Showing posts with label Magic. Show all posts
Showing posts with label Magic. Show all posts

Tuesday, September 12, 2017

Spell Tricks


Spell Trick (M): The wizard’s arcane study progresses, she develops special tricks that not only aid the learning process, but augment her skills. She can choose spell tricks as attributes but she must follow their order (to know a 3rd spell trick she must know the 1st and 2nd).
Magda Zwierzchowska
Abjuration
1st: If a target within 50 ft. fails its check against an enchantment spell or effect, the wizard can spend an immediate action to grant the affected target a second check at the same CR.
2nd: The wizard can make counterspell checks as if they were cantrips (roll an extra d6).
3rd: The wizard may cast spells with a range of touch or personal at a range of 50 ft. instead.
Conjuration
1st: The wizard may add any summon spell from other spell lists to her spellbook. These learned spells are sorcery magic.
2nd: The wizard can spend 1 Power to manipulate time around her within 5 seconds, moving it forwards or backwards.
3rd: Summoned things can be summoned simultaneously with a spell that would target them, thereby summoning an enchanted thing. She may not spend more than 4 Power in total.
Divination:
1st: The wizard’s magic sense, not only automatically detects spells, but also identifies the spell effect.
2nd: While she sleeps, a wizard sometimes dreams of events happening about or pertaining to her as if from a Scry spell. There is a 1 in 6 chance she performs a Scry each time she sleeps.
3rd: The wizard can spend 1 Power to improve her Initiative order by 1d6 until the end of the round (she does not need to spend an immediate action).
Enchantment
1st: Any Intuition checks made to discern her motives are made with one less d6.
2nd: If a target is defenseless, it makes checks against her enchantment spells with one less d6.
3rd: When the duration of an enchantment spell ends, an affected target forgets everything that transpired from the moment it became affected to the moment it was freed from the spell.
Evocation
1st: If a target has an ability that allows it to overcome a spell’s partial effect (such as evasion or mettle), it no longer functions against the wizard’s spells.
2nd: The wizard can spend an immediate action to redirect a spell back on its source. Reflecting a spell works the same as a counterspell, except her Spell Dice result must exceed that of the target or it has no effect.
3rd: Spells that produce a damage effect no longer originate from the wizard and move towards the target, instead they erupt from out of the target’s body with tremendous destructive power. When she casts an evocation spell, she may roll Spell Dice twice and take the higher of two rolls.
Illusion
1st: The wizard can use an immediate action to switch the images of two different objects within 50 ft. Creatures are allowed an Intuition check to disbelieve the effect as normal. If she is fatigued, the wizard can no longer use this ability without expending 1 Power.
2nd: The wizard can manipulate an existing illusion. The effect must be within the capability of the spell. If the illusion is manipulated in the presence of its caster, she must make an opposing Will check to continue manipulating the illusion each round.
3rd: The wizard can produce the illusion of any spell she has observed or can imagine. She can spend 1-4 Power to cast it (there is no minimum or maximum). The casting and effects of the spell appear as they normally would, except that once the target disbelieves the spell all the effects cease to hinder it. The target is allowed only Intuition checks to disbelieve the effect.
Necromancy
1st: The wizard is always aware of living creatures within 50 ft. and their exact location. She can sense the strength of their life force.
2nd: The wizard can spend 1 Power to drain the unlife from target mindless undead creature within 50 ft.
3rd: Undead creatures under the wizard’s control gain the benefit of the wizard’s Will. The undead creatures add the Will as a bonus to all checks.
Transmutation
1st: The wizard can use an immediate action to mask the presence of a magical thing within 50 ft. It can appear as faintly enchanted or totally mundane, but it does not make a physical change. The deception is revealed with a True Sight spell or similar. Its abilities do not change despite its seemingly ordinary look. If she is fatigued, the wizard can no longer use this ability without expending 1 Power.
2nd: The wizard can cast spells through her familiar as if she was there. If she does not have a familiar she may form a permanent connection with a person to the same effect. She can sense their experiences, including seeing and feeling through them, and is equally affected by any condition afflicting her familiar.
3rd: The wizard may cast a spell and grant it to a companion without triggering the effect. The companion may later ‘cast’ the spell with a designated trigger. She must be able to touch the target to grant it a spell. She may grant the target only 1 spell. The Power spent cannot be regained until her companion uses the spell or it is dispelled from the target, even after a full day with a rest.

