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Gary Dallison
Great Reader

United Kingdom
6350 Posts

Posted - 30 Dec 2014 :  09:15:01  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Altered the multiple actions mechanic and Immediate and Swift Actions mechanic so that it allows more actions per turn (if the character desires it) but incurring ever increasing penalties.

That way boss monsters could be given a few swift action actions and or extra immediate actions and immediate action actions and they should then be able to challenge a group of PCs on their own without any minions present because they could take 3, 4 or even more actions per turn (although with a penalty for additional actions).


Here are the relevant bits.

Actions
Actions represent a unit of time that allows characters to perform specific tasks in that allotted time. They come in a scale from the most time to the least time; Full Round Action, Standard Action, Move Action, Swift Action, Immediate Action. (Free Action does not require any time and does not really constitute an action by itself).
A character receives on his turn as standard a single Standard Action, a single Move Action, and a variable number of Free Actions to use during a combat round, on his turn. In addition a character receives a single Immediate Action that he can use at any point in the combat round; providing he has an ability that can be performed as an Immediate Action (usually an Opportunity Attack).
A character can trade his actions down the scale in a limited fashion, allowing him to perform a Move Action in place of a Standard Action or a Swift Action in place of a Move Action.
Any character exceeding a single Move Action and a single Standard Action in a round incurs a cumulative -2 penalty to all subsequent checks for the entire round (see Multiple Actions).
Multiple Actions: A character can perform only a single Standard Action and a single Move Action during a combat round before he begins to incur a penalty for his hastened actions. The Standard Action and Move Action can be combined into one of the Full Round Actions listed without penalty. Free Actions are excluded from the limit.
Should a character perform a Swift Action or an Immediate Action (or Actions) then each action incurs a cumulative -2 Circumstance penalty to all subsequent checks/actions for the entire round.
The Repeated Action may also incur a Circumstance penalty to all subsequent checks/actions for the entire round.


Swift Actions
A Swift Action allows a character to complete an action in a shorter amount of time that would otherwise require a Free, Move, or Standard Action to complete. This requires a significant amount of effort and only one Swift or Immediate Action may be attempted per round.
A Swift Action may be performed at any point during your turn.
You may only perform a Swift Action if you have an ability that can be used as a Swift Action (usually from a class option or a spell), or you are performing one of the actions noted below.
You are limited to performing a single Swift Action in a round.
Every Swift Action performed incurs a cumulative -2 Circumstance penalty to all subsequent actions made in that combat round.
Miscellaneous Action: Many other actions involving character interaction with other objects or the environment can be classed as a Miscellaneous Action and require a Swift Action (or Move Action) to perform.
Actions such as picking something up off the floor, drawing a weapon, strapping a shield to your forearm, mounting a steed, swinging from a chandelier, sliding down a banister, moving a crate, opening a door, all these are Miscellaneous Actions.
Note that some Miscellaneous Actions (especially those involving difficult movement such as swinging from a chandelier or sliding down a banister, may involve a skill check in order to be completed successfully.
Opportunity Attacks: Most Miscellaneous Actions do not provoke Opportunity Attacks unless they also involve a skill check in order to be completed successfully, in which case refer to the Skill involved in the Skills section.
Secondary Attack: Characters wielding multiple weapons or possessing multiple attack methods may perform an attack using your other weapon or other attack methods in the same manner as a Melee Attack, Ranged, Attack, or Spell Attack as normal for a Standard Action.
To use this action you must be wielding another weapon in your other hand, or hands if you possess more than two arms (or leave them free to perform unarmed attacks) , or alternatively you must possess more than one Attack Method (for those creatures with Natural Attacks).
Opportunity Attack: Performing a Secondary Attack Action provokes Opportunity Attacks as per the type of Attack Action (Melee, Ranged, Spell) used as part of the Secondary Attack.
Sidestep: You may move one square as a Swift Action. This movement ignores all terrain modifiers and any penalties you have to speed (providing you are not immobile or helpless).
This means that a spell that reduces your movement speed to 0 will not stop you from taking a Sidestep action (as long as they don’t also grant you the Immobile condition or other conditions that render you unable to move).
Opportunity Attacks: A Sidestep action does not provoke opportunity attacks.

Immediate Actions
An Immediate Action allows a character to complete an action in an even shorter amount of time than a Swift Action. Performing an Immediate Action requires a significant amount of effort to complete and only one Swift or Immediate Action may be attempted per round. Immediate Actions may be taken at any point during a round, whether it is your turn or not. The timing of the Immediate Action is usually determined by the action itself.
To use an Immediate Action simply announce at any point in the combat round that you are doing so. This interrupts the normal flow of play which does not resume until your Immediate Action has been resolved.
Characters may not perform Immediate Actions unless they have an ability that can be used as an Immediate Action (usually provided from class or other options). A character using the Ready Action may turn any one other action into an Immediate Action that may be used at any point he nominates.
You may only perform a limited number of Immediate Actions per round as determined by your Immediate Action count.
Every Immediate Action performed incurs a cumulative -2 Circumstance penalty to all subsequent actions made in that combat round.
Immediate Actions: This numerical value indicates the number of Immediate Actions a character may make in a single round. All characters begin with Immediate Actions = 1. This value decreases by 1 for every Immediate Actions a character performs in a round, it returns to its original total at the end of each round of combat.
Opportunity Attack: A character may, as an Immediate Action, perform a single opportunity attack per opportunity provoked by an enemy.
Opportunity attacks are an attempt made to interrupt actions that are reckless, or open the character performing a task to significant risks.
When an opportunity attack arises, characters around the character provoking the opportunity may be entitled (as determined by the action) to make an attack check as an Immediate Action providing they meet the following criteria:
1 – They have Immediate Actions left.
2 – The character provoking the opportunity is within the attacker’s Threat/Reach.
3 – The action you are using does not provoke an Opportunity Attack in return.
4 – The character making the Opportunity Attack is not Flat Footed or has not lost his Dexterity bonus to AC.
You may perform only one opportunity attack per opportunity, no matter how many Immediate Actions you posses.
You may perform one of the Attack actions including Melee Attack, Ranged Attack, Spell Attack, or Combat Manoeuvre (that would normally require a Standard Action to perform) as part of your Opportunity Attack providing that your attack does not provoke an Opportunity Attack in return.
Opportunity Attacks always occur before the action that provoked the opportunity.

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Edited by - Gary Dallison on 30 Dec 2014 09:16:42
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Gary Dallison
Great Reader

United Kingdom
6350 Posts

Posted - 30 Dec 2014 :  09:50:04  Show Profile Send Gary Dallison a Private Message  Reply with Quote
I changed Acid Fog and Incendiary Cloud to just Energy Cloud which allows the caster to select an energy type and create a fog cloud suffused with that energy.

Added Combat Reflexes to the rogue and ranger allowing them to gain additional Immediate Actions.

Added a Combat Reflexes feat to allow all characters to gain a single additional Immediate Action.

Updated the various class optons to reflect the changes to the combat mechanics above.

Mulling over whether to allow wizards or sorcerers to cast a spell in each hand (as a secondary attack action - swift action) and or wield two wands.

Added a Blackguard class option to the knight giving him a fiendish servant (he can already take the other evil flavoured abilities as class options) since smite is tied to the character's alignment and channel energy can be used as either positive or negative energy.

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Gary Dallison
Great Reader

United Kingdom
6350 Posts

Posted - 31 Dec 2014 :  11:43:21  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Had a go at a few more skill checks. Here is the Discipline skill which allows for spell concentration and resisting certain conditions (basically a substitute for the Saving Throw action if you are any good at the skill.

Apologies about the tables, they dont transfer well onto the forum

Now if i've written it down correctly you can use Defensive Casting to gain a +1 to +5 bonus to AC (in the Combat document) but you suffer a penalty to Spell Attack rolls while doing so. It is no longer possible to use the Concentration skill or Defensive Casting option to ensure that you do not provoke Opportunity Attacks for casting spells (that is now a class option).

