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Post by DM-Delfon on Jul 18, 2011 20:55:51 GMT -5
I'm currently taking new characters for an online version of this game. I know the choices below seem kind of limited, but the way I've reworked magic will make it all make sense later. I'm looking for people who want to play-test a new system and have some fun at the same time. PM me any questions, comments or character ideas. Back-story is important, since I will conform the basic plot-line to your back-story at the beginning of the game.
Getting Started Abilities: 15, 14, 13, 12, 10, 8. Place them however you like.
Languages: Common. Bonus Languages Aquan, Auran, Draconic, Giant, Ignan, Terran, -The elemental languages would be learned from people who warship that element. -One of the traders that come through Urutah Valley is a Giant. He spends his winters within the valley, and could have been hired to teach Giant. -Draconic is spoken by the Scaal to the south.
Please work how you picked up your bonus languages into your back story.
Races: Human only.
Classes: Expert, DMG page 109.
Skills: Gather Information and Use Magic Device are not used.
Spot and Listen have been combined into Awareness. Hide and Move Silently have been combined into Stealth.
Knowledge skills Arcana, and The Planes are not available at the start of the game.
Feats: Alertness, and Stealthy are not used because of the combining skills mentioned above.
Combat Casting, Eschew Materials, Improved Counter Spell, Improved Turning, Investigator, Magical Aptitude, Natural Spell, Spell Mastery, Spell Focus, Greater Spell Focus, Spell Penetration, and Greater Spell Penetration, Metamagic, and Item Creation feats are not used until the player finds a way to access magic.
Alignment: Any, but try to work well in a group.
Religion: Deities: Dark One The god of evil, he is neutral evil. Earth The god of elemental earth, he is lawful neutral. Fire The god of elemental fire, is chaotic neutral. Light The god of good, she is neutral good. Nature The god of nature, she is neutral. Water The god of elemental water, she is neutral. Wind The god of elemental air, is chaotic neutral.
Background: The campaign has moved forward since it's creation, and not everyone is going to be from Urutah any more. With that in mind, below you will find other starting races, and the information needed to create a character from those races.
Human (Urutah Region) You're from a simple farming type village called Urutah (OO-ROO-TA). Urutah is encircled by mountains, with two passes in the east and west connecting it to the rest of the world. For the most part Urutah is self-sufficient, gathering all the food it requires from the land. Urutah's closest neighbour is a tribe of Scaal, small lizard-like humanoids that live in a cave network within the southern mountain range. Urutah trades food for metals and gems with the Scaal. Traders pass through Urutah about twice a year when heading out of the empire in spring, and returning in the fall before the passes close in winter. Lastly, a massive waterfall pours off the mountains in the north forming a small 'lake' before it heads south, exiting the valley through a tunnel near the Scaal caves.
Human (Shaal Region) The Shaal (SHAY-LL) live in the Wilds, a few days south-east of the Urutah valley. Their community is divided into several castes. The highest caste is the Overlord. This caste has only one member, who is the ruler of the Shaal. Following the Overlord are the Lords. There can be any number of Lords, and each one rules over one Shaal family. Below the Lords, are the Masters. There can be any number of masters, and the masters also rule Shaal families. Shaal Lords and Masters are essentially the same, although the Lords have much more economic power. When you are born into the Shaal race, you begin your life with a debt of twenty thousand gold pieces to the Overlord, and a title of Master.
Until your debt is paid in full, you remain a Master. Once you've paid off your debt you are raised to the rank of Lord. In the rare event that a new Overlord is needed, (whether from assassination, accident, or death from natural causes) The Lords of the land campaign to take over as Overlord. Every ten days a vote is held, and the first Lord to get half the votes becomes the new Overlord. This process can be lengthy, as each Lord wants to become the next Overlord, and every Lord is spending a fortune, and making promises to all the other Lords to gain their vote. The vote isn't a secret ballot, so every Lord will know who voted for who, and woe betide any Lord who broke a deal for who they were going to vote for.
Anyone who can cast spells is able to join the Shaal community, through a magical process which binds them into the hierarchy of the Shaal. When you choose to join the Shaal, you are 'born' into the race, and as such you gain the twenty thousand gold debt, and a rank of Master. Non-casters who encounter the Shaal form the final caste, are seen as little more than possessions of the caster Shaal. Some are treated as slaves, while others are treated as servants. A truly rare few proving themselves to their masters are even treated as friends, however none are treated as equals.
Within each caste, (except the non-casters) your rank is established by how wealthy you are. If you have a three story manor house and thirty non-casters serving you Then you are ranked higher than another member of your caste with only a two story manor house, or twenty non-casters serving them. The Overlord commands everyone, and any Lord can command any master, and any Master can command any non-caster. Lords and Masters are careful to command only those servants who are owned by someone of lesser rank then themselves. Although for simple things most will overlook another master pulling their slaves/servants from the duties you set before them. More often than not, if a non-caster fails to complete his chores because another Master set him to do something else, it's the non-caster who is punished.
Age: 15+1d4. (16-19 if you want to pick)
Height and Weight 4'10”, +2d10 120lb, x(2d4) (5' to 6'6”) (124lb to 280lb) 4'5”, +2d10 85lb, x(2d4) (4'7" to 6'1”) (92lb to 165lb)
Equipment: 120gp Starting Gold.
<I'm not sure that I have explained this as well as I could have, so if any of you have questions please PM me them. Thanks.>
Players can spend gold and experience to train with various class trainers in the world. The cost of training is 100gp+1000xp/level of training. With the training the player remains a level 1 expert, but gains several benefits as follows: Increased hit die, Increased base attack, Increased base saves, Classes class features (as long as they are not magic based.) Acquire weapon and armour proficiencies.
In the above example none of the benefits stack with what the character already had as an expert. For example, an expert good will saves (+2) so if you took training in a class that also has a good will save, you would still only have a (+2) base save.