Wednesday, June 7, 2017

Playing with Time




I love playing with time but incorporating it into a tabletop RPG can be like playing with fire. Adding leaps forward and backward in time to an action packed story complicates things. That said, time is cool enough to make the effort worth it. Time tends to play a role in everything in some way. It tends to make effects more powerful and sometimes corrupted, mythical creatures influence time by simply being, and spells can erase existence. I've also incorperated time effects into creatures, places, enchanted objects, and spells. The following are ideas:

Fae Environmental Effects

The presence of fae has been described as euphoric, out of time, enlivening– if beauty and majesty were a feeling that would be it. Like the presence of shadow, the effects of the fae also impact the emotions of living beings. This can manifest into many wonderful and also terrifying ways. The fae includes fae, magical creatures, and powerful objects that derive their power from primeval magic and to a lesser degree, sorcery.

Environmental Effects: Time slows; figments of light, colors, and shadows disappear and reappear at random. The environment glows and darkens, seemingly on a whim. The area is tied to the emotions of the fae source.

Time is out of sync in the presence of the fae. When a creature first enters the radius of effect roll a d6. A result of 1-3 means time passes slower relative to the outside world and a result of 4-6 means time passes more quickly. A 1 is half the rate, 2 a quarter, and 3 an eighth, while a 4 is twice the rate, 5 is four times the rate, and 6 is eight times the rate. Once within the area, creatures become distracted, unless they have a magical bonus to Perception checks.


Edmund Dulac

Creatures

Creatures immune to temporal effects: Undead, Outsiders, Planar Creatures. Idea being this can create some interesting situations. Like a spell that reverses time, changing everything but the undead creature standing in front of you or an undead creature enters into a scene where you and a fey creature are speaking, suddenly moving much faster than you (because time is passing slowly for you).

Objects
 

Ákos: Ákos in Keleti means white falcon. It is the staff of Aliz Eszes, the last remaining member of her family. Aliz was gifted Ákos in the Free City by her mentor and friend Ewart Bellamy, a wizard of some renown. This ashen white staff, tall and smooth has a large crystal imbedded at its topmost point. The staff houses a single extraordinary spell, Outside Time. Perhaps because of its nature Ákos also protects its owner from temporal effects.
Brass Sundial: This sundial fits in the palm of the hand. Intricate engravings round the handsome trinket; otherwise it does little more than tell the time with its shadow. But to those that can perceive weaves of magic, confounding enchantments form a labyrinth of protections. Solid as a block of steel, at noontime each day, applying moderate pressure to a circular engraving on its underside reveals a hidden compartment. What was there originally is anyone’s guess. Once closed, the contents of the compartment become completely hidden.

Tryphon’s Rings: Tryphon the Ancient is associated with time. Tryphon’s Rings is an orrery. Text describing its design exists in Elne’s Tower of Remembrance and copies buried in the Library of Halia. Though it’s only ever been described in text, Tryphon’s Rings is believed to have existed at some point. Altering the position of its rings moves time forwards and backwards.

Spells

Spell Dice determine the strength of a spell, how hard it is to resist, and how taxing it is on the spellcaster. Magic is a volatile energy that can produce unexpected results.

For each Power spent casting a spell, roll a Spell Die (d6). The resulting roll is the spell’s CR, which the target must exceed to resist. You may never roll more than 4 Spell Dice to cast a spell.



And each time you cast a spell and roll doubles it creates an unintended effect. Here are the time based effects:

Spell Dice and the Identical Dice Effect

Two 1s: Time warps around you, your position in the Initiative order drops by two. If you are already last, your position in the Initiative order increases by two instead (temporal effect).

Three 1s: Everything that’s happened this round is undone. Round restarts and characters reattempt their chosen actions (temporal effect).

Four 1s: The encounter restarts. Everything that’s happened this encounter is undone (temporal effect).

Distortion

Range: 50 ft./Spell Dice
Duration: 1 rnd/Spell Dice result
Check: Intuition

Affected target becomes unable to coherently perceive the passage of time and therefore the events that transpire around it. The target must make a check each round to perform its actions normally. If the target fails its check, it rolls one less d6 on all checks until its next turn, when it can once again attempt a check. If a target makes three failed checks in a row, it becomes nauseated for Spell Dice result minutes.

