Post by Archangel Zero on Dec 18, 2003 22:54:26 GMT -5
This be the first house rule. Read thee well and learn. And thou shall post thy comments on this mystical thread of DOOOOM or call me or something.
It'll be available soon on the website.
P.S: Sorry about the screwed up tables, can't get them to work.
There it is (and yes, it's F***ING long) :
D&D: The Dark Tide Magic System
by Archangel Zero
Classes:
All magic using classes have been removed.
Skills & Feats:
New Skill:
Piety (x) (Wis): Represents your devotion to a particular deity. Every day without prayer give a -1 penalty to all piety rolls until you pray again.
New Feats:
To be able to cast spells, you must possess a number of new feats:
Outsider Blood (x):
Prerequisite: -
This feat gives you a true name and a connection to a specific plane. The plane must be specified when taking the feat. This feat can only be taken as a starting feat.
Lesser Arcanist:
Prerequisite: True Name, Int 16, Spellcraft 10 ranks
You may cast simple arcane spells of your plane with a spellcraft check of the spell's DC as a full round action.
Arcanist:
Prerequisite: True Name, Lesser Arcanist, Int 16, Spellcraft 15 ranks
You may cast complex arcane spells of your plane with a spellcraft check of the spell's DC as a standard action.
Superior Arcanist:
Prerequisite: True Name, Arcanist, Int 16, Spellcraft 20 ranks
You may cast exotic arcane spells of your plane with a spellcraft check of the spell's DC as a free action (but you can still only cast 1 spell per round).
Lesser Divine Connection:
Prerequisite: True Name, Wis 16, Piety 10 ranks
You may cast simple divine spells of your god's plane with a piety check of the spell's DC as a full round action.
Divine Connection:
Prerequisite: True Name, Lesser Divine Connection, Wis 16, Piety 15 ranks
You may cast complex divine spells of your god's plane with a piety check of the spell's DC as a standard action
Superior Divine Connection:
Prerequisite: True Name, Divine Connection, Wis 16, Piety 20 ranks
You may cast exotic divine spells of your god's plane with a piety check of the spell's DC as a free action (but you can still only cast 1 spell per round).
How to cast spells:
Each spell has three components: effect, duration and area, each component adds to the DC of the spell. When casting a spell, you take a quarter of the DC in vitality point damage.
Effects:
There are three effect types: dice, conjuration and other.
Dice effects are damaging, restorative or a boost.
Conjuration effects create things or beings out of planar energy or summon creatures.
Other effects are what doesn’t fit in the other two categories.
Effect: Dice Effect: Conjuration Effect: Other
Value DC Size DC Type DC
1 +0 Diminutive +0 Minor +4
d2 +1 Tiny +2 Moderate +8
d3 +2 Small +4 Major +16
d4 +3 Medium +6
d5 +4 Large +8
d6 +5 Huge +10
d8 +7 Gargantuan +12
d10 +9 Colossal +14
d12 +11
d20 +19
Dice effect notes:
Add die value number +1 to DC for each die after the first.
(ex: 4d6 = 5 + 6 + 6 + 6 + 3 = +26 to DC)
Conjuration effect notes:
Complexity DC Quality DC
Simple +0 Low +0
Complex +4 Medium +4
Precise +8 High +8
Organism +5
Sentient Organism +10
Summoning:
When summoning a creature, add its size its CR and its HD to the DC. Only outsiders of your plane can be summoned. Note that each summoned creature is unique and must be called by name or true name. Calling by true name reduces the effect DC by 10. A summoned creature cannot act the round it is summoned, making the minimum duration 2 rounds.
(ex: Calling a single Rast will have a DC of 6 (size) + 5 (CR) + 4 (HD) )
Planes and Energy Types:
There are 8 planes of magic. Every arcane and divine magic practitioner is linked to one of these planes.
Positive Energy Plane: This plane’s energy is called positive energy. It heals living creatures. It is opposed to negative energy. Those attuned to it are called protomancers.
Negative Energy Plane: This plane’s energy is called negative energy. It heals undead. It is opposed to positive energy. Those attuned to it are called necromancers.