This is a very free-form system for magic, so if you can think of something that I should add or remove please PM me so that I can make adjustments or explain my reasoning. At times we are bound to find that something is simply unbalanced toward the players or against them, and I might need to shift the rules around to bring things more into balance.
Spells Below is a list of most of the possible spells in the world. Keep in mind that this is only the base spell, and it can be modified however you can imagine. (Generally by altering the Spellcraft DC to cast the spell.)
A spell's level is figured out by taking the spellcraft DC, subtracting 10, and dividing the result by 5. So a DC 46 spell would be level 7 (46-10=36/5=7) To cast a spell the caster must have an Intelligence score of at least 10 + the spell’s level.
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Post by DM-Delfon on Aug 22, 2011 23:11:57 GMT -5
Afflict Enchantment (compulsion) [Fear, Mind Affecting] Components: V, S, B (Optional F) Casting Time: 1 Standard Action Range: Touch Effect: Creature Touched Duration: 1 round Saving Throw: Will or Fort Negates (or both) Spell Resistance: Yes Base Spell Craft DC: 14
You afflict the target with a –2 morale penalty on attack rolls, checks, or saving throws. For each additional –1 penalty assessed on either the target’s attack rolls, checks or saving throws, increase the Spellcraft DC by +2.
Or you may afflict the target with a –1 penalty on caster level checks, an ability score, spell resistance, or to some other aspect of the target that you and your DM agree on. For each additional –1 penalty assessed in one of the above categories, increase the Spellcraft DC by +4. You can afflict a character’s ability scores to a minimum of 1.
Finally, if you increase the Spellcraft DC by +6, you can afflict whichever one of the target’s senses you select: sight, smell, hearing, taste, touch, or a special sense the target possesses. If the target fails its saving throw, the sense you select doesn’t function for the spell’s duration, with all attendant penalties that apply for losing the specified sense. You can afflict multiple senses in this way, for each additional sense add a further +6 to the DC. This feature is resisted with a fortitude save. In cases where penalties and afflicted senses are involved, the target saves against both separately.
Backlash: Creatures that successfully save cannot be affected by further afflict spells casted by you for 24 hours. Attempting to cast another afflict spell on the same target creates a magical resonance field which prevents you from casting any magic spell for 1 minute.
Optional Focus: If you possess a piece of the target (lock of hair, drop of blood, etc) or a possession (disarmed weapon, family heirloom, article of clothing etc) The target takes a penalty on his saving throws. The penalty is -2 for possessions, and -5 when a piece of the target is used.
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Post by DM-Delfon on Aug 22, 2011 23:16:43 GMT -5
AnimateTransmutation Components: V, S, M, F Casting Time: 1 full round Range: Touch Effect: Object Touched Duration: 1 round Saving Throw: Will Negates (Object) Spell Resistance: Yes (Object) Base Spell Craft DC: 14 Size | DC | Tiny | +1 | Small | +2 | Medium | +3 | Large | +4 | Huge | +8 | Gargantuan | +16 | Colossal | +32 |
You can imbue inanimate objects with mobility and a semblance of life (not actual life). The animated object attacks whomever or whatever you initially designate. The animated object can be of any non-magical material wood, metal, stone, fabric, leather, ceramic, glass, and so forth. Statistics for animated objects are found in the Monster Manual. You can grant an animated object extra potency, for each additional Hit Die granted to an animated object of a given size, increase the Spellcraft DC by +2. To animate attended objects (objects carried or worn by another creature), increase the Spellcraft DC by +10. Material Component: Sprinkle gold dust worth (10gp+10gp/extra HD added) onto object to be animated. Focus: Object to be animated.
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Post by DM-Delfon on Aug 22, 2011 23:23:05 GMT -5
Animate DeadNecromancy [Evil] Components: V, S, M, F Casting Time: 1 minute Range: Touch Effect: Corpse Touched Duration: 1 hour Saving Throw: Will Negates (Object) Spell Resistance: Yes (Object) Base Spell Craft DC: 15 You can turn the bones or bodies of dead creatures into undead that follow your spoken commands. The process of creating an undead creature destroys the creatures soul, baring it from its afterlife. Virtually all kingdoms and cultures have banned the practice of necromancy for this reason. The undead can follow you, or they can remain in an area and attack any creature (or a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed undead can’t be animated again.) Intelligent undead can follow more sophisticated commands. The animate dead spell allows you to create your level HD worth of undead creatures. Statistics for undead of all types are found in the Monster Manual. The undead you create remain under your control until the spells duration expires. Once the duration expires, you loose your control over the undead, which normally causes the more intelligent among them to turn upon you seeking revenge for destroying their souls. Unintelligent undead tend to switch to a 'destroy the living' mentality. You can naturally control 1 HD per level of undead creatures you’ve personally created, regardless of the method you used. If you attempt to animate a creature with too many HD, or if you exceed this number with many smaller HD creatures, newly created creatures fall under your control, and excess undead from previous castings become uncontrolled (you choose which creatures are released). Using this Necromancy destroys the soul and as such is always an evil act. Non-evil casters that animate the dead immediately shift their alignments to evil. Types of undead: Many types of undead can be created using animate dead, although creating more powerful undead increases the Spellcraft DC, according to the table below. Undead | Spellcraft DC | Skeleton | +1/HD | Zombie | +1/HD | Ghoul | +3/HD | Shadow | +6/HD | Ghast | +7/HD | Wight | +7/HD | Wraith | +10/HD |
Material Component: A gem worth 10gp/HD is inserted into the mouth of the corpse being animated. Focus: Corpse to be animated.