Lose Time

Range: 50 ft./Spell Dice
Duration: Permanent
Check: Intuition

The body of target living creature ages Spell Dice result years. The target ages 1 year per round. It cannot be healed except by a restorative spell or effect.
Partial Effect: If resisted, the target is fatigued.

Obliterate

Range: 50 ft./Spell Dice
Duration: Instantaneous
Check: Dexterity

This rare and dreaded spell not only destroys, but also erases from time. The target is bathed in white-hot fire. The target is dealt damage equal to the 3 highest Spell Dice. If the target is brought to 0 Life it immediately dies and its previous actions are undone. Its life is erased for 1 round, minute, hour, or day per Spell Dice result. A Spell Dice result of 1-9 is rounds, 10-15 is minutes, 16-20 is hours, and 21-24 is days. Undone actions include damage, spells cast, creatures killed, etc. as if they had never happened.
Partial Effect: If resisted, the target is dealt damage equal to the lowest Spell Die.

Outside Time

Range: 50 ft./Spell Dice
Duration: 1 min/Spell Dice result
Check: Intellect

The target is forced outside of time, sending it into the future 1 minute per Spell Dice result, unless it makes a successful check. From the perspective of the surrounding creatures, your target suddenly disappears. The affected target likewise perceives its surroundings and then the next instant, minutes into the future.
Partial Effect: If resisted, the target is sent into the future 1 round.

 Identical Dice Effect:

Two 1s: A flash of light blinds all creatures within 50 ft. (1 rnd).

Three 1s: You and the target are transported to a divine realm (the target is not dealt damage).

Four 1s: The environment flickers around you. Every creature within 50 ft. is transported to a divine realm for Spell Dice result rounds.

Rot

Range: 50 ft./Spell Dice
Duration: Instantaneous
Check: None

Cause rapid decay in organic materials. Destroy inanimate organic materials such as wood or vines as if aging the objects over centuries. You can destroy a Small inanimate thing with 2 Power, Medium with 3 Power, and Large with 4 Power.

Stasis

Range: 50 ft./Spell Dice
Duration: Permanent
Check: Intellect

Unless the target makes a successful check it is immediately frozen in place. Once its body becomes completely immobile it can no longer be influenced by the outside world as if sheathed in an impenetrable membrane. Weapons cannot pierce it, fire cannot burn it, and even stone cannot crush it. The target is held in Stasis until you release it, the effect is dispelled, or a designated trigger is activated. You may set a trigger or amount of time, which frees the target as part of the spell.
Partial Effect: If resisted, the target is slowed. It can only perform 1 action, movement, or immediate action for 1 round.

Time Loop

Range: Personal
Duration: See text
Check: None

Once cast this spell creates an anchor. Once the duration of Time Loop is up, your mind returns to that moment when the anchor was formed (overwriting your previous self). You may choose a duration of rounds, minutes, hours, or days per Spell Dice result. Once returned you may alter events as they play out. You are in control of your own actions, but events transpire exactly as they did before, except for how you influence them. How you influence events may cause an entire encounter to change or it may change only slightly or you may find that the momentum of events ends with a familiar result. Once returned, the duration of the spell ends and the events play out without being able to go back and change them again. If you have a mental condition, such as nausea or even death by the time the duration is up, your addled or dead mind returns to the anchor point. Likewise, returning to an earlier point in time does not change the amount of Power you had and it does not revitalize you.

Wink

Range: 50 ft./Spell Dice
Duration: 1 rnd/Spell Dice result
Check: None

For moments at a time everything around the target seems to freeze, granting it an advantage during encounters. For the duration of the spell, its actions go first.
 
