayaan address, but I am nearly positive Kelestia didn't use that service at the time because I have pretty good records stemming from sales on ebay during that time.

    And if I had to guess, I only bought HMG Player/GM and Lost Deities.


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