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Thursday, 5 November 2015

Deleted Posts By WOC

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oorlof
Joined Mar 2005
48 Posts
Me and my group are starting a Dark Sun game this evening, and although we've got no wizards in the group yet, I'm curious about how Defilers cast their spells.

Here's what bugging me. Everytime a Defiler uses his magic, he turns the ground he's standing on infertile. So does that happen instantaneously, i.e. does the caster have to move out of the defiled zone to be able to cast a spell again? Or does the affected area merely grow, the two radii added together?
There is no more life in his area I think it was like a 5 foot zone. He can draw from farther away but its harder and there are feats to fix that. What always got me was, he drained life when he memorized and then more when he casted. As we are on the topic I would like to say I miss the differences between defilers and preservers from the 2ed material.
brun01
Joined Mar 2004
834 Posts
You don't need to get out of the area. There was a rule for this in the original setting.

Casting Multiple Spells from the Same Location:
If a defiler casts more than one spell from the same location, the radius of destroyed vegetation expands around him. Consult the Defiler Magical Destruction Table for the highest level spell cast from that location, then add one yard for every other spell cast. (Spells equal to the highest level spell are treated as additional spells).
For example, the defiler Grifyan casts a lightning bolt, a 3rd-level spell, while in the scrub plains. The area of ash around him will be 4 yards. In the next round, he casts a magic missile spell, expanding the radius of ash by 1 yard, bringing the total of burnt earth to 5 yards. In the third round, Grifyan decides to unleash an advanced illusion, a 5th-level spell. Since this is the highest-level spell cast from this location, the area of ash is recalculated; 5 yards for the 5th-level spell, plus 1 yard each for the two lower-level spells cast, for a total radius of ash of 7 yards.

You only need to adapt it a little to work with 3.5 rules...
lyric
Joined Dec 2004
645 Posts
And I think they defiled EITHER at memorization (off stage spell power gathering) OR when they cast their spells (on stage spell power gathering).. at least as far as I recall...
flip
Joined Apr 2001
812 Posts
And I think they defiled EITHER at memorization (off stage spell power gathering) OR when they cast their spells (on stage spell power gathering).. at least as far as I recall...

Actually, defile when preparing only existed in DS2. In DS3, you defile when you cast. Period.
flip Athas.org overcouncil
lyric
Joined Dec 2004
645 Posts
ahhh.. my bad rusty memory, and I have yet to actually play more than a handful of 3e games, none of which are darksun
Pennarin
Joined Apr 2003
5636 Posts
It's odd that DS3 hasn't incorporated what Bruno quoted.
oorlof
Joined Mar 2005
48 Posts
Thanks, that's the kind of ruling I was looking for, Bruno. I'll show it to my DM. I think we'll go for radius = sum (spell levels)*5, so casting two lightning bolts nets you a (3+3)*5=30 feet radius of ash. Cuts down on recalculating when someone casts a higher level spell than he started the defiling with.
Thanks, that's the kind of ruling I was looking for, Bruno. I'll show it to my DM. I think we'll go for radius = sum (spell levels)*5, so casting two lightning bolts nets you a (3+3)*5=30 feet radius of ash. Cuts down on recalculating when someone casts a higher level spell than he started the defiling with.

It might be a good idea to put some sort of limit on how far a defiler can draw energy from. Would suggest 50ft-100ft +5ft-10ft per caster level, for ease of use you could write this on the character sheet under the heading Draw Radius:.

Also, two things about how you calculate defiler radius.

1st, you really need to figure the type of terrain into your calculations because the amount of life around you is essentially how much energy is available in a given area. Using the method you have mentioned. I would suggest that you set a per level variable radius based on terrain type

Dense Forest/Jungle/Swamp/Water Gardens 1ft
Grassland/Crop Fields/Gardens 2-3ft
Scrub Plains/Cactus Gardens 5ft
Rocky Badlands/Stoney Barrens/Sandy Wastes/Mountains 7-8ft
Salt Flats/Boulder Fields/Silt Sea 10ft

Second, the reason the radius was calculated the way it was in 2e is because the amount of area in a 5ft radius is only a fraction of the amount of area in a 10' radius. Every time you double the radius you effectively quadruple the total area affected. So subtracting the original radius you get 3 times as much area affected on the second casting of the same spell as if you just add radiuses together. You can either ignore this for simplicity or you can insert a very approximate rule like the one that they used in 2e. Or, here are some other suggestions:

1. If you are using a battlemap you base your calculations on how many squares or hexes would be effected instead of actual radius. An just build out in a approximately circular fashion
2. You can center the radius for each spell just outside of the last effected area.
lyric
Joined Dec 2004
645 Posts
hi sage how ya doing :D
Lyric! LONG time, no read! Good to see you back, bro!
lyric
Joined Dec 2004
645 Posts
hey! the great Terminus Vortexa!! Wassup bud? :D I'm doing well ;) are you?:P
I'm doing great, bro! I moved to Iowa sometime after your departure from the boards, and am enjoying the country life! Email me at [email]TerminusVortexa@gmail.com[/email], and we'll catch up!
lyric
Joined Dec 2004
645 Posts
will do, have done short message away ;)
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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.