Edmund Dulac

Thursday, April 20, 2017

Items of Power: Part 2


Staves
 
A staff is an incredibly powerful magic item. Up to 4 Power and 1 spell can be stored within it. If you use a staff as a weapon, it is a magical quarterstaff. To use a staff you must know its name and you must be able to cast sorcery spells. You may use the Power stored within the staff to cast spells you know. Likewise, you can cast the spell stored within it using your Power. Once the staff is sapped of Power it regains only 1 Power each day.
Ákos: Ákos in Keleti means white falcon. It is the staff of Aliz Eszes, the last remaining member of her family. Aliz was gifted Ákos in the Free City by her mentor and friend Ewart Bellamy, a wizard of some renown. This ashen white staff, tall and smooth has a large crystal imbedded at its topmost point. The staff houses a single extraordinary spell, Outside Time. Perhaps because of its nature Ákos also protects its owner from other temporal effects.
Daron: Oswin ever the romantic and scholar, named his staff for the Grey’s goddess of writing and language. Made from strong cherry wood, Daron has been with Oswin for over half a century. There is no spell stored within Daron. Instead it possesses the ability to modify spells with metamagic. What’s more, it seems to have a mind of its own and will modify spells as it sees fit, depending on the target or intentions.
Rædenna:  The Rædenna are a symbol of the Free City’s ruling body, the High Council. There are nine, one for each council member. Created by the first of the Optimits, they appear as if splintered from solid rock. Each Ræden is unique, thin and a different shade of slate, they are also heavy and cumbersome, it’s a wonder all the Rædenna have survived unbroken. Every Ræden possesses a unique spell and act as keys. Only with a Ræden can one enter the most secret places in the city. Separately, that is the extent of their power. However, together the Rædenna are able to perform special magic. Each Ræden contains a shard of a spell. Nine Rædenna can cast spells such as the Spell of Lingering Darkness (a rare spell unknown to others in the Free Realm and thought only to exist in a single scroll in Anyavera).
Edmund Dulac
Wands
 
Wands are exceedingly rare. A wand bears no power in and of itself. Instead, magic is channeled through it. It can have any shape– a stick, shaft of wood, figurine, and so on. Wands have 3 basic types, one that adds, one that changes, and one that produces. All types of wands require a spell cast into them.  
Adelaida’s Charm: A small silver trinket, Adelaida’s Charm is detailed with engravings of swans. This fragile charm produces a numbing sensation when held. Casting an evocation spell with Adelaida’s Charm alters the spell so that it can interact with incorporeal things.
Aelan: When the high priestess faced hordes of the enemy, Aelan, was a beacon in choking darkness. Its light smote down Serra’s foes in a purifying blaze. There was hope in the screams of her enemies, in their agony. When you cast a spell expending 3 or more Power, Aelan produces destructive white fire. Target creature or object within 50 ft. bursts into flames dealing 1d6 damage per Power. Targets reduced to 0 Life are rendered to ash.
Anydros: There is inherent magic in Anydros. A perfect crystal sphere, water won’t touch it. Anydros is a treasure of House Athelon. The sphere predates the study of magic and indeed its believed to be older than the aelfs. All Danons are free to study the mystery of its power, but few are able to take it from the gardens. If one feeds Power into Anydros, the radius of its water aversion increases ten fold per Spell Dice.
Behelen: A slender, crooked piece of black metal, Behelen is unremarkable, but when a spell is cast through it, the crooked rod begins to twist and writhe. Behelen never quite appears the same as its shape changes with each spell. This wand turns any visual aspect of a spell invisible.
Belucan: A small broken music box, Belucan seems little more than a curious bauble. Even when a spell is cast upon it, it does nothing, but perform a counterspell with it then the music box begins to play. Not only is the target spell countered, Belucan also blocks conjuration spells from being cast within hearing distance of the music and dismisses (temporarily) conjured things for as long as it plays.
Frore: An old gnarled stick, there is little to differentiate Frore from a pile of dead twigs. There is however something different about it. Lifting it from the ground, it has the heft of a much denser object. If a spell is cast through it, it produces a chilling aura. If a spell with a specific damage-type, such as a Fireball it changes to cold damage. Creatures reduced to 0 Life with this wand, become frozen and perish.
Hierdan: Sitting on Ealhstan’s shelf is Hierdan, a statue of a soldier. The little man has a tall spear and a tall shield. Casting a Shield spell through it will render the spell more effective (it will now block melee attacks as well). Likewise, casting Sword through it will instead conjure a spear that can defend while also making ranged attacks.
Mother Goddess: This small figurine has the appearance of a pregnant mother with wide hips and swollen breasts. Lozenge-shaped and painted in red ochre, this powerful artifact has a profound effect on magic. Spells cast through it gain +1 Spell Die. This additional Spell Die is not a cantrip die and it does not trigger the identical dice effect. Once the spellcaster has spent half their total Power they become fatigued. Once all Power is expended they become exhausted.
Tarvos: A sensation of unease is sure to send feverish goosebumps up anyone’s arms that touch it. Tarvos is an unnerving thing. The dagger is cold steel; a coldness that gives the impression it cannot be warmed. Casting a spell with a fear effect through this dagger increases its potency one step. In addition, any mind-affecting spell shakens the target.
Objects