When you are in rough weather or otherwise distracted you may attempt the Discipline (Concentration) action to cast the spell without disruption. This is part of the spellcasting action.

If you are attacked while casting a spell then it is a Passive Discipline (Concentration) check against the DC, because the caster is not taking an action to resist the disruption he is merely relying on his inherent skill to help him resist the interruption. And because its passive it doesnt require a d20 roll (its a flat 10 value + modifiers).




DISCIPLINE (Cha)
Discipline is the means of mentally preparing yourself for the task at hand. By organising and controlling your thoughts your mind and body are better prepared.
Synergy:
- If you are trained in Discipline you receive a +2 Circumstance bonus on Athletics checks.

Concentration (Cha)
Check: You may attempt to resist interruptions to your spellcasting thereby allowing you to continue the casting normally.
The base DC to resist interruption is 10 plus the modifiers listed below.
If your Discipline (Concentration) check is equal to or higher than the DC then you manage to resist the distraction and cast the spell normally. If you are Trained in Discipline and your check is lower than the DC then you fail to cast the spell but manage to cut off the casting quick enough to prevent losing it from your Spells Per Day (you do not expend the spell). If you are Untrained in Discipline and your check is lower than the DC then you fail to cast the spell and it is expended.
Spells that you are concentrating on are also subject to this check and if you fail then the spell is ended (the Spell Per Day slot was expended earlier with the casting and this cannot be recovered even if you are Trained and fail the check).

Modifier DC
Damaged suffered that round +1 per damage dealt
Vigorous motion (mounted movement, bouncy wagon ride, ship in rough water +5
Violent motion (mounted and taking the Run Action, rough wagon ride, ship in rapids or a storm) +10
Extreme motion (earthquake, landslide, whirlpool) +20
Entangled +5
High wind +5
Rain, sleet, or wind driven debris +5
Gale +10
Whirlwind +20

Action: Attempting a Discipline (Concentration) check is usually made as part of casting a spell and therefore is included in the action required to cast a spell.
Try Again: Yes, although failure may result in the loss of the spell so a new spell must be cast (usually) to use this action again.
Passive: Yes. Any Opportunity Attack against a spellcaster while he is casting a spell will require a passive Discipline (Concentration) check to be compared against the damage value of the attack (+10 for the base Concentration DC)
Take 20: No. The caster is time limited by the casting time of the spell.

Resist (Cha)
Check: You may attempt to resist a negative condition affecting you, thereby removing the condition and its effects from you. You may resist the following conditions; Confused, Disabled, Dominated, Fatigued, Exhausted, Shaken, Frightened, Panicked, Sickened, Nauseated, Staggered.
Perform a Discipline (Resist) check against the DC listed under the condition to be removed or against the Spell Attack check of the spell causing the condition to be removed. If the Discipline (Resist) check is equal to or higher then the condition is removed as per the Resist detail of the condition.
If you are Trained in Discipline and the check is lower then the condition is not removed. If you are untrained and the check is lower then you also gain the Flat Footed condition until the End of Round.
You may only remove one condition per Discipline (Resist) check. You must state which condition you are attempting to remove before you perform the check.

Modifier DC
Resist as a Move Action +10
Resist as a Free Action +20

Action: Attempting to resist a condition is a Standard Action
Try Again: Yes. If the condition is imposed by a spell then you may only attempt the resist action once per interval of duration listed in the spell (round, minute, hour, day, etc)
Passive: No
Take 20: No
Special: Performing this action provokes Opportunity Attacks

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Gary Dallison
Great Reader

United Kingdom
6350 Posts

Posted - 04 Jan 2015 :  20:02:22  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Having a few thoughts about companions and familiars.

I'm wondering if I can make the progression of a companion part of a classes progression without making the companions useless and still allow those druids and wizards and sorcerers that want to focus on their companions turn them into creatures as good as another character.

So, I'm thinking that all companions gain 50% of a characters hit points and that's about it (makes them durable) all other statistics are derived from the base monster.

As class options the druid could increase the HD, the Strength, Dexterity, Constitution, and Armour Class. The wizard could increase Intelligence and Dexterity. Both could obtain special abilities like Share Spells, etc.

In essence the wizard, druid, and other classes can become a version of the Summoner class, if they want to.

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Gary Dallison
Great Reader

United Kingdom
6350 Posts

Posted - 05 Jan 2015 :  12:28:14  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Okay here are a few class options for companion creatures and the idea for a base companion creature as follows.

They are available for the Druid (Animal Companion), Knight (Mount), Ranger (Animal Companion), Sorcerer (Servitor), Wizard (Familiar) - just substitute Companion for whatever it is.

COMPANION CREATURE
A character of any class may gain a companion creature through a variety of means (class options, magical items, feats, even by making one).
A companion creature has all the base statistics of a regular creature of its kind (see Monsters section) but begins play with a maximum of 1HD per level of the character (beginning with 1HD at 1st level – the GM may need to adjust the creature’s stats to be of 1 HD or can rule that only creatures with 1 HD or less may be taken at 1st level).
Animal Companion: An animal companion may be any creature with the Animal or Vermin Type.
Familiar: A familiar may be any creature with the Animal or Magical Beast Type.
Mount: A mount may be any creature with the Animal or Magical Beast Type that can be trained as a mount and may bear its master (so you cannot pick a mount of Medium size unless you are of Small size – your mount must be one size category larger than its master).
Servitor: A servitor may be any creature with the Outsider Type.

Companion Statistics
Hit Points: All companion creatures gain a number of bonus Hitpoints equal to half (rounded down) the Hitpoint Total of their master, they may also be granted a number of abilities and bonuses depending on the class options, feats, and magic items their master possesses.
Empathic Link: All companion creatures receive the Empathic Link ability. This ability is an empathic link between companion and master that allows them to share emotions and feelings whenever they wish. Reading the emotions and thoughts of the other is a Free Action.
A character may also send emotions or feelings through the link to his companion creature. This allows a character to use the Nature (Handle) skill check on his companion creature at any range as a Move Action. In addition, the character receives a +4 Circumstance bonus when using the Nature (Handle) skill check on his companion creature.
Experience: A companion gains Experience Points for combat and skill use as Player Characters do.
HD: All companion creatures may advance in level according to their Progression (see Monster section).





So now any of the casting classes can gain the service of a companion (and they all behave the same so its easier for multiclassing). The basic companion is little more than the base creature with 1/2 the character's Hitpoint total added to it.

You can then boost your Companion creature with class options and feats (like a summoner) if you want to, and grant him extra abilities. Not all classes will have access to all the same class options for companions (for instance a druid will not be able to forge a telepathic link) but it should mean that for those characters that do not want to do any spellcasting they can choose to improve other things (like their wild shape or their companion) to keep them effective.

This does mean that druids and wizards will no longer have an instant boost in power each level from their companions and familiars, but everyone gains the same number of class options so all classes should be equally effective.

CLASS OPTIONS

- Augmented Companion: This class option may be selected more than once. The druid’s Companion receives a +1 Class bonus to a selected ability score. This class option may be selected multiple times, each time it increases the Class bonus of a selected ability score by +1.

- Share Spells: This class option may be selected only once. The druid grants his companion creature the Share Spells ability. Whenever the druid casts a spell with a Target of Self he may, as a Free Action, have the effect affect both himself and the companion creature. The companion creature must be within 1 square distance for Share Spells to function.

- Evasive Companion: This class option may be selected only once. The druid grants his companion creature the Evasion (Ex) ability. The companion creature can reduce damage from area effect attacks. Any time an attack fails that has a target of Area, is made against the companion’s Reflex check, and deals Half damage on a failed attack; the companion creature suffers no damage instead of half damage on a failed attack (any other effects incurred by the attack apply as normal, only the damage is reduced).