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Post by DM-Delfon on Aug 23, 2011 6:35:26 GMT -5
Armour Conjuration (Creation) [Force] Components: V, S Casting Time: 1 Standard action Range: Personal Effect: Defensive shielding Duration: 1 minute (D) Saving Throw: Will Negates (Harmless) Spell Resistance: Yes (Harmless) Base Spell Craft DC: 14
You grant a creature additional armour, creating a force field of sorts which grants a +4 armour bonus to AC. Unlike mundane armour, this armour provides an intangible protection that entails no armour check penalty, arcane spell failure chance, or speed reduction. Alternatively you can provide a +1 natural armour bonus to armour class. In either case you case increase the bonus provided by +1 / +2 added to the spellcraft DC.
Incorporeal creatures can’t bypass the force field effect of this spell, although they can bypass the natural armour version.
You can also grant a creature a +1 bonus to armour Class using a different bonus type, such as deflection, divine (or Profane), or insight. For each additional point of bonus to Armour Class of one of these types, increase the Spellcraft DC by +5/point added.
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Post by DM-Delfon on Aug 23, 2011 6:37:10 GMT -5
Banish Abjuration Components: V, S, B Casting Time: 1 full round Range: Close Target: An extra-planar creature Duration: Instantaneous Saving Throw: Will Negates Spell Resistance: Yes Base Spell Craft DC: 15
You force an extra-planar creature out of your home plane. The base spell allows you to banish a creature with 1 HD. For each additional HD you wish to banish, increase the Spellcraft DC by +2. To specify a type or subtype of creature other than outsider to be banished, increase the Spellcraft DC by +20. For example, giants, humanoids (reptilians), and undead could all be banished in this way. If the target has more HD than your spell has power it takes no effect, and the backlash below is absorbed harmlessly by the target.
Backlash: If the target passes the will save, the force of the banishment is instead turned back on you dealing 1 wisdom damage for every 2 HD you tried to banish (Min 1 wisdom damage).
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Post by DM-Delfon on Aug 23, 2011 15:53:49 GMT -5
Compel Enchantment (Compulsion) [Mind-Affecting] Components: V, S, B Casting Time: 1 Standard Action Range: Close Target: One living creature Duration: 1 minute Saving Throw: Will Negates Spell Resistance: Yes Base Spell Craft DC: 10
You compel a 1 HD target to follow a course of activity. You can increase the HD limit by 1/+1 added to the Spellcraft DC. At the basic level of effect this spell must be worded in such a manner as to make the activity sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect. Urging a red dragon to stop attacking your party so that the dragon and the party could jointly loot a rich treasure elsewhere would be a reasonable use of the spell’s power.
The compelled course of activity can continue for the entire duration, such as in the case of the red dragon mentioned above. If the compelled activity can be completed in a shorter time, the spell ends when the subject finishes what he was asked to do. You can instead specify conditions that will trigger a special activity during the duration. For example, you might compel a noble knight to give her warhorse to the first beggar she meets. If the condition is not met before the spell expires, the activity is not performed.
Although not illegal the general public views compulsion as a form of slavery, and as such casters should be careful when casting a compel spell. Actions those you compel take while compelled are your responsibility, so compelling someone to commit murder weighs that death upon your soul not theirs. (although they may still feel guilt at the action)
The target of the compel spell is fully aware of what they are doing, and remembers everything after the spells duration ends. The moment the spell takes effect (a failed will save) the target learns who the caster of the spell is, and where they are located relative to them through the mental connection. The caster can remain unknown by adding 10 to the DC.
Backlash: You imbue the target with a tiny portion of your personality while the spell is in effect. You take 1 point of temporary charisma damage, while the subject gains a temporary +1 bonus to their charisma. Both bonus and penalty vanish when the spell ends.
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Post by DM-Delfon on Aug 23, 2011 15:54:55 GMT -5
Conceal Illusion (Glamour) Components: V, S Casting Time: 1 Standard Action Range: Personal Target: You Duration: 1 minute or until expended (D) or 10 minutes / level Saving Throw: Will Negates (Harmless) Spell Resistance: Yes (Harmless) Base Spell Craft DC: 14
You can conceal a creature or object touched from sight/hearing, even from dark-vision. If the subject is a creature carrying gear, the gear vanishes too, rendering the creature invisible. A conceal spell ends if the subject attacks any creature. Actions directed at unattended objects do not break the spell, and causing harm indirectly is not an attack. To be able to attack and remain invisible the DC is increased by 10.
Alternatively, you can conceal the exact location of the subject so that it appears to be about 2 feet away from its true location; this increases the Spellcraft DC by +2, and the subject benefits from a 20% miss chance. Increasing the DC by +6 grants a 50% miss chance, these displacement effects do not prevent enemies from targeting the subject of this spell normally.
The conceal spell can also be used to block divination spells, spell-like effects, and reveal based spells; this increases the Spellcraft DC by +6. In all cases where divination magic is employed against the subject of a conceal spell for this purpose, an opposed spell-craft check determines which spell works. The duration of this form of conceal is 10 minutes / level.
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Post by DM-Delfon on Aug 23, 2011 15:56:36 GMT -5
Conjure Conjuration (Creation) Components: V, S, M Casting Time: 1 minute / 100gp value of the conjured item Range: Personal Effect: Unattended, non-magical object of non-living matter Duration: Permanent Saving Throw: None Spell Resistance: No Base Spell Craft DC: 20
You create a non-magical, unattended object of nonliving matter. You must succeed at an appropriate skill check to make a complex item, such as a Craft (bow making) check to make straight arrow shafts. You can create matter ranging in hardness and rarity from vegetable matter all the way up to mithral and even adamantine.
Material Component: Powdered silver valued at the market price of the item conjured.
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Post by DM-Delfon on Aug 23, 2011 15:57:14 GMT -5
Contact Divination Components: V, S, F Casting Time: 1 minute Range: See text Target: One creature Duration: Varies Saving Throw: None Spell Resistance: No Base Spell Craft DC: 16
You forge a telepathic bond with a particular creature with which you are familiar (or one that you can currently see directly or through magical means) and can converse back and forth. The subject recognizes you if it knows you. It can answer in like manner immediately, though it does not have to.
