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Wednesday, 4 November 2015

Spell Creation - A Rejeted Approch with Good ideas



         Inventing New Spells is Much harder than this, but several good ideas



 



Spell Creation
Overview

When a sorcerer reaches 11th level he or she becomes a Wizard. At this point he has achieved a major goal in his studies and is viewed by his peers to be accomplished and competent, able to use magic and – more importantly – able to make his mark on the universe. At this level he can create spells. The process is detailed below; at each stage it is put into character and player context.
The Mechanics
The Wizard starts with an idea, usually a magical solution to a problem he has encountered or simply "If only I could do that!" He develops the idea by study or continued practice. Then he finds a means to fund the new spell (usually in the form of magic or monetary value). Next comes the actual process of making the spell.
The Idea  +  Development  +  Funding/Sacrifice  +  Spell Creation
The Idea

The first stage of the Spell Creation process starts with the Wizard’s imagination, the seed of an idea that he hopes to turn into a spell. This usually begins with the Wizard wanting to find a solution to some problem or simply the ambition to create Thruurg’s Unholy Underpants and leave your mark on the game.
From the Player: The player must now write down the proposed spell in detail using the normal format (spell level, casting time, duration etc) and write down a detailed description of effects and special abilities. Then he must submit it to the DM.
From the DM: I will modify the spell as I see fit (this is where the arguments start), so when Steve creates a first level spell that makes him invulnerable to all weapons and attack forms I will adjust the effects slightly. Game balance is important so I will be fairly critical of any attempts to upset that. Remember: I will invoke the Page One Players Handbook rule when necessary.
Development
The next stage is the development of your new spell. To get to this stage means that your spell has been verified and or modified by the DM and the Wizard must now do the necessary research to create it. In game terms it is easier to create a spell in an academy than it is in the middle of the desert. The table below reflects the modifiers for research locations:
Place of Research     Modifier             Research Times
Major Academy             +25%               d6 days + spell level
Minor Academy             +20%               d4 days + spell level
Major Library                +15%               d4 days + spell level
Minor Library                +10%               spell level in days
Mage Advice                +10%                spell level in days
Archmage Advice         +20%                spell level in days
Insufficient Funding       -30%
Spell Book*                 +10%
Influential help**          +10%                 minimum 1 day contact
Self practise                 +10%                spell level in days
* A wizard’s spell book is a vital resource full of notes and spells that will give the sorcerer pointers to spell creation.
** Influential help such as a god, a powerful demon, a suitable wise creature from another plane.
Research Times – this is the calculated time (in days) that the wizard must spend to attain the modifier. So if the Wizard wanted to create a second level spell and was friendly with a mage he would have to spend 2 days chatting and discussing the new spell to get the bonus.
Please Note: The research times above is not a requirement to creating a spell but it does give you a handy modifier when it comes to the crunch (see Spell Creation later). There are some spells that can be self-researched, for example a Wizard who wants to enhance his parry skill with a weapon does not have to research in an academy because he already has the parry skill…it then becomes a matter of practice. As a general rule self practice is equal to one day per level of spell created.
Funding or Sacrifice
There is a cost when creating a spell. It can be either a financial or magical cost that the Wizard must expend in order to have a chance to create it. The table below details the monetary value of the various spell level; of course it does not have to be money. Magical items have a value (the Evaluate skill comes in handy here) and can be used (or sacrificed) in order to attain the new spell. Please Note: any monetary or magical sacrifice will disappear irrespective of whether the spell creation succeeds or not.
Level of Spell         Approx Value
1st level                   100 gp
2nd level                  300 gp
3rd level                  1,000 gp
4th level                  1,500 gp
5th level                  3,000 gp
6th level                  4,500 gp
7th level                  6,000 gp
8th level                  8,500 gp
9th level                 10,000 gp
Please Note: Demons summoned into weapons or items do not count as value when it comes to sacrificing items. They cannot be used in the spell creation process.
Spell Creation
And now we come to the final process. When you have successfully completed the first three elements you are ready to create the spell itself. A successful roll at this stage will result in Thruurg’s Unholy Underpants becoming part of the game and therefore available to all other sorcerers. The actual process of creating the new spell creates a distinctive ‘slot’ in the Layers of Magic that when completed can be seen and accessed by every other sorcerer.
Labelling the new spell is important. I won’t accept Steve’s Invulnerability Cloak but I will accept Blant’s Invulnerability Cloak. I’m sure you can see where I’m coming from with this…I still have nightmares about Bigby!
The mechanics are as follows:
It takes one day of solid work per level of spell to be created. (One day for 1st level, two days for 2nd level etc). This is for the purposes of game balance; a Wizard has already spent a lot of time working on the spell and the time constraints of the game make it difficult to spend too much on spell creation.
Assuming you have completed all the necessary steps you are ready to make the roll. This role occurs at the end of the creation process and, if successful, the new spell is made. If unsuccessful the whole process must start again.
The Roll:
Caster’s Current Level x2 + Caster’s Intelligence + Research Modifiers = New Spell
For example: Blant tries to create a 2nd level spell and seeks advice from the Major Academy of magic in Rosengrad. It will take him 2 days and his chance would be:
Blant’s Lvl (x2) + Int + Modifier
22 + 18 + 25 = 65%







