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Middle-earth

There was a time when the world was slowly plunging into darkness and chaos. A time with witchcraft and sorcery. A time where nearly none stood against evil.
 
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 House rule for casting spells, using magic wands, scrolls, potions, wondrous item, buying and sellings, and item creation

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House rule for casting spells, using magic wands, scrolls, potions, wondrous item, buying and sellings, and item creation Empty
PosteTema: House rule for casting spells, using magic wands, scrolls, potions, wondrous item, buying and sellings, and item creation   House rule for casting spells, using magic wands, scrolls, potions, wondrous item, buying and sellings, and item creation Icon_minitimeTor Feb 15, 2018 12:09 am

Magic wands, scrolls and items:

In your hand the wand responds to your will and intention. Pulsating magical energies. Glowing. Seeping magical essence from your hand like an ethereal-like watery smoke, hitting the floor and dancing along it.


Spellcasters perform different rituals and incantations to gather mana from the surrounding area and sealing it within the given item. This is a delicate and dangerous procedure. Inside the wand the chaotic energies of mana surge and pulse. To be able to wield a wand or any meta magic rod the caster needs to know how to control it, lest its powers be unleashed on the wielder and/or the surrounding area. This demands control through the use of spellcraft when first activating the wand willingly.

Non-casters can´t use wands without blowing themselves and nearby people up, as they are guaranteed a "mishap". Spell resistance can shield against the mishap. Casters on the other hand can use detect magic to identify a wand´s properties and then control it with a "Focused" spellcraft check when activating it, visually and audibly, "waking it up". A focused spellcraft check represents the wielder´s ability to calm his mind, and attain the focus needed to wield the wand´s power.

1. The roll in itself is usually a spellcraft check DC 20 for casters. After stabilizing the powers inside the item and learning the command word, they can begin to use charges within the wand as normal with a +2 familiarity bonus to spellcraft for casters, except for non-casters and UMD checks (use magic device).

2. Non-caster must make a trained Spellcraft DC followed by a use magic device DC 20 to turn the wand "on", and continue rolling UMD to use spell charges.

3, Special: Wizards may take 10 on any spellcraft check involving wands when they have at least 5 ranks in spellcraft and is spends the required time to master his own skills in spellcraft. Is taught by senior wizards or Archmages in the Universities of primal forces. Sorcerers spend more personal time communing with the wand, and requires more training to unlock the wands´s power more easily. 7 ranks in spellcraft required.



Dangers:
With lack of control the wand produce harmful effects. The energies kept within are set loose and scorch its wielder or create some other random effect, depending on the magical powers within the wand. If no spellcraft is made, or, if for instance a commoner touches the item and toys around with it, the result can be catastrophic! Due to wands´ supernatural features it is difficult to trick a commoner to touch the wand without noticing the emanating power from the item or considering the infamy of wands. Theories also state that the wand itself is in a way conciouss, and only responds to will and intention opposite to fear and unwilling contact.


Wands´ power: Non-destruction school wands are created with a +3 to its minimum caster level = CL 4, as the stable flow of compressed mana is sealed shut within a item over time during its creation. It takes more power to imbue magic within items, resulting in more effect to it. Wands with damage dealing spells/evocation spell descriptor has a +1 to CL and is somewhat different in nature. It is an even more delicate prosess and takes longer to create. To contain the chaotic energies of Evocation the creation prosess seems to absort som of the power channeled into it, thus rendering the wand with an effective CL of +2.

Normal wands contain 20 charges +1d4+spell level (minimum +1) determined upon creation. Durations or reach can be extended as per the extend or reach metamagic feat 1/day, and can usually be bought for the original price (read in the chapter about creating magic items in this post). Fewer, but stronger charges. Evocation wands yield the empower metamagic feat 1/day.

Factors during item creation: The areas, mana zones, the caster, the spell, the time of year, time of day, and outer factors of any kind. Being in the presence of a demon or a particular power source might affect the spell or ritual. Knowing how to progress and how the item works greatly increase the wielders chance of activating the item properly.

Alignment: Some magic items have positive or negative effects based on the user or creator´s alignment or level of corruption.

The people and the city watch's reactions to magic items and spells: Common-folk usually fear magic, and specially unidentified magic, be it items or conjuring in the street. Thus casting magic in many cities are deemed illegal and will, if caught, most likely have the culprit trialed for witchcraft; cutting of his/her hands, torturing them, burning and/or hanging them. A good show for the public to bring some light into their dark days of despair.