- Telepathic Link: This class option may be selected only once. The wizard grants his companion creature the Telepathic Link ability. The wizard may share specific thoughts and read the thoughts of his companion creature. Depending upon the Intelligence level of the companion creature the thoughts to be shared and read may be very simple or very complex. Sharing or reading thoughts is a Free Action.

- Life Link (Su): This class option may be selected only once. The sorcerer grants his companion creature the Life Link ability. Whenever the sorcerer or the companion creature suffers damage from an attack, the sorcerer may, as an Immediate Action, transfer the damage to the other (in essence the damage is swapped from character to companion or vice versa in a like for like swap).

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Gary Dallison
Great Reader

United Kingdom
6350 Posts

Posted - 09 Jan 2015 :  21:14:21  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Having a go at magic items now. I'm trying to come up with a comprehensive framework so that any magic item property can be added to any item. I also want to make magical items of decent power prohibitively expensive to produce (not impossible, just so expensive you would have to be insanely single minded to do so).

The values are mostly arbitrary at the moment to give an idea.
I'm wondering whether to add a target to the framework (target of who the magic effects) but I think I should leave it open so that the magic properties can be used for cursed items or beneficial items. Plus this is only a framework for creating items. The magic item itself is different in that it would specify whether the impact weapon damages the target or the wielder (if cursed).

Now using this framework a wand or a staff would have the Spell magic property and could have it applied a number of times (1 for each spell stored on the wand) with a separate number of charges for each spell (or permanent at will uses) and the wand would have an attack and damage bonus equal to its enhancement value like any other weapon (which works with the idea that spells are attacks)

So here goes nothing.




Magic Items are physical items of any kind into which magical energy has been concentrated to produce a variety of effects.
Magic Items are made up of a number of magic properties, each with its own number of uses, and method of activation.
Enhancement
All Magic Items are enchanted with an enhancement level ranging from 1 to 10 which determines the level at which the other magic properties function and also determines the overall cost to manufacture the item.
The Enhancement level provides or increases (if there is already an Item bonus) the Item bonus to the following statistics of an item or when using an item: Attack (+1 per enhancement level), Damage (+1 per enhancement level), AC (+1 per enhancement level), Max Dexterity bonus (+1 per enhancement level), Armour Check Penalty (+1 per enhancement level, this reduces the penalty), Spell Failure Chance (-1% per enhancement level), Hitpoints (+1 per enhancement level), Hardness (+1 per enhancement level).
Enhancement Price Modifier
Level
1 +1,000 gp
2 +5,000 gp
3 +10,000 gp
4 +50,000 gp
5 +100,000 gp
6 +500,000 gp
7 +1,000,000 gp
8 +5,000,000 gp
9 +10,000,000 gp
10 +50,000,000 gp
Additionally, the enhancement level determines the effectiveness of the magical properties that can be added to the item.

Magical Properties
Any magical property can be added to any item (although some are better suited than others). All properties have 3 sub properties: Price Multiplier, Number of Uses, and Method of Activation.
Price Multiplier: This value is used after the base price of the item plus the price modifier of the enhancement level and any magical properties the item may possess. Multiple the total of Base Price + Price Modifier by the combined total of all Price Multipliers to give the final Total Price.
This is the Cost Price in gp required to create the magical item. A number of Experience Points equal to half the Cost Price is also required to create the item.
Number of Uses: This sub-property refers to the number of times a particular property can be used before it becomes exhausted.
Charged: The magic item has a finite number of charges of the property that are expended with each use of the property. Once exhausted the property in question is no longer available for use until it is recharged.
Price Multiplier = +0.1 per charge
Recharging: The magic item has an unlimited number of uses but only a finite number of uses per day
Price Multiplier = +0.5 per daily use
Unlimited: The magic item has an unlimited number of uses available whenever activated.
Price Multiplier = +2
Method of Activation: This sub-property refers to the method used to activate the magical property in question.
Use Activated: The magical property is activated by using the item and so the magical property manifests as part of the action used to use the item. For a weapon this requires some form of attack, for a shield or armour it requires the wearer to be attacked (with an attack against the target's AC), for other items the use activation method can vary wildly.
Price Multiplier = +0.5
Critical Use Activated: The magical property is activated like a use activated item but requires a critical success of its use in order for the magic to activate.
Price Multiplier = +0.2
Spell Trigger/Command: The magical property is activated with a Standard Action that causes the magical property to be unleashed. Spell Trigger activation requires the character to have a class spell list containing the spell. Command activation usually involves a spoken word, mental command, or button press to release the magic.
Price Multiplier = +0.1
Passive: The magical property is active all the time. In order to select this Method of Activation the item must have a Permanent Number of Uses.
Price Multiplier = +2



Below are the list of magical properties that can be added to any item.
Impact: The item deals +1d6 damage per enhancement level (Bludgeoning Damage Type or the same Damage Type as the item already possesses.
Price Modifier = +1,000 per enhancement level.
Spell: The item unleashes a spell effect identical to the spell chosen during creation at a Spell Level equal to the enhancement level of the item (or less as desired by the creator).
Price Modifier = +2,000 per enhancement level.

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Gary Dallison
Great Reader

United Kingdom
6350 Posts

Posted - 10 Jan 2015 :  19:07:05  Show Profile Send Gary Dallison a Private Message  Reply with Quote
And here is the Magic Items document that I will be adding lots more to later.

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Markustay
Realms Explorer extraordinaire

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15724 Posts

Posted - 10 Jan 2015 :  20:09:11  Show Profile Send Markustay a Private Message  Reply with Quote
I did something VERY similar with companion creatures a few years back, but I called them 'special creatures'. Same idea, though; I always found it rather stupid that they had redundant rules for so many similar things.

Of course, I do familiars totally different, but thats because the way magic works is very different. I made them more like the gen of Al-Qadim (which are much closer to the folklore witch's familiar then the D&D version). Witches are able to bind one 'familiar spirit' into animal form per level, and they level with her, so her oldest familiar would be the most powerful (and makes it rather important for her to protect them). As the familiars get more powerful, they get new abilities of their own. Each one can deliver her spells of its level per day (like the gen, which acts like a 'living spellbook', of sorts). At level 1 all familiars are stuck in their basic animal form, but can gain other forms as they level. More powerful familiars can even 'lend' their animal shape to the witch.

Don't know if you want to use any of that. Nice work so far.

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone

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Gary Dallison
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United Kingdom
6350 Posts

Posted - 11 Jan 2015 :  09:24:15  Show Profile Send Gary Dallison a Private Message  Reply with Quote
They seem easy enough to implement. The why of the rules I leave open to interpretation so new familiar or familiar spirit is up to personal taste.
I could add a class option for the wizard and druid that gives their familiar a caster level (same spell list as the master)
The sorcerer doesnt need that class option as their companions are outsiders and so many of them will have caster levels as a race option (im gonna make an eidolon monster so that the sorcerer can mimic the summoner if they want.)
I'll also add a class option to each class that has companions so they can pick a race option of the creature they chose as a companion (because only elite and boss monsters get race options and companion creatures are only regular).

Finally for the druid, ill have an advanced option that means their companion cant die, it simply becomes a fey possessing spirit that possesses the next available creature that is the same as it was in life.

Incidentally im changing the incorporeal condition so that it can be applied to any creature and represents something stuck half in the material plane and half in one of the transitive planes (which for these rules are ethereal, astral, shadow, and faerie). So now fey spirits are easy.

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Gary Dallison
Great Reader

United Kingdom
6350 Posts

Posted - 11 Jan 2015 :  19:36:56  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Right then Markustay, here are your new class options for familiars. Feel free to let me know any other ideas you have. I'm hoping you have a few ideas on alternatives for monsters and other races that I can use for race options to make enemies customisable (although coming up with a base monster might take a bit of work).