You can forge a communal bond among more than two creatures. For each additional creature contacted, increase the Spellcraft DC by +2. The bond can be established only among willing subjects, which therefore receive no saving throw or spell resistance. For telepathic communication through the bond regardless of language, increase the Spellcraft DC by +4. No special influence is established as a result of the bond, only the power to communicate at a distance.
Focus: For the communal bond version of this spell, each member of the bond must be wearing a matched signet ring (5gp each).
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Post by DM-Delfon on Aug 23, 2011 15:58:25 GMT -5
Delude Illusion (Figment) Components: V, S Casting Time: 1 minute Range: Close Effect: Medium sized (or smaller) visual figment Duration: Concentration or 1 minute / level (scripted) Saving Throw: Will disbelief (if interacted with) Spell Resistance: No Base Spell Craft DC: 14
A delude spell creates the visual illusion of an object, creature, or force, as visualized by you. You can move the image within the limits of the size of the effect by concentrating (the image is otherwise stationary). The image disappears when struck by an opponent unless you cause the illusion to react appropriately. For an illusion that includes audible, olfactory, tactile, taste, and thermal aspects, increase the Spellcraft DC by +2 per extra aspect. Even realistic tactile and thermal illusions can’t deal damage, however.
For each additional image to be created, increase the Spellcraft DC by +2. To increase the size category of an image, increase the spellcraft DC by +3 each. For an illusion that follows a script determined by you, increase the Spellcraft DC by +8 each. The figment follows the script without your having to concentrate on it. The illusion can include intelligible speech if you wish.
For an illusion that makes any area appear to be something other than it is (such as making a swamp appear as a grassland or a village), increase the Spellcraft DC by +4. Additional components, such as sounds, can be added as noted above.
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Post by DM-Delfon on Aug 23, 2011 15:59:04 GMT -5
Destroy Transmutation Components: V, S, B Casting Time: 1 Standard Action Range: Touch Target: Creature Touched Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes Base Spell Craft DC: 20
You deal 1d6 points of damage to the target. The damage is of no particular type or energy, it is a purely destructive impulse. For each additional 1d6 points of damage dealt, increase the Spellcraft DC by +2. If the target's Constitution score in reduced to 0 or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust.
Ward spells may also be destroyed, though you must succeed at an opposed spellcraft check against the other spell-caster to bring down a ward spell.
Backlash: For every damage die rolled, you take 1 point of backlash damage. If this damage drops you to your negative constitution your body implodes, consumed completely by the intense magical forces. Critical hits don't increase the backlash damage.
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Post by DM-Delfon on Aug 23, 2011 15:59:43 GMT -5
Dispel Abjuration Components: V, S Casting Time: 1 Standard Action Range: Touch Target: Creature, Object, or Spell touched Duration: Instantaneous Saving Throw: None Spell Resistance: No Base Spell Craft DC: 15
You can end ongoing spells that have been cast on a creature or object, temporarily suppress the magical abilities of a magic item, or end ongoing spells (or at least their effects) within an area. A dispelled spell ends as if its duration had expired. The dispel spell affects spell-like effects just as it affects spells.
One creature, object, or spell is the target of the dispel spell. You make an opposed spellcraft check against the spell or against each ongoing spell currently in effect on the object or creature. If you target an object or creature that is the effect of an ongoing spell, make an opposed spellcraft check to end the spell that conjured the object or creature. If the object you target is a magic item, you make an opposed spellcraft check against the item creator.
If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes non-magical for the duration of the effect.
An inter-dimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged. Any creature, object, or spell is potentially subject to the dispel spell, even the spells of gods and the abilities of artifacts, although the spellcraft DC's of such spells is normally beyond that of a mortal caster.
You automatically succeed at your dispel check against any spell that you cast yourself.
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Post by DM-Delfon on Aug 23, 2011 16:01:01 GMT -5
Energy Evocation [Acid, Cold, Electricity, Fire, or Sonic] Components: V, S, M Casting Time: 1 Standard Action Range: Close Effect: Ray Duration: Instantaneous Saving Throw: None or Reflex Half Spell Resistance: Yes Base Spell Craft DC: 16
You sacrifice your life force so you can work with whichever one of five energy types you choose: acid, cold, electricity, fire, or sonic. You can cast the energy forth as a ray, imbue an object with the energy, or create a freestanding manifestation of the energy. If your energy based spells release rays, that ray instantaneously deals 1d6 points of damage of the appropriate energy type. For each additional 1d6 points of damage dealt, increase the Spellcraft DC by +2. The bolt begins at your fingertips. If you wish to imbue another creature with the ability to use an energy bolt once as a spell-like ability (expires after 1 hour) at its option or when a particular condition is met, increase the Spellcraft DC by +14.
You can also cause a creature or object to emanate the specific energy type into adjacent squares for 1 minute. You may add +3 to the spellcraft DC to increase the radius by 5ft. The emanated energy deals 1d6 points of energy damage per round against unprotected creatures (the target creature is susceptible if not separately warded or otherwise resistant to the energy). For each additional 1d6 points of damage emanated, increase the Spellcraft DC by +2.
You may shape the spell as a continuous wall, half-circle, circle, dome, or sphere of the desired energy type. One side of the wall, selected by you, sends forth the waves of energy. In addition, the wall deals 1d6 points of energy damage to any creature passing through it. For each additional 1d6 points of damage emanated, increase the Spellcraft DC by +2.
Material Component: A drop of your own blood, harvested within the last minute. It is a free action to harvest your blood in this manner. 1hp worth of damage gathers enough blood for a single casting of this spell.