Skill: Intimidate and magic

Special: Using intimidate while making threats with a wand or a spell grants the wielder a demoralizing bonus depending on the targets´ HD.

5 or less HD: +4 bonus to intimidate check while a caster wields a spell (+2 when holding a spell with a wand)
Above 5 HD: +2 bonus to intimidate check (only +1 when holding a spell with a wand)
Per spell level above 1st: +1 bonus to intimidate check.


For Spellcasters:

Spell tricks:

[b]Wielding a spell in your hand:

To conjure forth a spell to intimidate or show off; roll a concetration check as a full-round action DC 10+ double the spell level (DC 15 + double spell level with wands). On a failure you may stop, which spends a charge. but you continue the next round with channeling the same gaining a cumulative +3 bonus to the next concentration roll. On a success you may as a standard action hold the spell in one hand and wield it with its visual and audible effects in a manner apropriate to the spell in hand, similar to prestidigitation. You may only move 10 ft. as a move action unless you make a DC 20 concentration check. Failure stalls the movement as you need your focus to hold the spell safely.

The higher spell level the more magnificent effects the caster can display. The caster may create visual, audible and physical effects such as dancing flames that give of heat radiation, or forking crackles of lightning  startling nearby spectators with its blinking lights.

Special: Casters may emulate Fearsome Spell (Metamagic) as a visual and audible stimuli once per main casting stat per day. (16 Int or Cha = 3/day).

Emualted Fearsome spell trick:
When a creature observes an emulated fearsome spell trick, and fails its will save against the spell, it becomes shaken for a number of rounds equal to the spell’s original level +2. If the spell doesn’t allow a save, creatures observing must still attempt a Will save (against the same DC the spell would have if it did allow a save) to negate the shaken effect. If the spell effect already causes creatures to become shaken, on a failed save, they become frightened for 1 round. A fearsome spell can’t normally cause a creature to become frightened, even if that creature is already shaken. People accustomed to magic receive a bonus to becoming shaken and/or frightened.

You can emulate the spell as long as you concentrate. Maximum 1 minute.

When using a wand you need to use both hands to display power. One to hold the wand and the other to hold the spell. A small vortex of an appropriate energy can spiral out from the tip of the wand and into your hand. Use concetration rules if anything happens while holding a spell, like when receiving damage. Failing means loosing control of the spell. Effect in coherence to the GM´s random spell effect table for Spell tricks.

Spending the spell while holding it:
As a standard action you can collapse the spell´s display of power back into the base of your hand and use the spell just as if you had cast it, but requires the relevant spell slot to use as normal.

Intimidation:
Crowds: Urban streets are often full of people going about their daily lives. If crowds see something obviously dangerous, they’ll usually move away at 30 feet per round at initiative count 0.

Directing Crowds: It takes a DC 15 Diplomacy check or DC 20 Intimidate check to convince a crowd to move in a particular direction, and the crowd must be able to hear or see the character making the attempt. It takes a full-round action to make the Diplomacy check, but only a swift action to make the Intimidate check.

If you are wielding a wand or an evocation spell when trying to intimidate a crowd and beat the DC, they are also frightened for 1 round and shaken thereafter.* A Will save (DC = 12 + your ranks Intimidate) negates the frightened condition, but the target is still shaken, even if it has the stalwart ability.




House rule for casting spells, using magic wands, scrolls, potions, wondrous item, buying and sellings, and item creation Explod10



The steps to use a wand without killing yourself:

1. Detect magic to find out what spell any given wand holds (15 + item’s caster level). Touching an unidentified item is not recommended at all!
2. If detection is successful you can now begin to pick up the wand in attempt to contain and control the powers within. The wielder must make a "focused" spellcraft roll when activating the wand: spellcraft check DC 20 (Wizards can take 10 if they have 5 ranks in spellcraft, 7 for Sorcerors). On a success the wand can be held with safety until put aside. The wielder receives a +2 familiarity bonus to all spellcraft checks the next time he/she uses the same wand, except UMD.
3. After gaining control over the wand the wielder can use whichever spell the wand holds unless you are a non-caster using. Requiring "use magic device".
4.  If detection is unsuccessful or just skipped all together, the result is as if a non-caster touched the wand.

