Creations 138 -
Enhancements to Magic
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The
following items are hereby identified as Product Identity, as defined in the
Open Gaming License version 1.0a, Section 1 (e) and are not Open Content:
Creations 138.
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Gaming License version 1.0a is declared Open Game Content.
Spell Targeting
When a spellcaster uses a ranged spell that
affects an area with a burst or emanation or similar effect, he must select a
corner on the target square. Roll a ranged touch attack (AC/Defense 5 this is
a spell targeting roll, not an attack roll, so critical hits do not apply). If
successful, the spell targets a random corner of the target square.
If the attack roll misses, the
spell scatters, like a grenade. Roll 1d8 to determine the direction of the
scatter. The distance the spell travels is determined by the distance to the
target area. Divide the distance to the target by 50 ft. Roll a corresponding
die to determine the number of squares the spell travels.
World Mana Level
Different worlds have differing amounts of
ambient magical energy. This magical energy is the Mana Level. The World Mana
Level affects the use of magic on a planetary (or greater) scale.
The
World Mana Level has a minimum rating of -10 (dead magic) and theoretically no
upper limit, although +10 is a practical limit.
10
Impeded Magic X Dead magic.
Spells, spell-like abilities, and supernatural abilities simply do not function
at this WML.
9
Impeded Magic IX This is the WML
for "real" Earth, and similar "realistic" Earth worlds.
8
Impeded Magic VIII
7
Impeded Magic VII
6
Impeded Magic VI
5
Impeded Magic V This is the WML
for worlds such as Earth when Robert E. Howard's most famous barbarian ruled.
4
Impeded Magic IV
3
Impeded Magic III
2
Impeded Magic II This is the WML
for worlds such as Earth when ancient beings from beyond the stars dreamed and
Earth where creatures with two forms battle against the forces of Night.
1
Impeded Magic I This is the WML
for worlds such as Earth during and after Armageddon.
+0
Normal This is the WML for worlds
like core SRD world, and Earth during the Sixth Age. Spells,
spell-like abilities, and supernatural abilities function normally.
+1
Enhanced Magic I This is the WML
for worlds such as Earth during the Fourth Age.
+2
Enhanced Magic II
+3
Enhanced Magic III This is the WML
for worlds such as Earth in the future when the remnants of humanity battle each
other and numerous creatures from multiple dimensions using magi and high
technology, and the associated dimensions.
+4
Enhanced Magic IV
+5
Enhanced Magic V
+6
Enhanced Magic VI
+7
Enhanced Magic VII
+8
Enhanced Magic VIII
+9
Enhanced Magic IX
+10
Enhanced Magic X
Effects
Spells/Spell-like/Supernatural Abilities
Impeded Magic:
For effects based on caster level, subtract the WML from the character's caster
level to determine the spell effects. For effects not based on caster level,
reduce them by (WML x 10%). Increase casting times by a multiple equal to the
Impeded Magic level. Fortitude and Will saves against spells receive a bonus
equal to the Impeded Magic level.
For
example, a 7th level mage on a WML -5 world is going to cast a fly
spell. This will take him (1 x 5) 5 standard actions to cast (essentially 2
full-round actions and a standard action). The duration, which would normally be
7 minutes (1 minute/level) is 2 minutes (-5 caster level) and if a creature
resists, he has a +5 bonus to his Will save.
Enhanced Magic: For effects
based on caster level, add the WML to the caster's effective level. Fortitude
and Will save DCs are increased by the WML.
Spells,
spell-like abilities, and supernatural abilities cast in enhanced magic areas
automatically have certain Metamagic feats applied to them with no additional
cost in spell points or spell slots.