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Post by DM-Delfon on Aug 23, 2011 16:01:39 GMT -5
Foresee Divination Components: V, S Casting Time: 1 minute Range: Personal Target: You Duration: Instantaneous Saving Throw: None or Will Negates Spell Resistance: Varies, see text Base Spell Craft DC: 10
You can foretell the immediate future, or gain information about specific questions. You are 60% likely to receive a meaningful reading of the next 30 minutes. You can increase the chances of receiving a meaningful response by increasing the spellcraft DC on a 1% to +1 DC basis up to a maximum of 90%. For each additional 30 minutes into the future, multiply the Spellcraft DC by ×2. Once contact is made, you may continue to ask questions (one per round while you concentrate. Concentration DC is equal to the spellcraft DC of the spell) to unknown powers of other planes. If successful, you know if a particular action will bring good results, bad results, or no result, because your questions reverberate through planar interstices, seeking an answer from some willing entity. The answers return in a language you understand, but use only one-word replies: “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other one-word answer.
The foresee spell is also useful for spells requiring specific information before functioning, such as reveal and transport spells. You can also use the foresee spell to gain one basic piece of information about a living target: level, class, alignment, or some special ability (or one of an object’s magical abilities, if any). For each additional piece of information revealed, increase the Spellcraft DC by +2. The target is entitled to a will save to negate this effect, and spell resistance applies.
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Post by DM-Delfon on Aug 23, 2011 16:02:32 GMT -5
FortifyTransmutation Components: V, S Casting Time: 1 standard Range: Personal Duration: 1 Minute Saving Throw: Will Negates (Harmless) Spell Resistance: Yes (Harmless) Base Spell Craft DC: 10 Spells using the fortify seed grant a +1 enhancement bonus to whichever statistic you choose from the following chart. The fortify spell has a base Spellcraft DC of 20 if it grants a +1 bonus of a type other than enhancement (such as luck or insight). For each additional +1 bonus of a type other than enhancement, increase the existing adjustment to the Spellcraft DC by +2. If you apply a factor to make the duration permanent, the bonus must be an inherent bonus, and the maximum inherent bonus allowed is +5. Bonus | To | Spellcraft DC | 1 | Ability Score | +4 | 1 | Attack | +2 | 1 | Saving Throws | +2 | 1 | Skill | +1 | +5ft | Speed | +5 | 1 | Spell Resistance* | +1 | 1 | Temporary HP | +1 |
*Granting spell resistance to a creature that doesn’t already have it is a special case; the base Spellcraft DC is instead 20. The target has a base spell resistance of 10, which can then be modified as normal with a second casting of Fortify. **The fortify seed can also grant damage reduction 1/+1. For each additional point of damage reduction, increase the Spellcraft DC by +1. For each additional point of required weapon enhancement above +1, increase the Spellcraft DC by +3. For example, damage reduction of 5/+3 would increase the Spellcraft DC by a total of +10. You may add a weakness or strengthen your damage reduction by reducing (-5) or increasing (+10) the spellcraft DC. You may only add one damage type (Slashing, Bludgeoning, or Piercing) and one material type (Silver, Adamantine, Cold Iron) strength/weakness to your damage reduction. For example: to replicate a vampires DR of 10/silver and magic (+1), the DC would be 29. (10 Base, +9 to increase the DR, +10 to strengthen with silver) For damage reduction that isn't by-passable (#/-) add 20 to the DC.
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Post by DM-Delfon on Aug 23, 2011 16:03:06 GMT -5
Heal Conjuration (Healing) Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature Touched Duration: Instantaneous Saving Throw: Will Negates (Harmless) Spell Resistance: Yes (Harmless) Base Spell Craft DC: Varies, see text
The primary use of the heal spell is to cure bodily injury. The base DC to heal hit point damage is 10, which heals 1hp+caster level. You can instead heal 1d6+caster level hp by adding +5 to the DC. For every additional 1d6, add a further +2.
The heal spell channel positive energy into a creature to wipe away disease or afflictions. Such a spell completely cures a disease (DC = disease save DC), blindness (DC 20), deafness (DC 20), temporary ability damage (Base 10 + 5 / ability point restored), and permanently drained ability score points (Base 20 + 5 / ability point restored). The heal spell can also neutralize a poison in the subject’s system so that no additional damage or effects are suffered (DC = poison save DC). Lastly you can use the Heal spell to gain regeneration 1 for the duration of the spell. You can increase the number of HP gained in this way by 1 per +5 to the spell craft DC.
It can offset feeblemindedness and cures mental disorders caused by spells or injury to the brain (DC = Spell save DC or 30 if not spell related). It can dispel all magical effects penalizing the character’s abilities (DC = spell save DC). A separate casting of the heal spell is needed for each individual effect. To dispel each negative level afflicting the target, the base Spellcraft DC is 20. This reverses level drains by a force or creature. The drained levels are restored only if the creature lost the levels within the last week. For each additional week since the levels were drained, increase the Spellcraft DC by +2. Lastly, the heal spell can regenerate lost limbs and body parts with a DC 25 check.
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Post by DM-Delfon on Aug 23, 2011 16:05:03 GMT -5
Reflect Abjuration Components: V, S Casting Time: 1 minute Range: Personal Target: You Duration: Until expended or 1 Hours Base Spell Craft DC: 16
Attacks targeted against you rebound on the original attacker. Each use of the reflect spell is effective against one type of attack only: spells (and spell-like effects), ranged attacks, or melee attacks. To reflect an area spell, where you are not the target but are caught in the vicinity, increase the Spellcraft DC by +10.
You set your own DC for this version of the reflect spell. When reflecting spells and spell-like effects, you return all spell effects which have a lower spellcraft DC than your reflect spell. The desired effect is automatically reflected if the spell craft DC is lower. An opposed spellcraft check is required when reflecting spells of the same DC. If the enemy spell-caster gets his spell through by winning the spellcraft check or simply having a higher spellcraft DC, then your reflect spell is not expended, just momentarily suppressed.
When used against a spell attack, only one such attack is automatically reflected back on the original attacker. For each additional spell attack reflected, increase the Spellcraft DC by +4. The reflected spell rebounds on the attacker using the same DC's and attack rolls as the original spell.