More powerful items triggers the need to roll a spellcraft check and/or a will save by merely resting their gaze upon the item (aka The one ring), or by touching it. Rumors of rogue sorcery or witchraft in the area spread fast among commoners, and adults use stories to scare and keep children in check.
6. If anybody wants to bring the wand with them without using it, it is wise to use instruments while moving it. Wrap it up in thick leather or insert it into a scroll case to protect it from accidental touching.



When failing to use a wand and possibly killing yourself:

Failure on controlling the wand:
The effects will wary depending on whether the wielder is a caster, and/or trained in spellcraft/use magic device. The effects on a failure will be less painful with a spellcraft check involved. The wielder is damaged by the wand (no save). If powerful enough a blast, which it usually is, it will also affect bystanders. Consult the section below named "Damage and blast radius of magical mishaps" to see how much damage is dealt, radius and what kind.

Casters activating the wand and using Spellcraft [Failure]:
1. On a failure by 5 or less (15-19) on the DC 20 with spellcraft nothing happens. You may hold on or put the item away safely to take a 1 minute break per spell level of the wand to let it cool off. This effect is visual, audible and may even radiate heat or any other energy type depending on the magic infused with the wand. If not waiting for the wand to cool of, and attempting and failing a second time, it will trigger a mishap as explained in step 2.

2. On a failure by 6 or more the powers within are unleashed due to the lack of control and the wands inability to contain the increasing energies and magical heatup, affecting you with a mishap. GM rolls on the [table: Magical mishaps] to determine the effect and how many charges pour out of the wand and into the wielders hand (no save). Also it has a chance to affect the area around them determined by the roll´s result.
3. On a failure by 10 or more the spells´ power can unleash a powerful tempest or an elemental storm depending on the spell level and number of charges spent in the mishap. Affects bystanders may save vs. half damage. DC depends on the power and size of the mishap.

Non-casters activating the wand by using spellcraft and use magic device[Failure]:
1. Activating the wand and failing the DC 20 of spellcraft or use magic device triggers a mishap. The GM Rolls on the [Magical mishaps] table. Example: A wand of Cure light wounds overflows the target with positive energy above the limit of what a mortal body can sustain, thus damaging it. Only outsiders attuned to positive energy remain unharmed by this.
2. On a failure by 5 or more (15-19) the wand lets out the spells´ power. It can unleash a powerful tempest or an elemental storm depending on the spell level and number of charges forcibly spent in the mishap. Also affects bystanders but allows them to save vs. half damage etc.
3. On a failure by 10 or more the GM rolls two more times on the mishap table and adds a +2 to the DC for the effect and roll for a random metamagic effect to top the catastrophic outcome.

Special: Rogues count as a caster when activating wands and items due to their personal training and understanding of use magic device. Other classes able to pick rogue talents may take the talent [Rogue familiarity], and gain this ability.

Non-casters activating the wand without spellcraft or use magic device[Failure]:
1. This triggers a mishap that affect the wielder (no save), and any bystanders/objects within the radius (save DC +4 to the effect). The GM rolls twice on the mishap table, and draws a critical card to determine an extra effect afflicting the wielder and adds metamagic effects per the table. Bystanders that saves negate the critical card effect and takes only half damage. Weapon type: random (Example: bludgeoning means the shockwave from the blast damages the internal organs or fracture bones from the magical force unleashed).


Psionic items or effects:
Mindburn: When something goes awry, using a power stone or any similar item improperly manifests the stored powers within. The resultant psionic surge persists for 1d4+1 rounds, unless the power stone is flung farther than 50 feet away from anything containing a brain or mind above 6 int which stood in the near vicinity. This surge deals 1d6 points of damage per power stored per round and arcs across multiple targets, similar to an energy current, except the damage type isn’t specified. This effect ignores all types of damage reduction. Even otherworldly cosmic damage reduction. The one holding it is the primary target, and one nearby ally is the secondary target (table determines if it is chosen randombly each round or by the closest target). The item can be damaged and broken by this effect as it also takes the damage.


Damage and blast radius of all types magical mishaps:

1. Damage: The base damage is similar to cure/inflict spells. The damage can be defined by what spell level was contained in the wand/item. Also add +1d8 force damage per charge let loose defined by the mishap table. Add 1 charge to the wand´s mishap outburst effect per 10% rolled on a d100. The numbers 1-10 define other factors. Shape, size, metamagic effects etc.

Example: The wielder and anyone standing inside the blast of a 1st level wand (CL4) always receive a harmful spell effect unless it is a pure magical being, such as a genie = [1d8+4] + [2d8 force (2 charges)]. Bystanders may make a reflex save versus half. If the initial spell was bless it deals [1d8+4 damage] + [1d8 force per charge let loose] AND affects targets with bane instead.