Objects include enchanted jewelry, tools, books, clothing, and more. They range from strikingly powerful to subtle. Enchanted objects tend to either affect your abilities or produce a spell-like effect, but they are not limited to it.
Brass Sundial: This sundial fits in the palm of the hand. Intricate engravings round the handsome trinket; otherwise it does little more than tell the time with its shadow. But to those that can perceive weaves of magic, confounding enchantments form a labyrinth of protections. Solid as a block of steel, at noontime each day, applying moderate pressure to a circular engraving on its underside reveals a hidden compartment. What was there originally is anyone’s guess. Once closed, the contents of the compartment become completely hidden.
Ecgan: The Ecgan is often referenced in Naerodian stories as a mythical object; sometimes a tool of Bogdan the god of craft and other times the whetstone of the great smith Anselm Maur. This celebrated object was said to make an edge so sharp it could split granite. If a slashing weapon is sharpened on Ecgan its critical range increases for the day.
Living Lamp: This ornate silver lamp is forever lit. A tiny blue flame, imperceptible when it wants to be, but undeniable in the dark, flickers on its wick. Speak the name Akhet and the tiny flame flares to brilliant life. The tiny mephit lives in this silver lamp. Akhet produces a bright azure flame and can leap from the wick to fulfill a request. Once Akhet is drained of power it must return to the lamp to rest. If ever put out or smothered, Akhet is destroyed.
Magdalenian Altar: Remnants of Naerod are evident throughout Vale. The court of Erod is built around the Magdalenian Altar. The altar’s heavy stone slabs have no seams, giving it the appearance of being carved out of Erod’s foundations. The ruling seat of Erod is positioned directly behind the altar. Those who make an oath or swear to the altar are forced to adhere to it. Once sworn, the oathkeeper cannot perform an action that would violate the oath. If the oathkeeper should try, they become physically unable to complete that action.
Marble Throne: Miklos, the lord of Fenyovar sits on a marble throne. Like many abandoned artifacts of Naerod, it is designed to appear as if carved from the rock it sits on. Likewise, the backrest of the throne seems to meld into the marble wall of the castle. When Miklos sits upon the Marble Throne he appears taller and more imposing. When he speaks, he speaks with suggestive power. Any who sit on the Marble Throne speak with the power of suggestion.
Null Spike: Tall and cruel looking, this wicked lance has long stood piercing the ground. Nothing grows around it, nothing for miles. In far eastern Greywood the blackened earth goes on and on from the spike in a perfect circle until the barren ground gives way to rotten vegetation. The black spike is an unrecognizable metal. It destroys growth and with time, the circle of destruction increases. To what limit is unknown.
Seven Crow Puzzle: The small sculpture of crows forms a complex puzzle. Each crow can only be removed in a specific way and disassembling it is surprisingly difficult. There is also a secret puzzle, more difficult than the physical one. If a spell, any spell is cast on the Seven Crow Puzzle; the mind of the spellcaster becomes immediately trapped. The ancient maze which confines the caster’s mind is massive, but if the physical Seven Crow Puzzle is solved, the trapped spellcaster is released.
Scinnian Gate: The Great Fen obscures many things. In its north end, broken remnants and dense undergrowth give way to an ancient fortress. Few structures still stand, but near its heart are three pillars. Each has engravings that depict a woman, fae creatures, and a black rose. Just beyond them is the Scinnian Gate. Ruined and overgrown, this circular portal leads into the underground. Roots surround it and cross the entrance in such a way that they appear as part of the gateway. The opening leads to an extensive underground complex. Studying it closely reveals distortions in the dark beyond as if black jewels twinkle inside. Passing the threshold into the first chamber reveals a dimly lit hall. The rooms are made visible by some unlight emanating from its walls, like an outline. These rooms exist only in the Shadow Realm as does everything else beyond the Scinnian Gate.
The Knight and the Dragon: This is the story of Ned. Ned is a young prince in a peaceful kingdom. One day a pesky dragon named Hror comes and steals his sheep. The story follows Ned on his adventure through his kingdom. He travels up the river to the fen, into the forest and to the mountains. The long journey is recounted as a children’s tale. At the end, it’s revealed that Ned is a young boy asleep in his bed and the dragon Hror is just a dream. The story is not unusual, except reading the book multiple times seems to reveal new things in the story as each time Ned’s dream changes. In truth, this old book is a prison. Ned is real. He is the son of Godric, the last King of Storgeard and he is trapped in his favorite book.
The Winter Witch and Other Fairytales: This illustrated book of tales belies a strange purpose. Though beautiful, the art has an enchanting quality with eerie imagery. The stories are odd as well. The theme of shadow and fae features prominently. It is full of fairy songs, poetry, and silly witch chants. Strangest of all, the described rituals and much of the poetry are real spells. Many demonic and fae rituals can be gleaned from its text, indeed spoken and performed correctly they act as described in the book.
Tryphon’s Rings: Tryphon the Ancient is associated with time. Tryphon’s Rings is an armillary sphere. Text describing its design exists in the Tower of Remembrance in Elne and copies buried in the Library of Halia in Tegea. Though it’s only ever been described in text, Tryphon’s Rings is believed to have existed and when it did, it was terribly powerful. Altering the position of its rings moves time forwards and backwards. Its limits are not described.
Ziva’s Trinkets: The Khoro are known across the Hereg, from Crocáno to Vad. Ziva was a founding member of the Khoro and the stories of her dances are still told today. Khoro songs tell of her many bracelets, bangles, and rings. The songs say when her jewels and baubles ring together all would quiet and watch. Ziva’s Trinkets add a mesmerizing quality to dances that charms all the watchers.