To reflect a melee or ranged attack, you first make a spellcraft check. Any attack that would normally hit you, and is lower than your spellcraft check result is reflected. You take half the damage from the attack, while the attacker takes the other half. For each additional attack reflected, increase the Spellcraft DC by +4. The reflected attack rebounds on the attacker using the same attack roll.
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Post by DM-Delfon on Aug 23, 2011 16:05:35 GMT -5
Reveal Divination Components: V, S Casting Time: 1 minute Range: See text Target: Magical sensor Duration: 20 minutes (D) Saving Throw: None Spell Resistance: No Base Spell Craft DC: 18
You can use Reveal to “Detect” Alignment, Magic, Life Force, Un-life Force Ect. The range for such an effect is Touch & the casting time is standard. The duration is concentration. Each added detection adds +2 to the DC.
You can see some distant location or hear the sounds at some distant location almost as if you were there. To both hear and see, increase the Spellcraft DC by +2. Distance is not a factor, but the locale must be known, a place familiar to you or an obvious one (such as behind a door, around a corner, or in a grove of trees). The spell creates an invisible sensor, that can be dispelled. Lead sheeting or magical protection can block the spell, and you sense that the spell is so blocked. While viewing/hearing through the sensor your physical body enters a trance-like state, unable to see/hear what is happening around it. If you are only viewing or listening remotely, than your physical body can still hear or see respectively, which can take some getting used to, as you see one thing, and hear another. You may choose to increase the DC by 10 to allow your physical body to continue to hear and see while you view/hear another location remotely.
If you prefer to create a mobile sensor (speed 30 feet) that you control, increase the Spellcraft DC by +2. To use the reveal spell to reach one specific different plane of existence, increase the Spellcraft DC by +8. To allow magically enhanced senses to work through a reveal spell, increase the Spellcraft DC by +4. To cast any spell from the sensor whose range is touch or greater, increase the Spellcraft DC by +6; however, you must maintain line of effect to the sensor at all times. If your line of effect is obstructed, the spell ends. To free yourself of the line of effect restriction for casting spells through the sensor, multiply the final spellcraft DC by ×10.
The reveal spell has a base Spellcraft DC of 25 if you use it to pierce illusions and see things as they really are. You can see through normal and magical darkness, notice doors hidden by magic, see the exact locations of concealed creatures or objects, see invisible creatures or objects normally, see through illusions, see onto the Ethereal Plane (but not into extra-dimensional spaces), and see the true form of polymorphed, changed, or transmuted things. The range of such sight is 120 feet. Regardless of the effect opposed spellcraft checks determine whether the illusion spell or the reveal spell functions.
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Post by DM-Delfon on Aug 23, 2011 16:06:29 GMT -5
Slay Necromancy [Death] Components: V, S Casting Time: 1 full round Range: Close Target: One living creature Duration: Instantaneous Saving Throw: Fortitude partial or half Spell Resistance: Yes Base Spell Craft DC: 25
A slay spell snuffs out the life force of a living creature, killing it instantly & destroying the soul of the victim. The slay spell kills a creature of up to 5 HD. The subject is entitled to a Fortitude saving throw to survive the attack. If the save is successful, it instead takes 3d6 points of damage. For each additional HD affected increase the spellcraft DC by 3. If the spell is modified to affect multiple targets, than the HD pool is divided between all targeted creatures.
Alternatively, you can use the slay spell to suppress the life force of the target by bestowing a negative level on the target. For each additional negative level bestowed, increase the Spellcraft DC by +4. The target is entitled to a fortitude save to reduce the number of negative levels by half (rounding down, 0 levels is possible.) If the subject has at least as many negative levels as Hit Dice, it dies. If the subject survives and the negative levels persist for 24 hours or longer, the subject must make another Fortitude saving throw, or the negative levels are converted to actual level loss.
This necromancy spell is illegal in almost every kingdom. Wielders of this spell should be wary as even rumours of people casting this spell has lead to witch hunts, and angry mobs with pitch forks. This spell is so feared that even peaceful kingdoms insist on the death penalty for those caught wielding its mighty power. A single use of this spell changes your alignment to evil, regardless of whether the victim dies from the attack or not.
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Post by DM-Delfon on Aug 23, 2011 16:08:11 GMT -5
Summon Conjuration (Summoning) Components: V, S Casting Time: 1 full round Range: Close Target: One summoned creature Duration: Concentration or 1 round Saving Throw: Will negates (see text) Spell Resistance: Yes (see text) Base Spell Craft DC: 14
You can summon an outsider. It appears where you designate and acts immediately, on your turn, if its spell resistance is overcome and it fails a Will saving throw. It attacks your opponents to the best of its ability. If you can communicate with the outsider, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures an outsider you select from the Monster Manual (or an alternative source allowed by your DM) of CR 2 or less. For each +1 CR of the summoned outsider, increase the Spellcraft DC by +2. For each additional outsider of the same Challenge Rating summoned, multiply the Spellcraft DC by 1.5 (rounding up). When you cast a summon spell that summons an air, chaotic, earth, evil, fire, good, lawful, or water creature, the completed spell is also of that type.
If you increase the Spellcraft DC by +10, you can summon a creature of CR 2 or less from another monster type or subtype, such as giant, humanoid (goblinoid), or undead. The summoned creature is assumed to have been plucked from some other plane (or somewhere on the same plane). The summoned creature attacks your opponents to the best of its ability; or, if you can communicate with it, it will perform other actions. For each +1 CR of the summoned creature, increase the Spellcraft DC by +2.
Finally, if you increase the Spellcraft DC by +60, you can summon a unique individual you specify from anywhere in the multiverse. You must know the target’s name and some facts about its life, defeat any magic protection against discovery or other protection possessed by the target, and overcome the target’s spell resistance, and it must fail a Will saving throw. In this case the target is under no special compulsion to serve you. The subject you attempt to summon is aware of who you are from the moment they pass their save, which might lead to some interesting consequences upon a failed summoning.