Monday, 2 November 2015

PSEUDO-UNDEAD (template)

Repost http://www.enworld.org/forum/showthread.php?12343-Pseudo-undead&s=

PSEUDO-UNDEAD (template)

Pseudo-undead are humanoids that have evolved to appear physically similar to undead creatures. To all of the normal five senses, these beings appear to be the undead creature they resemble. They behave in the same manner as undead, and are moderately dangerous to those unprepared. These beings are not actually undead, do not have the powers of undead, and do not associate with true undead. They are never met in the day, as despite the fact that sunlight does not harm them, they find it intolerable all the same.
These humanoids benefit from a deception that makes other beings frightened of them, for powers that they do not have. They are also safe from clerical turning, as well as any magic designed to work against undead, and they have no connection to the Negative Energy plane. They are often found working among evil humans and humanoids, where they interbreed and add to the general menace of groups of evil characters such as bandits.

CREATING A PSEUDO-UNDEAD
"Pseudo-undead" is a template that can be added to any undead creature with an Intelligence score of 4 or more (referred to hereafter as the "base creature"). The creature's type changes to "humanoid." It uses all the base creature's statistics except as noted here. All supernatural powers are lost, and some extraordinary powers are lost as well.
The most common types of pseudo-undead are pseudo-ghouls, ghasts, wights, wraiths, specters, and vampires. Note that due to body construction, some types of undead are not well suited to be used as pseudo-undead. Undead types with a greatly decomposed or rotten appearance (lich, mohrg) or a very alien form (allip, bodak, devourer, nightshade) may not be very suitable as pseudo-undead creatures.

Hit Dice: Decrease to d8. The creature gains bonus hit points from its Constitution score.
Speed: Same as the base creature. If the base creature could fly, its flight speed is lost, and the creature appears to be flying when it walks.
AC: Same as the base creature. If the base creature was incorporeal, its deflection bonus is doubled and transferred to natural armor.
Attacks: Same as the base creature. If the base creature had an incorporeal touch, this becomes a slam attack that causes the same amount of damage. Pseudo-undead may use weapons, but usually do not, to maintain their deception of being undead.
Damage: Same as the base creature.
Special Attacks: All supernatural attacks and some extraordinary attacks are lost (including paralysis, create spawn, energy drain or ability drain).
Pseudovampires have the blood drain ability, but the Constitution damage is temporary instead of permanent. Psuedoghasts retain their stench attack.
Special Qualities: All supernatural qualities and some extraordinary qualities are lost (including spell resistance, damage reduction, turn resistance, unnatural aura, and the undead and incorporeal type modifiers). The creature retains darkvision at 60 ft.
Abilities: Same as the base creature. The creature gains a Constitution score, which is 10 + its HD. If the base creature was incorporeal, it gains a Strength score, which is 10 + 1/2 its HD.
Skills: A pseudo-undead has 6 skill points, plus its Intelligence modifier, plus 1 skill point per extra Hit Die. Treat skills from the base creature's list as class skills and other skills as cross-class. If the creature has a class, it gains skills for class levels normally. The creature retains any racial bonus to skills that the base creature had.
Feats: Pseudo-undead have one feat for every four levels or the base creature's total of feats, whichever is greater. The creature retains any bonus feats that the base creature had.

Climate/Terrain: Any land and underground
Organization: Same as the base creature.
Challenge Rating: 1/2 of the base creature, rounding down.
Treasure: Standard
Alignment: Always neutral evil
Advancement: Same as the base creature, or by character class.

SAMPLE PSEUDO-UNDEAD
This example uses a standard wight as the base creature.

PSEUDOWIGHT
Medium-Size Humanoid (Pseudo-undead)
Hit Dice: 4d8+8 (26 hp)
Initiative: +1 (Dex)
Speed: 30 ft
AC: 15 (+1 Dex, +4 natural)
Attacks: Slam +4
Damage: Slam 1d4+1
Face/Reach: 5 ft by 5 ft/5 ft
Special Qualities: Darkness 60 ft
Saves: Fort +3, Ref +5, Will +2
Abilities: Str 12, Dex 12, Con 14, Int 11, Wis 13, Cha 15
Skills: Hide +4, Listen +4, Move Silently +9, Spot +4
Feats: Alertness, Blind-Fight

Climate/Terrain: Any land and underground
Organization: Solitary, gang (2-5), or pack (6-11)
Challenge Rating: 1
Treasure: Standard
Alignment: Always neutral evil
Advancement: 5-8 HD (Medium-size) or by character class

Pseudowights appear identical to actual wights, having the same sort of twisted, wild appearance.