Edmund Dulac
 

Saturday, January 21, 2017

Powerful Beings and Their Effects on the Environment


It seems like I'm taking every opportunity to work on the Handbook instead of the Campaign book, but I can't help myself. While working on the creatures I started thinking about the impact of magical creatures like demons and the fae on the world and it gave me an idea, what if they affected the physical laws of the world and our faculties. Here's what I've run with:
Magic and the Environment

In a world where magic saturates the very fabric of the earth, powerful enchantments tend to influence the environment in various ways. Latent magic is drawn to powerful objects and beings as if having the effect of gravity. Indeed, the effects of powerful magic on the physical world are profound.
Environmental Effects: The more powerful an item of power or being is, the more it affects materiality. Time also plays a role. The effects of a powerful being can be strong but fleeting if it spends only a short time in a place. The longer a powerful being or object remains, however, the more the effects of its presence linger.
Shapeshifting: Creatures can disguise their effect on the world, if they have some method of changing forms or suppressing their magic. Fae and demons in particular, are quite adept at hiding their otherworldly nature.
Shadow
The effects of shadow play on the emotions of living beings. It seeps into their dreams, lengthens shadows, and twists reality. Shadows include demons, creatures from the Shadow Realm and portals into it, and powerful objects that derive its power from Demon Magic and to a lesser degree, Sorcery.
Environmental Effects: Normal physics surrounding a shadow thing operate in spectacular and strange ways. Light bends away from it. Perspective is twisted. Corners seem to come together at oblique angles. Structures defy logic. The air grows colder and stale. The affected area is difficult to see from outside it, even if the creature has low-light vision, but once within the area of effect, the unlight makes your surroundings eerily visible.
When a creature first enters into the area of effect it becomes shaken for 1d6 rounds, unless it has equal or more levels than the shadow’s source. Creatures that became shaken from this effect must roll detriments on subsequent Will checks relating to it.
Fae
The presence of fae has been described as euphoric, out of time, enlivening if beauty and majesty were a feeling it would be it. Like the presence of shadow, the effects of the fae also impact the emotions of living beings. This can manifest in many wonderful and also terrifying ways. The fae includes fae and magical creatures.
Environmental Effects: Time slows; figments of light, colors, and shadow disappear and reappear at random. The environment glows and darkens, seemingly on a whim. The area is tied to the emotions of the fae creature there.
Time is out of place in the presence of the fae. When a creature first enters the radius of effect roll a d6. A result of 1-3 means time passes slower relative to the outside world and a result of 4-6 means time passes more quickly. A 1 is half the rate, 2 a quarter, and 3 an eighth, while a 4 is twice the rate, 5 is four times the rate, and 6 is eight times the rate. Once within the area creatures become distracted, unless they have equal or more levels than the source.
Chaos
The Aether and the planar creatures that reside there have an enormous impact on the Material World. Things are never as they appear. Your companions seem to move in two different directions at once or simultaneously appear in a state of anger and happiness. Reasoning out what is and is not may be less a question of what is happening and more accepting that it is happening all at once.
Environmental Effects: In the presence of a powerful planar creature or portal spells go awry, things appear at random or teleport around the affected space, their potency increases and decreases at random, and other unintended effects. Conjuration spells summon the intended thing in a random spot, which then appears and reappears every 1d6 rounds, an illusion spell cast in the area becomes percentage dice real every 1d6 rounds, the spell dice result of an evocation spell increases or decreases in potency by 1d6, and an abjuration spell cast in the affected area has a random chance of transporting its caster to a random spot in the Aether for 1d6 rounds before returning.
Outsiders