Invested Companion: This class option may be selected more than once. The druid may select a race option for his companion creature (see Monster section) in place of a class option. This class option may be selected multiple times, each time the druid may select another race option for his companion creature.



The below are advanced class options (level 10+). The square parenthesis indicates the maximum number of times a character can take this class option. I'm going to apply that to all existing class options and limit most of them to 10 times (except for caster level).

Spell Battery Companion [5]: This class option may be selected more than once. A companion creature must have an Intelligence of 4+ before the wizard can select this class option. The wizard may grant his companion creature a +1 Class bonus to caster level. This increases the number of Spells Per Day the companion creature may cast. The companion only gains access to the Wizard class spell list with this class option. The companion gains access to higher level spells according to his caster level and the maximum level of spell slots he has available. This class option may be selected multiple times, each time it is selected the companion increases the Class bonus to caster level by +1.
Spirit Companion: This class option may be selected only once. The druid's companion becomes a possessing spirit able to inhabit any body that is the same as his original form. What this means is that when the companion creature is killed it gains the Incorporeal condition and may either be sent away to acquire a new body (taking 2d4 days) or remains with the druid until it comes across another creature that is the same as his original form (whereupon the companion possesses this new creature).

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Gary Dallison
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Posted - 13 Jan 2015 :  16:03:39  Show Profile Send Gary Dallison a Private Message  Reply with Quote
My attempt at a linguistics skill (forgery and encoding still to come)

I think with the expertise system i have worked out how to comprehensively allow characters to be illiterate and yet still interact with the world around them, even conversing in other languages.

By default all characters are illiterate. Upon taking the Skill Training feat in Linguistics they become literate. Illiterate characters can still make Linguistics checks to communicate in any particular language and will probably get by quite well, particularly intelligent characters may even be able to mask their illiteracy completely.






LINGUISTICS (Int)
Linguistics reflects your character’s skill with language. By default all characters are illiterate. By taking the Skill Training feat in Linguistics it signifies a character is classed as literate.
Expertise: Abyssal, Celestial, Common, Dragon, Dwarven, Elven, Giant, Goblin, Infernal, Orc. There exists an expertise for each language. For advanced play a DM may wish to assign an Expertise for individual sub sets of each language depending upon the region upon which a character comes from.

Decipher Script (Int)
Check: You can attempt to decipher pages written in any other language (including arcane magical script).
Each page of writing to be deciphered requires 1 minute of intense focus and requires a DC 10 Arcana (Decipher) check (+ the spell level of scroll/magic page to be deciphered if appropriate). If a document has been encoded then the Linguistics (Decipher) check is against the Bluff or Linguistics check of the person that encoded the document (+ the spell level of the scroll/magic page to be deciphered if appropriate).
If the Linguistics (Decipher Script) check is equal to or higher than the DC then you successfully decipher the page.
If you are Trained in Linguistics and the check is less than the DC then you do not decipher the page.
If you are untrained in Linguistics and the check is 5 or more lower than the DC then you incorrectly decipher the page leading to false conclusions.
Modifier DC
Written in Southern Magic Script +20
Transcribe Spell (this allows you to copy the spell into your own spell-book or notes negating the need to decipher it again). You may only transcribe spells that are on your class spell list +5
Quick Decipher (1 Full Round Action) +20
Document type is familiar -2
Document type is unfamiliar +2
Handwriting is familiar -2
Handwriting is unfamiliar +2
Action: Deciphering script in another language requires 1 minute of study. If you have access to a library, laboratory, or other appropriate resources then you can devote 8 hours of study to deciphering the script.
Try Again: Yes (unless transcribing in which case you cannot try again until your Arcana skill improves).
Passive: Any time a character attempts to read magical script without declaring his intention to use the Arcana (Decipher Script) action then a passive check may be used. Compare the passive Arcana (Decipher Script) check result to the DC and if the passive check result is equal to or higher the character is able to understand the magical writing.
Take 20: Yes, if not distracted or threatened
Special: Specialist wizards receive a +2 Circumstance bonus on checks related to their specialist school, they suffer a -5 Circumstance penalty on checks related to their opposition schools.
Performing this action provokes Opportunity Attacks.

Linguistics (Int)
Check: You may attempt to understand and converse with someone speaking in a language with which you are unfamiliar. Alternatively you may use this check to recognise single words or simple phrases as you encounter them.
Each sentence (usually corresponding to a round) of conversation requires a Linguistics (Linguistics) check against a DC of 15. If the character you are engaging is deliberately attempting to encode the conversation then the Linguistics check is against the Bluff or Linguistics check of the character with which you are engaging.
Modifier DC
Same Language -5
Language uses a different alphabet +5
Language is from a different country +2
Language is from a different continent +10
Language is from a different plane +20
Speaker is using specialised language (particular to a class of society or profession) +5
Action: Attempting to converse in another language or understand another language is typically performed as part of another action (such as speaking or glancing at a written phrase) as such it is not an action in itself but part of those actions (which are usually considered non or free actions).
Try Again: Yes
Passive: Any time a character converses with someone or attempts to read something in a foreign language and has not explicitly stated he is attempting to use this skill is attempting to do so passively. Compare the character’s passive Linguistics check to the DC and if the passive check result is equal to or higher then the character is able to understand the other person or phrase and even make himself understood to other people.
Take 20: Yes if not threatened or distracted.


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Gary Dallison
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Posted - 16 Jan 2015 :  10:30:55  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Working on a new idea to allow the organs of animals and rare reagents to be found that reduce the cost of magic item creation and boost spellcasting.

So a high Nature skill check will allow plant based reagents to be found (rarer and better reagents grant a higher bonus). The frequency of the monster (common, uncommon, rare, very rare, unique) determines the bonus granted by the organ (and probably requires a Heal or Craft/Profession check to remove it intact).

Using the reagent for Magic Item Creation can reduce the total multiplier by 0.1 per level of the reagent. Using the reagent for spell casting would provide a +1 Item bonus to your Saturated/Basal modifier. Because bonuses never stack the Item bonus would not stack with your magic wand (or any other magic item that boosts your spellcasting).


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Gary Dallison
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Posted - 16 Jan 2015 :  12:37:21  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Added an Enchant skill check to the Arcana and Religion skill. Now there is no need for a feat or class option to enchant magic items, you just need to be trained in the Arcana or Religion skill (which is entirely optional).

Creating magic items are however prohibitively expensive beyond the +1 or +2 level. I've been working on the framework for magic items a bit more and now the Enhancement Level is just a maximum for each of your magic properties, it does nothing on its own except increases HP and Hardness of the item. So if you want a weapon that does +1 attack and damage then you need to add the magic property that does that.

It should be noted i added a destructive method of activation at x0.05 price multiplier and change charged number of uses to be x0.01 per charge (which still equals 0.1 per 10 charges)

So a +1 magic sword that imitates the magic weapons in pathfinder will cost 8,000 gp (+1000 for enhancement level 1, +1000 for the Deadly property at level 1, x2 for permanent, x2 for passive. That means 2000 x4 is 8000 gp.

A +2 magic sword will cost 28000 gp (5000 for enhancement level 2, +2000 for Deadly property at level 2, x2 for permanent, x2 for passive. Thats 7,000 x4 = 28,000

A +3 magic sword will cost 52,000, a +4 magic sword will cost 216000. And all that is without any other special properties such as keen, or flaming, etc.

As a little test a potion of cure light wounds at level 1 will cost 200 gp. 1000 for enhancement level 1, 1000 for the Spell property at level 1, x0.01 for a single charge, x0.05 for a destruction method of activation. thats 2000 x 0.06 = 120gp

A wand of magic missiles is 1200 gp (1000 for enhancement level 1, 1000 for Spell at level 1, x0.5 for 50 charges, x0.1 for spell completion/command activation. 2000 x0.6 = 1200

So low level magic items are achievable for competent mages but only kings and gods should be able to pay for or provide a magic item with +3 or above (which is exactly how i want it). Characters dont require magic items to stay effective anymore so that +2 sword you find in a dungeon should be your most cherished item for the rest of your life unless you happen to amass 500,000 gp to make a better sword.