- Enhanced
Magic I
: Spells are automatically
affected by Empower Spell. - Enhanced
Magic II
: Spells are automatically
affected by Empower Spell, and Enlarge Spell. - Enhanced
Magic III
: Spells are automatically
affected by Empower Spell, Enlarge Spell, and Widen Spell.- Enhanced
Magic IV
: Spells are automatically
affected by Empower Spell, Enlarge Spell, Extend Spell, and Widen Spell.- Enhanced
Magic
V:
Spells are automatically affected by Empower Spell, Enlarge Spell, Extend Spell,
Maximize Spell, and Widen Spell.- Enhanced
Magic VI
: Spells are automatically
affected by Empower Spell, Enlarge Spell, Extend Spell, Maximize Spell, and
Widen Spell.- Enhanced
Magic VII
: Spells are automatically
affected by Empower Spell, Enlarge Spell, Extend Spell, Maximize Spell, and
Widen Spell.- Enhanced
Magic VIII
: Spells are automatically
affected by Empower Spell, Enlarge Spell, Extend Spell, Maximize Spell, Quicken
Spell, and Widen Spell.- Enhanced
Magic IX
: Spells are automatically
affected by Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell (+1),
Maximize Spell, Quicken Spell, and Widen Spell.- Enhanced
Magic X
: Spells are automatically
affected by Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell (+2),
Maximize Spell, Quicken Spell, and Widen Spell.
For
example, a 7th level spellcaster on a +3 WML world is casting a
fireball spell. His effective caster level is 10th, so the range
of the spell is (400 ft. + 400 ft.) 800 ft., and the spell is automatically
Empowered, Enlarged, and Widened. This increases the range to 1,600 feet, the
fireball affects a 40-ft. radius spread, and, assuming the character puts
all available damage dice into the spell, it deals 15d6 points of damage.
Effects Spellcasters
On worlds with Impeded Magic, spellcasters find
their effective caster level reduced, as noted above. In addition, the number of
spells they can use in a day is reduced. The caster level reduction applies when
determining how many spell slots, or spell points the character receives. This
also applies to caster level checks, such as required to penetrate spell
resistance. On worlds with Enhanced Magic, the caster level increase provides a
greater number of useable spells or spell points, and to caster level checks to
penetrate spell resistance.
For
example, on a -4 world, a 5th level Wizard has the spell complement
of a 1st level Wizard (3 level-0 spells, 1st level spells,
or 2 spell points).
However, on a +4 world, the 5th level Wizard would have the spell
complement of a 9th level Wizard.
Note
however, that the WML has no effect on the maximum spell level of spells that a
character can use.
Effects Spellcasting
Impeded Magic:
To cast a spell on a world with the Impeded Magic traits (-1 to -9), the
spellcaster must roll a caster level check. The DC for this check is 20 + spell
level + Impeded Magic Level. So, if a mage wants to cast fireball while on a
WML-5 world, he must roll a caster level check with a DC of 20 + 3 + 5 = 28.
Enhanced Magic: Casting a
spell on an Enhanced Magic world is the same as casting a spell on a +0 world,
with the modifications to the spells as described above.
Effects Magic Items
The effects of magic are based on the WML in
which they are created. Taking items from one WML to another can alter the power
of the item.
-
Armor and
Shields: For the basic bonus provided,
apply the difference between the creation WML and the current WML to the bonus.
For example, a +1 heavy wooden shield created on the Core SRD
world (+0) is taken to a +3 WML world. So on the +3 WML world, the shield is in
practice, a +4 heavy wooden shield. A +1 heavy wooden shield
created on +3 WML world and taken to a -1 WML world would provide no magical
bonuses. Other armor abilities function as described, unless they duplicate an
effect that would be modified by caster level or the other rules concerning the
WML. Items that provide skill bonuses apply the same modifier as the enhancement
bonus x2. -
Weapons
:
Weapons are modified in the same manner as armor and shields. -
Potions
:
Potions simply provide spell effects, and are modified in the same manner as
spells. -
Rings
:
Rings the duplicate spell effects are modified as per spells. Rings that provide
skill bonuses are modified in the same way as armor and shields. Adjudicate
other effects as necessary. -
Rods
:
Rods that act as weapons are modified as per weapons. Rods that duplicate spell
effects are modified as per spells. Rods that provide skill bonuses are modified
as per armor and shields. Adjudicate other effects as necessary.-
Scrolls
:
Scrolls simply provide spell effects, and are modified in the same manner as
spells. -
Staffs
:
Staffs provide spell effects, and are modified in the same manner as spells.
-
Wands
:
Wands provide spell effects, and are modified in the same manner as spells.
-
Wondrous
Items
: Wondrous items can provide a
wealth of abilities. Determine which effect described above is closest to the
power of a wondrous item and modify as appropriate. For other effects,
adjudicate as necessary.