The presence of outsiders is discombobulating. The room seems to breathe. The ground fluctuates like thick mud with each step. Sense of self, control over emotions and physical reactions have a complete disconnect from reality. After an experience with an outsider, one could describe it as an overwhelming sense of horror or madness, but only for a complete lack of ability to cope with the sensation.
Environmental Effects: Once in the affected area creatures have a tenuous grasp on their sanity. Creatures forced to make any check risk becoming confused if they fail it. Making a full movement requires an Intuition check. 


Thursday, October 13, 2016

Magic

Magic is the most powerful, world-altering thing in the game. It's clearly an advantage to be a spellcaster. But, it's not without its snags, there are do-or-die risks. Here are the basics (and note that ability scores and Life are static):

Power
Power is a measure of your character’s spirit and connectedness to the arcane. Every character begins with 5 + Will modifier Power. Every level after the first, you gain + Will modifier Power.

Resistance Dice 
 
Every character has a Resistance Die. Resistance Dice are the measure of a character’s ability to shake off the effects of magic. Resistance Dice begin at one d8, then changes to a d12 at level 3, and finally a d20 at level 6. Any time a spell or effect allows a resistance check, add the applicable ability score modifier and measure it against the specified DC, usually the Spell Dice result.

Spell Dice

Spell Dice determine the strength of a spell, how hard it is to resist, and how taxing it is on the spellcaster. Magic is a volatile energy that can produce unexpected results.


For each Power spent casting a spell, roll a Spell Die (d6). The resulting roll must meet or exceed the target’s Spell Resistance to affect it. If the total does overcome its Spell Resistance, it acts as the spell’s DC, which the target must meet or exceed to resist.

A spell that is a cantrip allows you to roll one extra Spell Die when cast. You may also choose to spend additional Power, or expend a Luck Die, when casting a spell to add additional Spell Dice. Keep in mind, however, that a spell may use no more than four Spell Dice in a single casting.


Identical Dice Effect: No matter the skill of the caster, magic is inherently unpredictable. Whenever you roll more than one Spell Die, there is a chance of producing an extra, unintended effect dependent on the combination of dice results. These combinations and their effects are detailed below. Some spells have their own casting effects, which are provided in their spell description. If more than one of these combinations appears (two 4s and two 6s, for example) both effects apply.    
_______________________________________________________