The summoning ends if the creature is asked to perform a task inimical to its nature, such as commanding a good creature to attack an innocent, or commanding any creature to commit suicide. You may only summon creatures you have closely inspected (within 30ft), or creatures you have detailed knowledge about (DC 30 knowledge check).
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Post by DM-Delfon on Aug 23, 2011 16:08:52 GMT -5
Transform Transmutation Components: V, S Casting Time: 1 minute Range: touch Target: Creature touched Duration: 1 minute Saving Throw: Fortitude negates (see text) Spell Resistance: Yes Base Spell Craft DC: 20
Spells using the transform seed change the subject into another form of creature or object. The new form can range in size from one size larger or smaller than the subjects normal form. For each additional increment of size category change, increase the Spellcraft DC by +6. If you want to transform a non-magical, inanimate object into a creature of your type or transform a creature into a non-magical, inanimate object, increase the Spellcraft DC by +10. If you want to change a creature of one type into another type (for example, undead to outsider), increase the Spellcraft DC by +5.
Transformations involving non-magical, inanimate substances with hardness are more difficult; for each 2 points of hardness, increase the Spellcraft DC by +1. Such transformations don't allow animation, although you could then cast and animate spell to animate the new form. To transform a creature into an incorporeal or gaseous form, increase the Spellcraft DC by +10. Conversely, if you want to overcome the natural immunity of a gaseous or incorporeal creature to transformation, increase the Spellcraft DC by+10.
If slain or destroyed, the transformed creature or object reverts to its original form. The subject’s equipment, if any, remains untransformed or melds into the new form’s body, at your option. The transformed creature or object acquires the physical and natural abilities of the creature or object it has been changed into while retaining its own memories and mental ability scores. Mental abilities include personality, Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in its Constitution score), alignment, base attack bonus, base saves, extraordinary abilities, spells, and spell-like abilities, but not its supernatural abilities.
Physical abilities include natural size and Strength, Dexterity, and Constitution scores. Natural abilities include armour, natural weapons, and similar gross physical qualities (presence or absence of wings, number of extremities, and so forth), and possibly hardness. Creatures transformed into inanimate objects do not gain the benefit of their untransformed physical abilities, and may well be blind, deaf, dumb, and unfeeling.
For each normal extraordinary ability or supernatural ability granted to the transformed creature (allowing a human transformed into a basilisk to use the basilisk’s petrifying gaze, for example), increase the Spellcraft DC by +10. The transformed subject can have no more Hit Dice than you have or than the subject has (whichever is greater). In any case, for each Hit Die the assumed form has above 5, increase the Spellcraft DC by +2.
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Post by DM-Delfon on Aug 23, 2011 16:09:27 GMT -5
Transport Transmutation [Teleportation] Components: V, S Casting Time: 1 minute Range: Close Target: Creature Touched Duration: Instantaneous or 5 rounds for temporal transport Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Base Spell Craft DC: 16
The transport spell instantly takes you, and those in contact with you to a designated destination within range of the spell. The base DC for inter-planar travel is 30. For each additional creature carrying up to their light load increase the Spellcraft DC by +2. For each additional creature carrying up to their medium load, or wearing medium armour increase the Spellcraft DC by +4. For each additional creature carrying up to their max load, or wearing heavy armour increase the Spellcraft DC by +6.
The base use of the transport spell provides instantaneous travel through the Astral Plane. To shift the transportation medium to another medium (such as the Plane of Shadow), increase the Spellcraft DC by +2. You must have at least a reliable description of the place to which you are transporting. You may however simply state 100ft north, which can be dangerous if there is a mountain 100ft north of your location. If you translocate yourself into a solid object, you take 1d6 damage per spell level and are shunted to the closest free location to where you originated. If you attempt to use the transport spell with insufficient or misleading information, you cause a mishap to occur with the spell, and you reappear at the same location.
As a special use of the transport spell, you can temporarily transport yourself instantly into a different time stream (leaving you in the same physical location); this increases the Spellcraft DC by 10. If you move yourself or the subject into a slower time stream for 1 round, time ceases to flow for the subject, and its condition becomes fixed, no force or effect can harm it until the duration expires. If you move yourself into a faster time stream, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1 round of apparent time. Normal and magical fire, cold, poison gas, and similar effects can still harm you. While you are in the fast time stream, other creatures are invulnerable to your attacks and spells; however, you can create spell effects and leave them to take effect when you reenter normal time.
Because of the branching nature of time, spells used to transport a subject into a faster time stream cannot be made permanent, nor can the duration be extended beyond five rounds.
Time related spells would be a sub-school of the transport spell. Such spells might be used for ageing and anti-ageing.
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Post by DM-Delfon on Aug 23, 2011 16:11:39 GMT -5
Ward Abjuration Components: V, S Casting Time: 1 Standard Action Range: Touch Target: Creature Touched Duration: 1 hour Saving Throw: None Spell Resistance: Yes Base Spell Craft DC: 14
You can grant a creature protection from damage of a specified type. You can protect a creature from standard damage or from energy damage. You can protect a creature or area from magic. Alternatively, you can hedge out a type of creature from a specified area. A ward against standard damage protects a creature from one of the three damage types: bludgeoning, piercing, and slashing. For each additional type, increase the Spellcraft DC by +8. Each round, the ward spell absorbs the first 5 points of damage the creature would otherwise take, regardless of whether the source of the damage is natural or magical. For each additional point of protection, increase the Spellcraft DC by +2.
A ward against energy grants a creature protection from whichever one you select of the five energy types: acid, cold, electricity, fire, or sonic. Each round, the spell absorbs the first 5 points of damage the creature would otherwise take from the specified energy type, regardless of whether the source of damage is natural or magical. The spell protects the recipients equipment as well. For each additional point of protection, increase the Spellcraft DC by +1.