Item Creation: The most
significant effect of WML on magic items is in the creation process. In an
Impeded setting, increases the experience point cost of an item by (Impeded
Magic level x 10%). For example, in a -5 world, the experience point cost is
increased by 50%. Magic items cannot be created in a -10 setting.
In
Enhanced Magic settings, the experience point cost is reduced by (Enhanced Magic
level x 10%). So on a +3 WML world, magic items cost 70% of the normal
experience point cost. In a +10 setting, the cost is reduced by 95%. In worlds
with a +11 or better, the reduction increases by one point to a maximum
reduction of 99%.
Note
that the caster level modification for WML applies to the caster level of magic
items.
Effects Creatures
The World Mana Level can have an effect on the
following creature types Constructs, Dragons, Elementals, Fey, Outsiders, and
Undead. Apply the following to these creature types. All of these creature types
have a base World Mana Level, based on the world in which they originated*. As
with armor and shields, if the creature moves to a setting with a higher WML, it
gains benefits, while a creature that moves to a lower WML suffers penalties.
-
Strength
: The creature's
Strength increases or decreases by double the WML difference.
-
Constitution
: The creature's
Constitution increases or decreases by the WML difference.
-
Hit Points
:
Multiply the WML difference by 5%, and multiply the creature's hit points by
this amount after determining its new Constitution score.
-
Massive Damage
:
Add the WML difference x5 to the creature's Massive Damage Threshold.
-
Defense
:
The creature gains or loses a natural armor bonus equal to the WML difference.
-
Damage Reduction
:
The creature gains or loses damage
reduction equal to the 2x the WML difference. If the creature does not normally
have damage reduction and moves to a higher WML, it gains DR equal to 2x WML
difference/magic.
-
Spell Resistance
:
The creature's SR increases or decreases by double the WML difference.-
Spell-like/Supernatural
Abilities
: These are modified in the
same manner as spells.
-
Challenge Rating
:
Figure on a case-by-case basis.
-
Level Adjustment
:
Figure on a case-by-case basis.
*
In most cases, use the stats is if from a +0 world, then modify.
As an
example, a ghoul from a +0 WML world:
Medium Undead
Hit Dice:
2d12 (13 hp)
(Mas:
-)
Initiative:
+2
Speed:
30 ft. (6 squares)
Armor Class/Defense:
14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple:
+1/+2
Attack:
Bite +2 melee (1d6+1 plus paralysis)
Full Attack:
Bite +2 melee (1d6+1 plus paralysis) and 2
claws +0 melee (1d3 plus paralysis)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Ghoul fever, paralysis
Special Qualities:
Darkvision 60 ft., undead traits, +2 turn
resistance
Saves:
Fort +0, Ref +2, Will +5
Abilities:
Str 13+1, Dex 15+2,
Con , Int 13+1, Wis 14+2, Cha 12+1
Skills:
Balance +6, Climb +5, Hide +6, Jump +5,
Move Silently +6, Spot +7.
Feats:
Multiattack.
Challenge Rating:
1.
Ghoul Fever (Su):
Diseasebite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3
Dex. The save DC is Charisma-based.
An afflicted humanoid who dies
of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a
ghoul in this way retains none of the abilities it possessed in life. It is not
under the control of any other ghouls, but it hungers for the flesh of the
living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice
or more rises as a ghast, not a ghoul.
Paralysis (Ex):
Those hit by a ghouls bite or claw attack must succeed on a DC 12 Fortitude
save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis.
The save DC is Charisma-based.
If this
ghoul finds himself transported to a +3 WML world, he will have the following
statistics.
Medium Undead
Hit Dice:
2d12 (15 hp)
(Mas:
-)
Initiative:
+2
Speed:
30 ft. (6 squares)
Armor Class/Defense:
17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple:
+1/+5
Attack:
Bite +5 melee (1d6+1 plus paralysis)
Full Attack:
Bite +5 melee (1d6+1 plus paralysis) and 2
claws +3 melee (1d3 plus paralysis)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Ghoul fever, paralysis
Special Qualities:
Damage reduction 6/magic, darkvision 60
ft., undead traits, +2 turn resistance
Saves:
Fort +0, Ref +2, Will +5
Abilities:
Str 19+4, Dex 15+2,
Con , Int 13+1, Wis 14+2, Cha 12+1
Skills:
Balance +6, Climb +8, Hide +6, Jump +5,
Move Silently +6, Spot +7.