Two 1s: Time warps around you, your position in the initiative order drops by two. If you are already last, your position in the initiative order increases by two instead (temporal effect).
Two 2s: You become sluggish, your next Dexterity check this round or the next is a detriment.
Two 3s: Spell drains you of 1 Life.
Two 4s: Creatures within 10 ft. of the target are partially affected. If there is no partial effect in the spell description then an abstract residual effect permeates those around the target (must overcome SR).
Two 5s: Temporarily disrupt spells. Any ongoing or permanent spell effects within 10 ft. of the target cease to function for 1 round.
Two 6s: For an instant, you are filled with wracking pain, lose next move action.
Three 1s: Everything that’s happened this round is undone. Round restarts and characters reattempt their chosen actions (temporal effect).
Three 2s: This spell lowers your defenses. Your next resistance check this round or the next is a detriment.
Three 3s: Lose the benefit of your Strength modifier for the remainder of the day; do not apply it to any checks.
Three 4s:  Creatures within 30 ft. of the target or within the area of effect become mentally linked for the remainder of the day. If any of the affected targets fall under the influence of a mind-affecting spell or ability, all become affected as if they were the target (must overcome SR).
Three 5s: 1d6 mundane objects within 30 ft. of your target become animate and attack the nearest creature.
Three 6s: You are drained of energy. You become Fatigued.
Four 1s: The encounter restarts. Everything that’s happened this encounter is undone (temporal effect).
Four 2s: You are rendered defenseless. You fail your next save this or the next round.
Four 3s: You become weak. You cannot attempt any action that requires a Strength or Dexterity check for the remainder of the day.
Four 4s: All creatures within 30 ft. of the target and 30 ft. of you (including you) become Confused (must overcome SR)
Four 5s: The spell effect becomes permanent.
Four 6s: You are drained of spirit. Fall unconscious.

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Cantrips

Cantrips are talents, spells that magic users have either perfected or have an intrinsic connection to. For each new spell level, you may choose cantrips from among your spell known. You may choose as many cantrips as your Intuition modifier per spell level. Cantrips add one Spell Dice to cast spells. You may wish to roll a separate Cantrip Die or designate a different colored d6, as Cantrip Dice do not count towards the identical dice effect. A spell can only be selected as a cantrip once and it cannot exceed 4 Spell Dice (or 3 Spell Dice + 1 Cantrip Die), therefore level 4 spells cannot be cantrips.  

Casting Spells

To cast a spell spend Power equal to the spell's level. 

Life Drain vs. Damage (spells that deal damage are subject to Damage Reduction).


Spell Dice (refers to the number of Spell Dice 1-4) vs. Spell Dice result (refers to the result of the rolled dice 4-24).



Example Spells:

Avarice (Sorcery)
Level 2 Enchantment
Components: V
Range: 30 ft.
Duration: Permanent
Resistance Check: Will
This spell overwhelms the target with a lust for shiny things. The target is allowed a resistance check to shake off the effects of the spell. On a failed resistance check, the target is filled with a self-destructive need for riches. What the target values depends on its personality. Each time the target encounters something it considers valuable; the target must roll a resistance check. A failed check results in the target attempting to take the object. Alternatively, objects can be enchanted to produce the reverse effect; anything that sees the enchanted object must roll a resistance check or do anything to obtain it (a successful check renders the target immune to the desire for that one instance).
Partial Effect: With a successful resistance check the target is unwilling to part with valuables, including money (if it values it) for the remainder of the day.


Dragon Twine (Sorcery)
Level 2 Evocation
Components: V, S, M
Range: 30 ft.
Duration: Instantaneous
Resistance Check: Dexterity
Ribbons of fire fling from your hands wrapping about a foe unless it succeeds on its resistance check. The strings entangle target creature, requiring a difficult Strength check to break free. The target is immediately dealt 2d6 fire damage or damage equal to the highest result of 1 Spell Dice.
Partial Effect: With a successful resistance check the target falls Prone.
Identical Dice Effect
Two 1s: Open flames within 30 ft. flare up to twice their size (1 rnd).
Three 1s: The target of Dragon Twine is dealt 3d6 fire damage instead, but the string is burned up in the process (does not entangle).
Four 1s: Every creature within 30 ft. catches fire (including you).

Wink (Sorcery)
Level 2 Conjuration
(temporal effect)
Components: V, S
Range: 30 ft.
Duration: 1 rnd/Spell Dice result
Resistance Check: None
For moments at a time everything around the target seems to freeze, granting it an advantage during encounters. For the duration of the spell, its actions go first, as if it had made an unbeatable Initiative check. In the case of two targets becoming affected by Wink, their actions occur simultaneously.