Astral Plane: This plane’s energy is called astral energy. It heals astral creatures. It is opposed to ethereal energy. Those attuned to it are called conjurers.
Ethereal Plane: This plane’s energy is called ethereal energy. It heals ethereal creatures. It is opposed to astral energy. Those attuned to it are called illusionists.
Elemental Plane of Fire: This plane’s energy is called elemental flame. It heals fire based creatures. It is opposed to elemental frost. Those attuned to it are called fire elementalists.
Elemental Plane of Water: This plane’s energy is called elemental frost. It heals water based creatures. It is opposed to elemental flame. Those attuned to it are called water elementalists.
Elemental Plane of Earth: This plane’s energy is called elemental acid. It heals earth based creatures. It is opposed to elemental lightning. Those attuned to it are called earth elementalists.
Elemental Plane of Air: This plane’s energy is called elemental lightning. It heals air based creatures. It is opposed to elemental acid. Those attuned to it are called air elementalists.
Duration:
Instantaneous - +0 to DC
Short (up to 10 rounds) +2 to DC/round (-1 for random duration)
Medium (up to 10 hours) +4 to DC/hour (-2 for random duration)
Long (up to 10 days) +8 to DC/day (-4 for random duration)
Very Long (up to 10 weeks) +16 to DC/week (-8 for random duration)
Extremely Long (up to 10 months) +32 to DC/month (-16 for random duration)
Near Permanent (up to 10 years) +64 to DC/year (-32 for random duration)
Permanent - +128 to DC
Area:
+1 to DC / 5ft square affected
XP:
For each 500 XP given, reduce the DC by 10
Component:
Reduce the DC by one for each 100gp in the component’s value. Generally, components must be found as treasure, not bought.
Spell types:
Simple spells have:
A base DC up to 30
NO XP component
Complex Spells have:
A DC up to 60
No more than 1/2 DC in XP
Exotic Spells have:
No DC limit
No more than 9/10 DC in XP
Notes:
If you decide to put this up somewhere, please give me credit and label any modifications you made. Any feedback should be sent to archangel_zero@videotron.ca
(Yes, I have to put this crap, no matter how arrogant you may think it sounds, without it I have no legal rights if some screwball grabs my stuff.)
It'll be available soon on the website.
P.S: Sorry about the screwed up tables, can't get them to work.
There it is (and yes, it's F***ING long) :
D&D: The Dark Tide Magic System
by Archangel Zero
Classes:
All magic using classes have been removed.
Skills & Feats:
New Skill:
Piety (x) (Wis): Represents your devotion to a particular deity. Every day without prayer give a -1 penalty to all piety rolls until you pray again.
New Feats:
To be able to cast spells, you must possess a number of new feats:
Outsider Blood (x):
Prerequisite: -
This feat gives you a true name and a connection to a specific plane. The plane must be specified when taking the feat. This feat can only be taken as a starting feat.
Lesser Arcanist:
Prerequisite: True Name, Int 16, Spellcraft 10 ranks
You may cast simple arcane spells of your plane with a spellcraft check of the spell's DC as a full round action.
Arcanist:
Prerequisite: True Name, Lesser Arcanist, Int 16, Spellcraft 15 ranks
You may cast complex arcane spells of your plane with a spellcraft check of the spell's DC as a standard action.
Superior Arcanist:
Prerequisite: True Name, Arcanist, Int 16, Spellcraft 20 ranks
You may cast exotic arcane spells of your plane with a spellcraft check of the spell's DC as a free action (but you can still only cast 1 spell per round).
Lesser Divine Connection:
Prerequisite: True Name, Wis 16, Piety 10 ranks
You may cast simple divine spells of your god's plane with a piety check of the spell's DC as a full round action.
Divine Connection:
Prerequisite: True Name, Lesser Divine Connection, Wis 16, Piety 15 ranks
You may cast complex divine spells of your god's plane with a piety check of the spell's DC as a standard action
Superior Divine Connection:
Prerequisite: True Name, Divine Connection, Wis 16, Piety 20 ranks
You may cast exotic divine spells of your god's plane with a piety check of the spell's DC as a free action (but you can still only cast 1 spell per round).