Feats:
Multiattack.
Challenge Rating:
2.
Ghoul Fever (Su):
Diseasebite, Fortitude DC 15, incubation period 1 day, damage 1d6 Con and 1d6
Dex. The save DC is Charisma-based.
An afflicted humanoid who dies
of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a
ghoul in this way retains none of the abilities it possessed in life. It is not
under the control of any other ghouls, but it hungers for the flesh of the
living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice
or more rises as a ghast, not a ghoul.
Paralysis (Ex): Those hit by a
ghouls bite or claw attack must succeed on a DC 12 Fortitude save or be
paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC
is Charisma-based.
Lines of Power and Intersections
Ley lines (also leys, dragon lines, lines of
power) are lines of magic and psychic energy that crisscross the Earth, and many
other worlds. These lines of power can increase the power of spells, spell-like
abilities, and supernatural abilities, simply by being in proximity of the
lines.
Ley Line Ratings
Ley lines vary in power, much as spellcasters do.
Every ley line has a rating, ranging from 1 to 5. This rating acts as a bonus to
a spellcaster's caster level, or to the effective caster level of a spell-like
or supernatural ability. A character's proximity to a ley line affects the bonus
he receives as detailed on the table below.
|
Distance |
Effect |
|
0 20 ft.
|
Listed ley line rating |
|
21 100 ft. |
Ley line rating -1 |
|
101 1,000 ft.
|
Ley line rating -2 |
|
1,001 ½ mile |
Ley line rating -3 |
|
½ mile 1 mile
|
Ley line rating -4 |
Intersections, locations where
two or more ley lines connect, provide similar bonuses. The rating of a ley line
intersection is equal to the rating of the most powerful ley line in the
intersection, plus ½ the rating of the next most powerful ley line (round down),
plus one per additional ley line. Ley intersections use the table above to
determine rating reduction by distance.
In addition to a caster level
increase, proximity to a ley line can provide a spellcaster with additional
spell points to draw on. A spellcaster receives the effective rating in bonus
spell points every round. These spell points must be used during the round they
are received (therefore, they do not build up from round to round). If the
caster leaves the area, he loses access to the points. Obviously, this doesn't
apply if you aren't using spell points.
Special Times
Ley lines and intersections can provide
additional power during certain times.
Astrological Alignment:
When the planets and the stars align in certain patterns, the ley lines and
intersections on a world can flare up, providing extra energy. Depending on the
patter, an astrological alignment can increase the ratings of ley lines and
intersections from +1 to +10 points. However, when an astrological alignment
increases a rating to more than 5, spellcasters that draw power from the ley
lines and intersections suffer damage with every cast spell. This damage equals
the effective rating -5.
For example, the planets have
aligned, providing a +4 increase to ley line ratings. Mick, a spellcaster, draws
on the power of a rating 4 ley line to increase a fireball spell. The
effective ley line rating is 8, so Mick suffers 3 points of damage when he casts
the spell.
Equinox:
On the equinox days, ley line energy increases significantly add +5 to the
ratings of the ley lines. However, when an equinox increases a rating to more
than 5, spellcasters that draw power from the ley lines and intersections suffer
damage with every cast spell. This damage equals the effective rating -5.
Solar Eclipse:
A solar eclipse increases the ratings of ley lines by +2. However, when an
eclipse increases a rating to more than 5, spellcasters that draw power from the
ley lines and intersections suffer damage with every cast spell. This damage
equals the effective rating -5.
Solstice:
On the solstice days, ley line energy increases significantly add +5 to the
ratings of the ley lines. However, when a solstice increases a rating to more
than 5, spellcasters that draw power from the ley lines and intersections suffer
damage with every cast spell. This damage equals the effective rating -5.
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Open Game License v 1.0a
Copyright 2000, Wizards of the Coast, Inc.
System Reference Document
Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and
Dave Arneson.
Modern System Reference Document Copyright 2002,
Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman,
Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams,
Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD
Wiker.
Unearthed Arcana,
Copyright 2004, Wizards of the Coast, Inc.; Author Andy Collins, Jesse Decker,
David Noonan, and Rich Redman.
Creations 138 Enhancements
to Magic,
Copyright 2005, Nicholas Luna; Author Nicholas Luna.
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