Enchant (Int) (Trained Only)
Check: You may enchant a single item with magical properties (see Magic Items section). First calculate the full cost of the magic item you wish to create.
The total DC to craft a single item is 10 + 1 per 500 gp of cost value.
You must provide the cost value of the item to successfully manufacture the item, and have all the necessary materials and tools required to craft the item at hand.
The total DC required to craft an item may then be split up over several days by the player (reducing it into smaller manageable chunks) giving the character an identical target DC for each day (sometimes requiring multiple rolls one for each day of crafting).
If your Arcana check result is equal to or higher than the DC then you succeed in progressing with the manufacture of the item (if the item has a small enough DC then you can manufacture a number of items equal to how many times your Craft skill check exceeded the DC but only if you can accomplish the task with a single Craft check).
If your check result fails by 4 or less then the cost value of the item in gp is not wasted but no progress is made that day. If you fail your check result by 5 or more then the cost value of the item in gp is wasted.
Modifier DC
Perform Arcana check per hour +5 to each check DC
Action: Enchanting an item takes a number of days to complete that vary depending upon the complexity of the item to be enchanted (if the attempt fails and the cost value is wasted then roll randomly to determine upon which day it failed). Checks are made per day.
Try Again: Yes, if cost is not wasted.
Passive: No
Take 20: No

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Gary Dallison
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Posted - 16 Jan 2015 :  16:27:44  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Heres my attempt at a few components of the Nature skill. The survival check is the important one as i intend to work wandering monsters and natural hazards into the general environment of an encounter. So each area you enter would have a DC for its environment and if your Survival skill check is lower then you will encounter a natural hazard or a wandering monster (from the list). If you fail really bad then you might encounter more hazards or monsters.

As with other passive checks if you dont declare that you are using your Nature skill to survive then the DM can still check using 10 + your total skill modifier and if its too low then you incur the hazards or encounters as above. At least thats the idea.

Lots to upload to google drive tonight and hopefully i'll be reaching the end of the skills document (finally).

Handle Animal (Wis)
Check: You may attempt to persuade an animal into performing a task that you command. The DC is 10 + the HD of the animal with the below modifiers.
If the Nature (Handle Animal) result is equal to or higher than the DC then the animal performs the task in question.
If you are Trained in Nature and the check result is 4 or less lower than the DC then the animal does not perform the task in question. If you are untrained in Nature and the check result is 5 or more lower than the DC then the animal’s attitude towards you decreases by 1 step.
If you are untrained in Nature and the check result is lower than the DC then the animal’s attitude towards you decreases by 1 step.
Assuming the skill check is successful the creature performs the task on his next available action. If the creature is ordered to perform multiple tasks in the same round before it’s next action then it obeys whoever had the highest Nature (Handle Animal) skill check result.
Modifier DC
Creature knows the task requested -2
Creature does not know the task requested +10
Creature is of a type other than the Animal Type +10
Creature is injured +1 per point of damage or negative condition
Handle creature as a Free Action +10
For each Attitude step lower than Indifferent +5
For each Attitude step higher than Indifferent -5
Action: Handling an animal is a Move Action
Try Again: Yes (if the animal is not attacking you)
Passive: Yes, any time a character attempts to order an animal to perform an action and did not specifically state the use of this skill check then he is doing so passively using his skill and knowledge of animals. Perform a passive Nature (Handle Animal) check and compare it to the DC to determine if the animal obeys the command.
Take 20: No
Special: This skill check will only function on creatures with an Intelligence of 4 or less.

Train Animal (Wis)
Check: You may attempt to train an animal so that it knows how to perform a specific task upon command. The DC is 15 + the HD of the animal with the below modifiers.
If the Nature (Train Animal) result is equal to or higher than the DC then the animal performs the task in question.
If you are Trained in Nature and the check result is 4 or less lower than the DC then the animal does not learn the required task. If you are untrained in Nature and the check result is 5 or more lower than the DC then the animal’s attitude towards you decreases by 1 step.
If you are untrained in Nature and the check result is lower than the DC then the animal’s attitude towards you decreases by 1 step.
Assuming the skill check is successful the creature learns how to perform a particular task. A typical list of tasks include; Attack, Come, Defend, Down, Fetch, Guard, Heel, Stay, Assist, Warn
Modifier DC
Creature is of a type other than the Animal Type +10
Creature is injured +1 per point of damage or negative condition
Train creature in 1 day +10
Train creature in 1 hour +20
Train creature in 1 minute +30
For each Attitude step lower than Indifferent +5
For each Attitude step higher than Indifferent -5
Action: Training a creature requires 1 week worth of work at 3 hours per day.
Try Again: Yes (if the animal is not attacking you)
Passive: No
Take 20: No
Special: This skill check will only function on creatures with an Intelligence of 4 or less.

Survival (Wis)
Check: You may attempt to use your wilderness lore to survive in the wilds without anything but your wits to aid you.
The base DC is 15 with modifiers below, and allows you to perform a variety of tasks such as determine your direction, approximate location on a map, predict the weather, avoid environmental hazards, gather food, avoid predators, etc. This check only covers one person (yourself) but can be expanded to provide for other people that have not enough skill to survive in the wild (i.e. they failed their Nature (Survival) check.
The DC may be modified depending upon the severity of the environment and the number of natural hazards or wandering encounters prevalent in the area.
If your check result is equal to or higher than the DC then you successfully survive in the wild (gathering food, avoiding hazards, etc) along with as many other people as possible with your check result.
If you are Trained in Nature and your check result is 4 or less lower than the DC then you do not manage to avoid the nearby natural hazards and or encounter a wandering encounters.
If you are Trained in Nature and your check result is 5 or more lower than the DC then you (and any companions you are providing for) gain the Fatigued condition through lack of food (unless you can provide some yourself) and run into natural hazards or wandering encounters.
If you are untrained and your check result is lower than the DC then you (and any companions you are providing for) gain the Fatigued and Nauseated condition through slightly poisonous food (unless you can provide some yourself) and run into natural hazards or wandering encounters with increased frequency.
Modifier DC
Per extra person +2
Action: Attempting to survive in the wild is performed over the course of a day spent in the wild.
Try Again: 1/day
Passive: Anyone venturing into the wild is assumed to be attempting to survive (unless they want to perish) and so if they do not explicitly state they are using the Survival skill check perform passive Nature (Survival) checks and compare it to the DC to determine success.
Take 20: Yes

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Gary Dallison
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Posted - 22 Jan 2015 :  08:44:15  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Wondering about Spell Failure chance today.

Why is it only arcane casters suffers spell failure chance (i know the official rational in that arcane casters use more somatic gestures), to my mind a spell is a spell regardless of its source, it requires a certain amount of finesse in somatic, material, and verbal gesturing and armour interferes with the exactness of that process.


So would it be completely anathema to DnD to inflict the spell failure chance of armour on all casters? I can easily grant the armoured caster class option to druids, and clerics.

Furthermore is spell failure chance a good way to represent how armour interferes with this process. It occurred to me earlier that armour already interferes with some of the more physical skills that require a certain amount of finesse and agility in order to perform.

Would Armour Check Penalty not be a better way to represent how armour interferes with spellcasting by imposing a penalty on casting rather than just having a flat chance of failure (and therefore another roll).



So pro's and con's for applying spell failure to all classes

Pro - Makes the system fairer, a druid or cleric focusing on spellcasting will operate under exactly the same rules as a wizard.