COMBAT
Pseudowights hammer with their fists, using their appearance to frighten opponents into backing down, for fear of energy drain.

Skills: Pseudowights receive a +8 racial bonus to Move Silently checks.

Pseudo-undead first appeared in Monster Manual II (19

Read more: http://www.enworld.org/forum/showthread.php?12343-Pseudo-undead#ixzz3qMaFsZyG

Saturday, 17 October 2015

Repost


DMG: n/a

In My Campaign: The original version of this spell, Ensorcelled Arms Alteration, differs from the more common modern version of the spell, Enchanted Weapons, as follows; The weapons are enchanted according to the level of the magic user casting the spell.  Level 7 - 10 +1, level 11 - 14 +2, level 15 and above +3.  The magic user can enchant additional weapons as follows; 4 small or 2 large at 11th level, 6 small or 3 large at 15th level and above.  Enchanted weapons get the bonus to hit and damage.  Missile weapons keep their enchantment until the duration of the spell expires.

Spell comonet rules

To harvest monster parts a PC must:
A. Obtain a special set of vivisectionist's tools; a base set costs 300 gp. When an attempt is made to remove a component (e.g. extract the eyes of a basilisk, the heart of a chimera, etc.) a saving throw versus breath weapon must be made, with a dexterity modifier (e.g. defensive adjustment) and a modifier of +1 for every point of intelligence above 14. If the save is made the component has been removed successfully; if it is not made the component is destroyed in the extraction attempt. For every 100gp more than the base cost spent on the vivisection tools a +1 is added to the save (to a max of +4). 

B. Obtain a special set of sealable metal containers to maintain the parts for transfer. Containers cost 500gp for 5, each is the size of a flagon of ale, and they have an encumbrance of 10gp each. Note that storage of components outside of such container but in a Portable Hole/Leomund's Secret Chest, etc. will only work if these extra-dimensional spaces are airless.

C. Store those components in a laboratory or pay to have the components permanently stored at the caster's guild/coven/church; base cost is 200gp/year, +50gp for components which must be dry, +100 gp for hot or cold. If stored in the PC's laboratory add 500gp for proper storage facilities to the base laboratory cost.

D. Each year in storage the components have a 5%-15% chance of spoiling.







Beringel’s Beefsplosion (Invocation/Evocation)
Level: 4 (magic-user) Components: V,S,M
Range: 6” plus 1”/level Casting Time: 4 segments
Duration: instant Saving Throw: Special
Target: One Bovine Creature

Explanation/Description: Upon casting this spell, the caster designates one bovine creature of animal or semi intelligence (cow, yak, buffalo, etc.) within range. That animal swells like a balloon before bursting in a forceful explosion of meat, bone and gore. The bovine target is instantly slain (no save) and all other creatures within 1” of the target take 1d6 points of damage per level of the caster (a save vs. spells will reduce this damage by ½). More intelligent and/or magical creatures of a bovine or semi-bovine nature (such as minotaurs, shedu, and so forth) can also be targeted by this spell, but such creatures get a save vs. death magic to avoid blowing up and dying (of course if they do not explode, no secondary damage is inflicted). the material components are a bit of leather and a bit of horn from a bovine creature.

Tuesday, 18 August 2015

But it does explain what MTS AVCHD is ~!

The following does not answer: is MTS better than MOV files? What are the advantages. But it does explain what MTS AVCHD is ~!

 

 

 

 

 

What is MTS

MTS is the most common file format used for HD video clips. It supports the 1080i x 720p resolution yet its file size is not that huge. MTS is the extension that is commonly used in AVCHD videos. AVCHD stands for Advanced Video Coding High Definition and these are the files that were normally burned onto Blu-ray discs for use on Blu-ray devices. AVCHD files are based on the MPEG-4 codec.
There are other variations and file extensions of MTS and these are M2TS and TS. Generally speaking, all of them are media containers that can hold audio, video, and data information. They support the H.262, H.264, and the SMPTE VC-1 video compressions. As for the audio format, they utilize Dolby Digital, DTS, or the Linear PCM.
The advantages of using this file are HD viewing experience, high fidelity sound, and advanced codec compression. The MTS file is highly compatible with almost all Blu-ray disc players, thus making it the format of choice for burning movies into a DVD.
 
