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The Spork Wizard
Captain

PostPosted: Fri Oct 23, 2009 1:07 pm


Gonna use this thread as a general archive of custom items, houserules and anything else that you might use in an RPG campaign set in Sareth. Please note that this is designed for d20 systems, specially Pathfinder/D&D.
PostPosted: Fri Oct 23, 2009 1:09 pm


Here are the houserules for magic during and after the sixth age. Please note that there are no longer daily spell limits - but anyone that prepares spells can still only prepare the normal amount.


Nodes: Mana has grown more remote on Sareth, and so the acquisition of such a precious energy is much harder than simple arm waving and chanting. The first step to gaining the magical power necessary for spellcasting is by establishing what is referred to as a "node", an invisible, intangible object that is capable of drawing mana from outside the planes. However, these nodes can only be placed in areas that are receptive to mana, such as volcanoes, or great libraries, or bountiful forests. To establish a node, a mage enters a kind of trance, and taking any action other than creating the node will abort the attempt, where it must be retaken from the beginning. To create a node, make a check with your primary spellcasting attribute (Intelligence for wizards, Wisdom for clerics, Charisma for sorcerers) with a bonus equal to the highest level spell you are capable of casting. The DC of this check is determined by the DM, anywhere from 15 (for locations that are extremely receptive to mana) to 30 (for locations that are just barely receptive enough to establish a node within). A failed attempt means that no node was established, and the spellcaster is fatigued for the next hour. You may take 10 on this check, but you may not take 20.

Mana Bonds: Just establishing a node isn't enough, though. Once a mage has created a node, they must forge a mana bond whenever they wish to access that mana. Establishing a mana bond is a move action that provokes attacks of opportunity. Just like casting a spell, establishing a mana bond can be interrupted by an attack and a failed Spellcraft check. Each open mana bond allows a spellcaster to cast a spell one level higher than they previously could. For example, having one mana bond open means that the spellcaster could only use 1st level spells. By forging a second mana bond, they can now use 1st or 2nd level spells. Cantrips/Orisons do not require mana bonds to use.

Unfortunately, mana bonds aren't very safe. For every five levels a character has in a spellcasting class, s/he can keep one mana bond open permanently and without harm. For every mana bond beyond this, a spellcaster must make a DC 20 Will save every hour. On a failed attempt, the spellcaster suffers an ill effect, as shown on the table below:

Number of Mana Bonds Open...........................Effect
1.................................................Spellcaster becomes exhausted
2...............................................Spellcaster takes 1d2 Con damage.
3......................................1d6 damage to primary spellcasting attribute
4.............................Spellcaster becomes deranged, paranoid for 1d4 days
5......................................3d6 damage to primary spellcasting attribute
6.....................................................Spellcaster dies instantly
7...........................Spellcaster dies, then returns as an extremely violent Ghast*.
8....................................Spellcaster's alignment becomes Chaotic Evil*.
9....................................Spellcaster's alignment becomes Neutral Evil*.

*In these cases, the spellcaster wishes only to see destruction. In the case of a now chaotic evil character or a ghast, it is unable to hide it's change and simply lashes out at the first thing that it sees. In the case of a now neutral evil character, it is able to hide it's alignment and try to subtly kill off anyone close to him or her, before moving on to more destruction.

By using a move action, a spellcaster may break the connection between them and any number of their mana bonds. These mana bonds may be later re-established as normal.

Spells: Whenever a spell is cast, the DM rolls 1d% to see if the spell functions properly once cast. There is a 5% chance that the spell changes to another spell or backfires, at the DM's discretion. There is a 5% chance that the spell becomes weakened, and all of its effects are reduced by half. Finally, there is a 10% chance that the spell is strengthened, as if it had been effected by the Empower Spell feat.

Wizards: Wizards are masters of their craft and are well versed in the science behind magic, and so they can minimize the risks of spellcasting. Wizards gain a bonus on Will saves to prevent the negative effects that have to do with mana bonds equal to 1/2 their level (minimum 1).

Clerics: Clerics are the most powerful of all who choose to worship a deity, and so their deity gives them increased abilities with mana. The DC to resist a cleric's Channel Aura ability is increased by 2 for every mana bond they have open at the time.

Sorcerers: Sorcerers have magic in their blood, and thus are less liable to be corrupted by mana bonds. A sorcerer may keep one additional mana bond open permanently without risk.

Items: Certain enchantments are capable of assisting mages with mana bonds and nodes. These enchantments are listed below:

Stable Mind: A weapon can become a weapon of stable mind, traditionally a staff or knife called an athame. While carrying a weapon with this enchantment on their person, a mage is less apt to succumb to the risks of having multiple mana bonds open, and gives it's wielder a bonus on Will saves to resist the negative effects of mana bonds equal ranging from +1 to +5. To find the price of the enchantment, use (bonus)² * 1,000.

Controlled: Any wearable object may be a controlled item, which reduces the chance of a spell cast by it's wearer going awry. The enchantment can reduce the chances of the spell changing or backfiring by 1%-4%, depending on the enchantment. To find the price of the enchantment, use (percent)² * 1,000.

The Spork Wizard
Captain


The Spork Wizard
Captain

PostPosted: Fri Oct 23, 2009 1:33 pm


Weapon of Legacy:

Blade of Ayrn
The Blade of Ayrn is a longsword forged of blued steel with a black leather grip and a pommel of the same material as the blade. All in all the blade seems extremely fine and noble, but when inspected closely, the blade is covered in hairline rivulets of dark red that it look darker than it truly is.
Nonlegacy Game Statistics: Medium +1 Longsword; Damage 1d8+1; Critical 19-20/x2; Cost 2,180 gp; Weight 4 lbs.
Omen: While the Blade of Ayrn is held, it's grip gets much colder than it should be naturally. In the hands of an evil character this cold is simply uncomfortable, but the cold only spreads up to the elbow. In the hands of a good character, this cold deals 1d3 cold damage every hour it is held.

History
The Blade of Ayrn was originally owned by Sir Ayrn, a knight of Belan in the second age. Ayrn fell in love with Kadrissa, an elven woman from the southern forests, and the two traveled to Belan to be wed. Shortly after arriving, Kadrissa's father appeared and challenged Ayrn to a duel, but was slain in the resulting combat. Kadrissa later died when she bore Landes, the future uniter of the Kingdom of Belan. As Landes grew up, Ayrn became darker in mood and temperament, and after the half-elf left to be knighted, Ayrn committed suicide from feelings brought on by isolation. Landes later found his father and burned down their old house, but the blade was dug up by scavengers in a later age and has been passed down from wielder to wielder since then - and always it has been passed down by bloodshed.

Legacy Requirements
Three rituals are required to unlock all the abilities of the Blade of Ayrn.
Duel to the Death: You must be challenged to a mortal duel by a humanoid with class levels, and they cannot be more than one level below you. Cost: Feats Granted: Least Legacy (Blade of Ayrn).
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