Con - Not been done before so might annoy fans of druids and clerics

Con - spell failure will affect hybrid classes like the paladin and ranger more because they wear heavier armour.



Then pro's and con's for changing spell failure to armour check penalty

Pro - Eliminates another roll that interrupts speed of play

Pro - Swaps an automatic failure chance for an increased chance of spell failing by missing.

Pro - Hybrid classes wearing heavy armour will not be as affected if spell failure is applied to non arcane casters because Armour Training reduces the Armour Check Penalty.

Con - Not been done before so might annoy casters (although i cannot see why)



Anyone have any thoughts?

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Gary Dallison
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Posted - 23 Jan 2015 :  16:23:28  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Having a go at ritual casting now which will exist as part of the Arcana, Religion, and Nature skills.

It allows anyone trained in those skills to perform existing rituals (that i will be making up shortly to replicate spells taking longer than 1 action to cast such as reincarnation), unique magics that they determine themselves, or reproduce any spell at any spell level. The DC varies according to what you want to do and higher level spells are of course more difficult to replicate.

The big upside to this check i suppose is that players will never run out of spells. The downside is that it is difficult to do, takes a really long time, and failure may result in the death of the caster (or serious damage)

In the Forgotten Realms this would replicate Epic Magic, High Magic, etc (although i will be doing it slightly differently without seeds). Of course i never considered either of those magic types only available to epic casters, its just that the skill necessary to perform this magic is usually only available to those with lots and lots of experience (but as in Eltargrim's case it can be acquired by magic items that boost your skill level).

So while Netheril spent all its time and resources creating the spells for Vancian style magic in spell slots and recording them in the Weave (using the nether scrolls), the elves were using this ritual kind of magic which could replicate Netheril's kind as well as work magics far, far greater and unique.




Ritual Casting (Int) (Trained Only)
Check: You may attempt to shape magical energies in a ritual to reproduce the results of an existing spell or some unique magic.
The total DC to perform a ritual is equal to 10 + the spell level of the spell you wish to replicate (see Spells section) or the DC of the ritual you wish to perform (see Rituals section) with modifiers below.
The total DC required to perform a ritual may be split up over several days by the player (reducing it into smaller manageable chunks) giving the character an identical target DC for each day (sometimes requiring multiple rolls one for each day of the ritual).
If your Arcana check result is equal to or higher than the DC then you succeed in progressing with the ritual (if the ritual has a small enough DC then you can perform the ritual in a single day, maybe even less time, but only if you can achieve the task with a single Arcana check).
If your check result fails by 4 or less then you make no progress on the ritual that day and suffer an arcane backlash of 1d6 energy damage (all types) per point you failed the check by. If you fail your check result by 5 or more then the ritual is a complete failure, all progress is reset and you suffer an arcane backlash of 1d6 energy damage (all types) per point you failed the check by (note if the ritual was spread over several days then you suffer 1d6 damage per point of DC remaining) or the ritual manifests as some random wild magic effect determined by the GM with a random set of parameters.
Modifier DC
Ritual uses specialist school -5
Ritual uses prohibited school +10
Perform ritual in 1 hour +10
Perform ritual in 1 minute +20
Perform ritual as a Standard Action +30
For every 100 xp sacrificed -1
For every 100 gp sacrificed -1
For every 1d6 hitpoints sacrificed -1
For every point of ability score damage sacrificed -1
For every level of spell slot sacrificed -1
Action: Performing a ritual takes a number of days to complete that vary depending upon the complexity of the item to be enchanted (if the attempt fails utterly and all progress is wasted then roll randomly to determine upon which day it failed). Checks are made per day.
Try Again: Yes, if progress is not wasted
Passive: No
Take 20: No
Special: You can be assisted by other characters in this endeavour in one of two ways. Either the character aiding you uses the Aid Another Action to provide you with a boost to your checks, or you can split the checks into even smaller chunks (up to twice as many chunks) and allow the assisting character to perform his own Arcana (Perform Ritual) checks on a portion of the DC for that day (in essence two checks are made in that day, one by you and one by the assisting character). Failure by either the assisting or main enchanter blocks all progress that day or wastes the progress of the ritual and causes the process to start over from the beginning (as determined by the check results) so the greater the number of assistants the greater chance of slight or total failure. Any backlash incurred is distributed as determined by the main ritual caster.

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Gary Dallison
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Posted - 29 Jan 2015 :  11:45:53  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Getting into the nitty gritty of rituals now. Unfortunately again the tables dont come out well but should look fine and understandable in the documents. At the moment i have done the universal attributes of a ritual that provide the basic components for making a spell without any detail about what it does.

The idea is eventually that you should be able to use the Rituals framework to create any magical effect you desire as a custom made spell. The tradeoff is that this spell is difficult to cast and takes a long time to perform the ritual.

I'm going to go back through my list of spells and create rituals for every spell i couldnt fit in as a vancian spell. So now you dont have to be a level 20 cleric to cast resurrection, you just have to be really good with the religion skill.

Next up will be the Conjuration attributes.



Designing a Ritual
All rituals have a target DC that must be reached in order to successfully cast a spell. The Arcana, Religion, and Nature skills include some modifiers that are not strictly part of the ritual that may increase or decrease the DC.
When designing a ritual first you must decide what you want the ritual to perform and then what school of magic is most likely used in this ritual to achieve the desired aim. Each school then has a number of attributes that can be added to a ritual to achieve whatever the goal of the ritual is.

Universal Attributes
These attributes refer to the rules that bind the magic together and are not specific to any one school.
School: This universal attribute affects what school the ritual belongs to. All rituals may use attributes from the Universal Attributes list. All rituals must contain attributes from at least one school. Attributes from any additional school (after the first) increase the complexity of the spell and increase the DC accordingly. So a caster may create a ritual using attributes from the Conjuration and Universal Attributes list without further increase in DC (apart from the attribute modifiers themselves), however if he were to add attributes from the Evocation Attributes list then the DC of the ritual would increase by +5, and an additional +5 for each other school attribute list he uses attributes from.
Component: This refers to the casting components used to perform the ritual.
Effects: This refers to the Effect/Attack component of a ritual. A caster may have a single effect/attack component for free. Each additional effect/attack regardless of type (be it a secondary effect, and area effect, a continuous effect, etc) increases the complexity and therefore DC of the ritual.
Each effect must have its own Duration, Target, and Area attributes defined which increases the complexity and DC of the ritual even further.
Each additional effect may have a trigger situation that activates the effect in question. This trigger must be specific; such as when a member of a particular race or alignment or particular person comes within range, it may activate at a specific event (not the finishing of the ritual) at a particular environmental event like an earthquake or eclipse, etc. It is up to the GM if the trigger is specific enough to qualify for this attribute, in general if there is a significant chance of the ritual not activating for over a month then it is specific enough.
Duration: This universal attribute affects the Duration component of a ritual. It may contain a number of values. 1 round/Instantaneous signifies that the ritual persists for one round only or is instantaneous and its effects disappear when the duration is up, the choice of 1 round or instantaneous is up to the caster/GM (use your best judgement here as to what can and should be possible). A variable duration lasts for a number of rounds, minutes, hours, days etc as determined by the attribute chosen, the variation is equal to the Basal modifier of the caster and increases the DC of the ritual by the specified amount, additional intervals of time (1 round, 1 minute, etc) can be added to the duration by increasing the DC of the ritual by the same amount. So for instance a player chooses for his ritual to have a Duration of round variable and the DC of the ritual increases by +5, he can then choose to add an additional +1 round to the duration by increasing the DC of the ritual by a further +5.
Target/Area: This attribute refers to the Target and Area component of a ritual. The more targets or area effected the more complex the spell becomes. All squares or targets must be adjacent if an Area component is not chosen
Range: This attribute refers to the Range component of a ritual. The longer the range the more complex the spell becomes. Like duration the range may be variable according to the Basal modifier of the caster and additional increments of range may be added for the same DC increase. For instance a ritual with a range of close has a range of 5 squares + Basal modifier, the caster may increase the range by an additional 5 squares for an additional increase in DC.
School DC
Per additional school +5
Component
Per component required (Verbal, Somatic, Material) -5
Per 100gp value of Material component used -1
Effects
Per additional effect (Primary, Secondary, Tertiary, Continuous, Area, etc) +10
Per trigger -2
Duration
1 round/Instantaneous +0
Round variable +5
Minute variable +10
Hour variable +20
Day variable +30
Permanent X5
Target/Area
Self +0
Per target or 1 square +1
Area = Cone, Spread, Blast, Line, Ray, etc +5
Allies/Enemies only +5
Range
Touch +0
Close variable +5
Medium variable +10
Long variable +20
Same planet X2
Same plane X3
Anywhere X4

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Gary Dallison
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United Kingdom
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Posted - 29 Jan 2015 :  12:28:31  Show Profile Send Gary Dallison a Private Message  Reply with Quote
I have a brief outline of these three core aspects to the Conjuration school of magic.