how to play mts

How to play MTS files

MTS files are popularly used among branded HD players, camcorders, and similar devices. As an audio-video container for Blu-ray discs, MTS is the file format of choice for the many meticulous movie viewers and home video creators out there. However, not all media players support MTS file playback. And that is where most of the issues lie.
Since MTS files are the file extensions used by many high-end camcorders, viewing them on a PC is not actually as easy as copying the file from the device and transferring it on your hard drive. It is very likely that you would have to download an MTS video player to do the trick as the Windows Media Player is likely to have a hard time processing the file.
To play MTS files on your computer, the first step is to download a compatible player. For that part, you simply have to choose from these applications: VLC player, KMPlayer, MTS Player, and few dozen others that are offered for free. After installing your choice of a player, simply open the file though the program and it will automatically play on your computer screen.
It may actually be possible to view MTS files using Windows Media Player 11. However, if it case it doesn’t work for your PC, a codec upgrade may be necessary. Just the same, the codecs needed by your computer would have to be downloaded and installed on your computer accordingly.
However, for the rest of the viewers who are not interested in downloading an entirely new media player just to view MTS files, converting them into a more popular video format is a good alternative. Most media players can easily process MP4 files as it is considered as the standard video format. As such, it becomes the output of choice if and when you decide to convert MTS files.
 
why convert mts

Why you need to convert MTS files

MTS files are high quality video files, no doubt about it. However, it is not a very popular file format among today’s media players and video editing software. As much as you want to use the raw file produced by your high-end camcorder for viewing and editing these files on your computer, doing so is not entirely possible unless you have all the necessary software in place.
You can try copying and pasting an MTS video file from your camcorder and into your computer just to see if it your computer’s native media player will open it up. The chances are high that it will not. That then, is the main reason why converting these video files into a more standard format becomes necessary.
 
MTS to WMV For a Windows computer, only the latest Windows Media Player 11 can possibly play MTS files. But even that advanced software version can’t do so much without the necessary codecs in place.
MTS to QuickTime MOV The same issues may occur for Macintosh computers. Quicktime simply doesn’t support MTS playback. After converting MTS to QuickTime supported MOV format, watch MTS on Mac is not an issue anymore.
MTS to FLV If you would like to upload and share your MTS files that contains beautiful memory of your birthday party or graduation ceremony with your friends and family online, convert MTS to FLV -the widely supported web format.
MTS to Windows Movie Maker Editing MTS files is yet another necessity to convert this format into a highly accepted one. While it is possible to find media players that lets you view MTS files, it is next to impossible to find the free software that lets you edit them with full ease.
MTS to Final Cut Pro To open and edit MTS on Mac with Final Cut Pro, first you need to convert MTS to Final Cut Pro supported format.
 
MTS to MP4 You can play and watch MTS files without any hassles after converting MTS video to MP4 format, since MP4 is the most commonly used format and is compatible with many platforms and devices.
 
mts converter

Why choose Aimersoft MTS converter

To be able to fully use the MTS file output of your camcorder, it is best that you download a conversion software that can transform MTS files to MPEG, AVI, MOV, or MP4 so you can easily play them and edit them as you wish. To achieve this, Aimersoft MTS converter is the best solution.
With it, you can convert MTS/M2TS files to various video/audio formats without losing any video quality. Apart from Standard output, it also offers HD and 3D output. MTS video converter still provides many optimize presets for popular devices and the list include iPhone 5, iPad 4, iPad mini, iPod touch 5, PSP, Xbox, Wii, Zune, Blackberry, Nokia, Samsuang Galaxty, LG and more.
More functions like taking snapshots, editing MTS files, merging all videos into one, etc. are also supported by this MTS file converter. Just note that this MTS converter runs in Windows operating system (Windows 8 included). If your are using a Mac, just turn to the Mac version of MTS converter, which is well compatible with Mac OS X (Mountain Lion and Mavericks).
 
how to convert mts

How to convert and Edit MTS files

Converting MTS video format with Aimersoft MTS converter only need a few simple clicks. Run the video converter after you download and install it in your computer.
You can import files by directly dragging and dropping them into the mian window of this program. Another way to load files is to click the Add Files button.
After successfully import the files to be converted, now you need to choose an output fomat for the conversion. The output format option is located on the right of the window. Just choose as per needs.
When you finish disigating an outout format, clik the Download button to begin the conversion. Aimersoft MTS converter all do all the rest for you. The conversion will finish in a few minutes, which depends on the loaded file size.
Before starting the conversion, you can also touch up the MTS files with the built-in video editor. It allows you to trim the part you don’t like, crop the frame size, adjust the video play ration, change the artistic effects, add your personalized watermarks and more.
Try MTS Converter

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