How to cast spells:
Each spell has three components: effect, duration and area, each component adds to the DC of the spell. When casting a spell, you take a quarter of the DC in vitality point damage.
Effects:
There are three effect types: dice, conjuration and other.
Dice effects are damaging, restorative or a boost.
Conjuration effects create things or beings out of planar energy or summon creatures.
Other effects are what doesn’t fit in the other two categories.
Effect: Dice Effect: Conjuration Effect: Other
Value DC Size DC Type DC
1 +0 Diminutive +0 Minor +4
d2 +1 Tiny +2 Moderate +8
d3 +2 Small +4 Major +16
d4 +3 Medium +6
d5 +4 Large +8
d6 +5 Huge +10
d8 +7 Gargantuan +12
d10 +9 Colossal +14
d12 +11
d20 +19
Dice effect notes:
Add die value number +1 to DC for each die after the first.
(ex: 4d6 = 5 + 6 + 6 + 6 + 3 = +26 to DC)
Conjuration effect notes:
Complexity DC Quality DC
Simple +0 Low +0
Complex +4 Medium +4
Precise +8 High +8
Organism +5
Sentient Organism +10
Summoning:
When summoning a creature, add its size its CR and its HD to the DC. Only outsiders of your plane can be summoned. Note that each summoned creature is unique and must be called by name or true name. Calling by true name reduces the effect DC by 10. A summoned creature cannot act the round it is summoned, making the minimum duration 2 rounds.
(ex: Calling a single Rast will have a DC of 6 (size) + 5 (CR) + 4 (HD) )
Planes and Energy Types:
There are 8 planes of magic. Every arcane and divine magic practitioner is linked to one of these planes.
Positive Energy Plane: This plane’s energy is called positive energy. It heals living creatures. It is opposed to negative energy. Those attuned to it are called protomancers.
Negative Energy Plane: This plane’s energy is called negative energy. It heals undead. It is opposed to positive energy. Those attuned to it are called necromancers.
Astral Plane: This plane’s energy is called astral energy. It heals astral creatures. It is opposed to ethereal energy. Those attuned to it are called conjurers.
Ethereal Plane: This plane’s energy is called ethereal energy. It heals ethereal creatures. It is opposed to astral energy. Those attuned to it are called illusionists.
Elemental Plane of Fire: This plane’s energy is called elemental flame. It heals fire based creatures. It is opposed to elemental frost. Those attuned to it are called fire elementalists.
Elemental Plane of Water: This plane’s energy is called elemental frost. It heals water based creatures. It is opposed to elemental flame. Those attuned to it are called water elementalists.
Elemental Plane of Earth: This plane’s energy is called elemental acid. It heals earth based creatures. It is opposed to elemental lightning. Those attuned to it are called earth elementalists.
Elemental Plane of Air: This plane’s energy is called elemental lightning. It heals air based creatures. It is opposed to elemental acid. Those attuned to it are called air elementalists.
Duration:
Instantaneous - +0 to DC
Short (up to 10 rounds) +2 to DC/round (-1 for random duration)
Medium (up to 10 hours) +4 to DC/hour (-2 for random duration)
Long (up to 10 days) +8 to DC/day (-4 for random duration)
Very Long (up to 10 weeks) +16 to DC/week (-8 for random duration)
Extremely Long (up to 10 months) +32 to DC/month (-16 for random duration)
Near Permanent (up to 10 years) +64 to DC/year (-32 for random duration)
Permanent - +128 to DC
Area:
+1 to DC / 5ft square affected
XP:
For each 500 XP given, reduce the DC by 10
Component:
Reduce the DC by one for each 100gp in the component’s value. Generally, components must be found as treasure, not bought.
Spell types:
Simple spells have:
A base DC up to 30
NO XP component
Complex Spells have:
A DC up to 60
No more than 1/2 DC in XP
Exotic Spells have:
No DC limit
No more than 9/10 DC in XP
Notes:
If you decide to put this up somewhere, please give me credit and label any modifications you made. Any feedback should be sent to archangel_zero@videotron.ca
(Yes, I have to put this crap, no matter how arrogant you may think it sounds, without it I have no legal rights if some screwball grabs my stuff.)