Anyone have any ideas for anything else i can include in the conjuration school. Note that i class healing to be part of necromancy and not conjuration



Conjure
Note if a conjured creature has a duration of permanent it is considered a calling spell, otherwise it is a summoning spell.
Creature conjured +0
Per d6 HD of creature conjured +1
Increase HD dice used by one step (d6 – d8) +5
(Note this may need to be applied several times to summon an outsider for instance)

Creation
Item created +0
Per substance created +1
Item created is complex +10
Per 100 lb of created items/substances +1
(Complex is defined as anything containing more than 5 substances, any organic creature is complex, any mechanical machinery or alchemical concoction is also complex, a single substance could be something like fire, or water, or earth, or wood, or metal etc)

Teleportation
Any teleportation spell with a duration other than permanent will return the creature to its original position once the spell duration has expired.
Chance of error +0
No chance of error +5
Organic or Inorganic only +0
Inorganic and organic +5
Per 100 lb of weight teleported +1

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Gary Dallison
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United Kingdom
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Posted - 11 Feb 2015 :  20:11:15  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Done a few more updates.

Added plenty more class options. Expanding the use of Immediate Actions now to increase the numbers of attacks each class can make but only in certain situations. For instance the knight can take an option that gives him a melee attack as an immediate action against anyone attacking an ally adjacent to him.

Expanded the skills up to Stealth. Trying to work out how to work in the various senses into Perception and Stealth. I'm thinking a +2 Circumstance bonus to Perception per extra sense (i.e. more than one) being used (so normally you can get +2 for sight and sound, those with Scent get +4 for smell, those with tremorsense, blindsight, blindsense, can get much more).

Working on a new idea now called Themes. Basically a version of Prestige Class so that I can lump together similar themed class options (with a few new ones that don't necessarily fit any existing class but aren't universal to all of them). So one suggestion was a Witcher theme, or Monster Hunter if you haven't played the computer game, bringing together weapon skills, magic use, monster knowledge, potion use, trap use, and a few others. A summoner theme could allow for the addition of templates to summoned creatures and adding all the summoning spells to a spell list, etc.

Also reworked Flanking to be a condition and be much easier to obtain (easier as in you could do it to any enemy with a single ally in every combat). To balance it out I am thinking of giving sneak attack a limited number of uses and a special attack rather than a melee attack like all the other abilities for other classes

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Gary Dallison
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United Kingdom
6350 Posts

Posted - 25 Feb 2015 :  10:46:44  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Worked out a way of multiclassing for people that really really want to.


There are 2 ways. (one thing to note is the method of leveling up requires xp to be sacrificed so when you level the current total is reduced by the amount required to reach that level).

First is multiclassing. When creating a character designate a "primary class". This class must always be your highest level class and is used to determine when you receive universal options (feats) and ability score increases).

All other classes are "secondary classes" (although you can level up races and templates) and have their own level/xp progression that matches the primary class table.

When you level up a "secondary class" you do not gain any proficiency features or hit points. You can pick 1 class option from that class (as opposed to the normal 2 for the primary class).

That way you can have lots of classes with a greater variety in class options available to you, but you can pick less options in total.


Method Number 2 is themes.

Each theme is available for a limited number of classes. You can only ever pick 1 theme and the list of available themes is determined by your "primary class". When you level up in your "primary class" you may pick 2 class options from your theme instead of your class.

At the moment i have an idea for a number of themes; monster hunter, summoner, healer, blackguard.

So using a theme you get access to slightly more varied class options than your main class.

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Gary Dallison
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6350 Posts

Posted - 11 Mar 2015 :  14:42:48  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Just had a rather unusual idea which makes spellcasting more like a skill check.

What if the spell being cast wasnt wasted if the attack roll missed.

For most skills i have it that untrained users who fail suffer undesirable consequences, while trained users own suffer undesirable consequences if they fail the check by 5 or more (fail by 4 or less and you simply get to try again later).

So what if the attack missed by 4 or less for a spell caster. They manage to cease casting the spell at the last split second and thereby do not expend the energy of the spell so that it can be used again. Fail by 5 or more and its expended as normal.

Of course i would make this an advanced option for the pure spellcasting classes (wizard, sorcerer, druid, and cleric).

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xaeyruudh
Master of Realmslore

USA
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Posted - 11 Mar 2015 :  15:12:22  Show Profile  Visit xaeyruudh's Homepage Send xaeyruudh a Private Message  Reply with Quote
I might make the margin increase with level, rather than a flat 5. A higher level caster has more experience, and is logically more able to avoid negative consequences when something goes wrong. Maybe something like 1/4 of level. So "trained caster" would mean someone at least 4th level, to have a 1 point margin where missing doesn't mean failure. At level 20 it reaches 5 points, which is a pretty big margin.

On the other hand, the consequences of something going wrong should ramp up quickly from minor for 1st level spells to horrific for 9th level spells. You probably already thought of this, but I'll toss out an idea anyway. Cuz I ramble like that sometimes.

Rather than having to come up with many different tables, I think I'd make it one big table, starting with tiny little hiccups at the top and progressing to horrific consequences at the bottom, and the level of the spell being cast (metamagic feats included) shapes the possible outcome. It's up to you of course, since it's your idea, but if it was me I'd have the spell level control the range rather than be a modifier to the roll, so that the vast majority of the time the consequences of a failed cast would be minor, small, or moderate for low/middle/high level spells. High level spells, though, carry the risk of worse consequences that won't be seen with lower level fails.

Your magic missile misfires? Eh, roll 1-10. Oh, you blew an air walk spell... ouch, roll 1-40. But if you mess up an enlarged and widened (13th level) wail of the banshee... well, that's gonna suck. Roll 1-130, and pull out a blank character sheet.
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Gary Dallison
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Posted - 11 Mar 2015 :  15:18:35  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Ooh, i like those ideas.

I'm pretty sure there is a random magic mishap table somewhere on the internet (like the wand of wonder for 2e) and they usually have horrific consequences at later levels). Of course this table would only be if you rolled a critical failure (and i think i might make it for advanced play only).

I like the idea of those at higher level having less chance of a screw up.

Since its all about options rather than level i can make the option increase the failure range by 1 everytime it is taken so at level 10 (because its an advanced option) you can start taking this which means if you initially fail by 1 or less then you dont waste the spell and dont suffer something horrid. Take the same option again and its 2 or less, then 3 or less, etc.

I can use the same random magic mishap table for when people goon a ritual badly (which is an Arcana skill check).

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Gary Dallison
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6350 Posts

Posted - 11 Mar 2015 :  16:26:09  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Also looking at allowing casters to usurp the control of spells from other casters using the Redirect Spell action.

As a Move Action you can redirect any spell that allows it (according to the spell details) that you are the controller of.