A ward against a specific type of creature prevents bodily contact from whichever one of several monster types you select from the Monster Manual (giants, humanoids, or outsiders, for example). This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The protection ends if the warded creature makes an attack against or intentionally moves within 5 feet of the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
You set your own DC for this version of the ward spell. This version creates a ward against magic, generating a faintly shimmering magical aura around the target creature. Any spell cast against the warded creature fails unless the attacking spell has a higher spell craft DC than the ward spell. The area or effect of any such spells does not affect the warded character. This includes spell-like abilities and spells or spell-like effects from magic items. However, any type of spell can be cast through or out of the ward.
The ward could be brought down by a targeted dispel magic spell. Dispel spells may bring down a ward if the enemy spell-caster succeeds at a spellcraft check. The ward may also be brought down with a targeted destroy spell if the enemy spell-caster succeeds at a spellcraft check.
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Post by DM-Delfon on Aug 23, 2011 16:15:19 GMT -5
FactorsComponent Factors | DC Modification | Ignore Backlash | +10 | Ignore Verbal | +5 | Ignore Visual | +5 | Ignore Somatic | +5 | Ignore Material | +1/10gp value | Ignore Focus | +5 | Reduce XP Cost | +1/10xp reduced | Reduce Spellcraft DC | Reduction^2x10xp* |
*You can't spend so much xp that you would lose a level in this way. Reducing Spellcraft DC with XP burnDC | XP | DC | XP | DC | XP | 1 | 10 | 11 | 1210 | 21 | 4410 | 2 | 40 | 12 | 1440 | 22 | 4840 | 3 | 90 | 13 | 1690 | 23 | 5290 | 4 | 160 | 14 | 1960 | 24 | 5760 | 5 | 250 | 15 | 2250 | 25 | 6250 | 6 | 360 | 16 | 2560 | 26 | 6760 | 7 | 490 | 17 | 2890 | 27 | 7290 | 8 | 640 | 18 | 3240 | 28 | 7840 | 9 | 810 | 19 | 3610 | 29 | 8410 | 10 | 1000 | 20 | 4000 | 30 | 9000 |
Casting Time Factors* | DC Modification | Casting Time Factors* | DC Modification | 1 hour to 10 minutes | +10 | 10 minutes to 1 hour | -10 | 10 minutes to 1 minute | +10 | 1 minute to 10 minutes | -10 | 1 minute to 1 round | +10 | 1 round to 1 minute | -10 | 1 round to 1 standard | +5 | 1 standard to 1 round | -5 | 1 standard to 1 move | +5 | 1 move to 1 standard | -5 | 1 move to 1 free | +5 | 1 free to 1 move | -5 | 1 free to 1 interrupt | +5 | 1 interrupt to 1 free | -5 |
*Dropping a spell mid cast causes 1d6 Damage/spell level Duration Factors | DC Modification | Duration Factors | DC Modification | Instantaneous to 1 round | +5 | 1 round to instantaneous | -5 | 1 round to 1 minute | +5 | 1 minute to 1 round | -5 | 1 minute to 1 hour | +10 | 1 hour to 1 minute | -10 | 1 hour to 1 day | +20 | 1 day to 1 hour | -20 | 1 day to 1 year | +20 | 1 year to 1 day | -20 | 1 year to permanent | +20 | permanent to 1 year | -20 |
Range Factors | DC Modification | Range Factors | DC Modification | personal to touch | +2 | touch to personal | -2 | touch to close | +5 | close to touch | -5 | close to medium | +5 | medium to touch | -5 | medium to long | +5 | long to medium | -5 | +100ft to long | +1 |
Area Factors | DC Modification | Add 10ft to Burst/Emanation/Spread | +5 | Add 10ft to Cone/Cylinder/Line/Sphere | +5 | Ignore Friends or Enemies | +10 |
Saving Throw Factors | DC Modification | Add +1 to the DC of your spell | +2 |
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Post by DM-Delfon on Aug 23, 2011 16:16:41 GMT -5
Casting spells is very dangerous, so much so that you could die. If ever you attempt to cast a spell, and fail your spell-craft check by 5 or more, you must roll on the following chart. Spell Failure1d20 | Pass/Fail | Result | 1 | Fail | Mana-Shock: Lose (50xp x spell level x failure amount) | 2 | Concentration | Caster takes 1d6 damage/spell level | 3 | Pass | Target is determined randomly | 4 | Fail | Caster makes a will save or falls unconscious for 1d4 minutes | 5 | Concentration | Backlash 1d6/spell level | 6 | Fail | Caster makes a will save or falls unconscious for 1d4 rounds | 7 | Pass(1-5) or Fail (6) | Random limb stops functioning for 1 minute (1 roll twice, 2 right arm, 3 left arm, 4 right leg, 5 left leg, 6 head(unconscious)) | 8 | Pass | Caster is surrounded in a nimbus of harmless magical energy for 1d4 hours (light as torch) | 9 | Pass | Spell DC halved, if unaffected roll again. | 10 | Pass | Target(s) grow two size categories for 1 minute | 11 | Fail | Caster is blind for 1 minute | 12 | Pass | Target(s) shrink two size categories for 1 minute | 13 | Pass | A thunderstorm appears above each target of the spell for 10 minutes | 14 | Fail | Target(s) and caster act as if slowed for 1 minute | 15 | Fail | Target(s) are encased in immovable force (+20ac, blocks spells in and out) for 1 minute | 16 | Fail | Target(s) act as if hasted for 1 minute | 17 | Pass | Casting time increases 1 category, if spell is dropped double backlash damage | 18 | Pass | Cast another randomly determined spell aimed at the original target | 19 | N/A | Roll twice, double both effects | 20 | Fail | Spell simply fails, with no other effect |
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