If you attempt to redirect a spell that another caster is in control of then you need to succeed on a Spell Attack check against the controllers Spell Attack check. If you succeed then you become the controller and can move it as you wish.

Now this is useful for spells like Flaming Sphere, and could result in a battle of wills for control of the ball of fire as they send it back and forth across the battlefield.

I'm wondering if i should extend the option to work over summoned creatures. At the moment i'm thinking no because summoned creatures have a relationship with the caster and obey them for various reasons, plus they are free willed entities in their own right.

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Delwa
Master of Realmslore

USA
1268 Posts

Posted - 11 Mar 2015 :  17:13:44  Show Profile  Visit Delwa's Homepage Send Delwa a Private Message  Reply with Quote
quote:
Originally posted by dazzlerdal

Also looking at allowing casters to usurp the control of spells from other casters using the Redirect Spell action.

As a Move Action you can redirect any spell that allows it (according to the spell details) that you are the controller of.

If you attempt to redirect a spell that another caster is in control of then you need to succeed on a Spell Attack check against the controllers Spell Attack check. If you succeed then you become the controller and can move it as you wish.

Now this is useful for spells like Flaming Sphere, and could result in a battle of wills for control of the ball of fire as they send it back and forth across the battlefield.

I'm wondering if i should extend the option to work over summoned creatures. At the moment i'm thinking no because summoned creatures have a relationship with the caster and obey them for various reasons, plus they are free willed entities in their own right.


I like this idea. Maybe you could extend it to work over summoned creatures if you added in a third level to this equation.
You already have two casters fighting for control over a flaming sphere, which has no will of its own. If you extend this to , say, a summoned imp, the imp should have a say in whether it surrenders to you as well. You need to overcome the summoner, and convince the imp it's worth its while.
If you overcome the summoner, the imp is now free. In order to stay instead of be dismissed to it's place of origin, it has to choose to submit/be bound to the new controller.
If, for example, the party the imp is facing is likely going to crush the imp, it's probably not going to have much motive to stay. Poof, it goes home.
If, however, the imp sees a benefit, it submits and turns.

- Delwa Aunglor
I am off to slay yon refrigerator and spoil it's horde. Go for the cheese, Boo!

"The Realms change; seldom at the speed desired of those who strive, but far too quickly for those who resist." - The Simbul, taken from the Forgotten Realms Campaign Conspectus
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Gary Dallison
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6350 Posts

Posted - 11 Mar 2015 :  20:20:45  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Thats not a bad idea as well. I already have an attack roll to determine if a summoning spell is successful (it is against the summoned creature's willpower but is only used if the creature and summoner don't get on or the creature is summoned against its will or the summoner keeps sending it into impossible situations).

So maybe I can work the Spell Attack roll contest to also be against the summoned creature's willpower. Beat both and you get control, beat only the spell attack and it runs amok.


What is a quandary is once you have control of the spell, should you be able to dismiss it. I'm leaning towards the controller being the one to dismiss it. That way if you usurp control of a spell you are less likely to dismiss the spell because you can use it, whereas if the caster can dismiss it then as soon as someone usurps control they will cancel the spell.

And should this contest of wills for control of a spell apply to spells like alarm that have a long lasting effect (I'm thinking no because it makes dispel magic less useful).

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Gary Dallison
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6350 Posts

Posted - 12 Mar 2015 :  12:43:42  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Doing spell lists at the moment.

Should Charm be a cleric spell. Charismatic proselytisers certainly have call for it. At the moment it is a wizard and a druid spell, but i can't think of a reason for it not to be cleric as well.

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xaeyruudh
Master of Realmslore

USA
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Posted - 12 Mar 2015 :  14:55:29  Show Profile  Visit xaeyruudh's Homepage Send xaeyruudh a Private Message  Reply with Quote
I like charm person as an arcane spell and command as a divine spell.

Charming can be several things, but at it's core it's simple deception. You're taking on certain mannerisms or tones of voice, you're changing your appearance or the target's perception of you, in order to win them over. Charming someone forms a relationship, which gives the target something they didn't have before... even if it's all in their own mind. The aim of a charm is to make someone like you; once that happens they're naturally inclined to submit to your will.

Effective evangelists are charismatic, but they don't win your favor through sweet-talking or negotiation... they brainwash you, browbeat you into submission, and compel your obedience. It's not charming at all; it's domination. Intimidation is perfectly valid here, where it isn't in charms. The only goal that matters here is obedience; it doesn't matter at all how the target feels about it.
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Gary Dallison
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6350 Posts

Posted - 12 Mar 2015 :  15:03:26  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Well in order to work the spells into the new mechanics the spells are slightly different.

Charm now allows the cast to make an immediate Diplomacy check (with a bonus depending on the level the spell is memorised at) to influence the character and make him like them. That way a wizard is only doing what any other character can do (which i much prefer as it means a wizard isnt essential but makes life easier if they are around).

Command allows the caster to force the target to perform a very simple action (and can continue to do so for a number of rounds).



I guess they still fit into the stereotypical uses you mentioned and the reasoning is sound enough. Command is a cleric only spell. Charm is a druid (dryads and other fey use it and they are nature creatures) and wizard spell.

Thanks for the help.

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Gary Dallison
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6350 Posts

Posted - 12 Mar 2015 :  15:21:39  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Okay here is what i have for wresting control of an existing spell from the original caster using the counterspell action.

So in order to counterspell you need to identify the spell school and use a spell of the same school to counter the magical energy. If successful you can cancel out the spell while it is being cast, or wrest control of the spell if it is currently in effect.

It makes counterspell a much more usable option in combat, and could lead to scenarios like the wizard battle seen in Conan the Destroyer. It also means that magic users can end pretty much any magic in effect providing they get a high enough roll (dispel magic gives a bonus to that roll so is still useful).

Counterspell: A Counterspell is a special form of Spell Attack that allows a character to cancel out a spell being cast by an opponent as it is being cast, or attempt to steal control of the spell from the current controller.
In order to perform a Counterspell first you must be able to act while the spell is being cast or is in effect. Typically this requires the Ready action to gain an Immediate Action so that you may act while the enemy is casting a spell (some options allow characters to perform the Counterspell Action as an Immediate Action without the use of a Ready Action), but if a spell is already in effect (because it has a duration greater than Instant) then you may still use the Counterspell action against it.
The person performing the Counterspell must select a spell he has prepared of the same school and of equal level or higher than the spell being cast by the opponent (Arcana, Religion, and Nature skills allow this information to be identified as a Free Action and may be performed as part of the Counterspell Action.).
The person performing the Counterspell must then perform a Spell Attack check (action) against the opponent spellcaster’s Spell Attack check (reaction). If the Counterspell check is equal to or higher than the opponent then the Counterspell is successful.
If a Counterspell is successful the enemy spell is expended without effect and the spell chosen as part of the Counterspell is likewise expended (although its effect is to cancel out the enemy’s spell).
If the Counterspell fails then the spell chosen as part of the Counterspell is expended without effect and the enemy’s spell functions as normal.
A Counterspell action can only be performed if the counterspeller is within Close Range (5 squares + 1 square/Saturated modifier) of the enemy spellcaster or is the current target of the opponent’s spell (Target = Area does not count).
A Counterspell action takes place during the spellcasting of the opponent’s spell. It intercepts the opponent’s spell as it is en-route to the target or just before it takes effect, cancelling it out in a harmless puff of smoke.
Alternatively if the counterspeller wishes, and the spell to be countered has a Duration greater than Instant (and is still in effect) then the counterspeller may wrest control of the spell from the person currently in control of the target. If the Counterspell check is successful then they are now in control of the spell and may Redirect it or Dismiss it. If the Counterspell check fails then they current controller remains in control of the spell.
Opportunity Actions: Performing a Counterspell Action provokes Opportunity Actions from all opponents who have you within their threatened area.

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