2. Radius: The radius of the blast is defined by the amount of total dice dealt (10 ft. + 5 ft. per charge = minimum 15 ft. radius). The blast energy´s damage is made out of 100% magical energy, most likely of the same energy type as per the spell (fire, electricity, cold, acid or force), and somethimes a mix of Arcane and elemental energy. If no element represented the energy type is pure arcana magical power, burning its victim like nuclear radiation, heat or arcane forked lighting. The Force blast cannot be reduced by resistances. Also deals full damage to incorporeal creatures or target affected by spells of similar nature (blur,. blink, mirror image, etc.).


Universal effects for magical mishaps:

On a mishap a harmless or beneficial spell becomes harmful. Damage spells will thus strike the wielder and hurt more.


Roll d100% to determine the mishap effect on a failed spellcraft check:
1. [01-45%] No extra effect to the explosion.
2. [46-75%]If there is an intended target, the spell strikes both (no save), and strikes a random ally for half damage. If the wielder targeteted oneself with a buff, the spell strikes the wielder and one random target, as a harmful spell apropriate to the original spell. Example: Barksin can grow into thorns and hinder your concentration or maneuverability, risking taking damage each round.
3. [76-85%]Along with the damage roll on the Table: Wild Magic Surge.
4. [86-95%]The scroll, wand or item user suffers some minor but bizarre effects related to the spell in some way. Most such effects should last only as long as the original spell’s duration, or 1d10 rounds per total dice for instantaneous spells. Chain lightning can manifest and becomes a tempest of stormy clouds that dwell in the area for the duration and send out crackling thunderbolts to any targets within its reach. Or have the caster grow writhing tentacles suffering sanity damage to the target(s) for the duration of the effect.
5. [96-100%] A critical failure on a cataclysmic level. The wand explodes, dealing maximum carnage and lets loose all remaining charges within the item. The damage effect can be anything from a big firestorm to a massive chain of energy striking anything within the area for hundres of feet. The wand and any other objects in the blast radius receive the same amount of damage, ignoring its hardness.


Activating blindly without being a caster, using spellcraft and UMD:
It is impossibru to activate a magical item blindly without suffering a mishap as a non-caster. Chaotic magical energy is released and the item doesn’t do what you wanted it to do, or what you thought it would do.
Some magic items are activated by special words, thoughts, or actions. But; even with use magic device no one can activate such an item as if you were using the activation word, thought, or action, without actually knowing it.
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Creating magic items


Creating a wand: A normal wand holds 20+1d4 charges +1 per spell level. (1st level Cure moderate wounds wand CL4 = 20+1d4+1 charges. Heals 1d8+4 damage) Durations or reach can be extended as per the extend or reach metamagic feat 1/day. Fewer, but stronger charges. Evocation wands yield the empower metamagic feat 1/day.

1st level spell wands: usually crafted at CL4 (CL+3). Evocation ends up at CL2 instead (CL+1). Magic wands and its crafting materials are rare, mysterious, powerful, expensive to obtain, dangerous and its power even more difficult to contain within a masterwork item. The price for the wands remain unchanged because of the amount of charges are lower, yet stronger. On a great enough failure, or loosing control, the result will likely kill the creator and possibly anyone close enough to the resulting magical explosion. Thus requiring a master craftsman and conjurer with adequate surroundings to create such items of power. Usually many crafters practice their skills enchanting weapons and armor. A process which is more stable then concentrating magical energy and spells inside a manifactured object.

Cohort or PC with create magic item feats:
Can only create items at 80% of base cost instead of only 50% for one given crafting feat. If picking a different crafting feat the crafting cost for those items also are created at a 80% base cost down from 100%. This is due to the high expenses for rare crafting materials in middle-earth. If the crafter fails the check to craft (like spellcraft) he can salvage 50% of the material components spent, and a +25% bonus if the character has a second crafting feat. If the group of players discover exotic crafting materials on their journeys, each item can reduce the buyout price of any crafted item. Allies or business partners can create items for the party which they cannot buy in the open market, but they still need full price for it due to the risk and high expenses to the laboratory required and crafting process.



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Alchemical potions


House rule for casting spells, using magic wands, scrolls, potions, wondrous item, buying and sellings, and item creation Alchem11



Potion miscibility:

The magical mixtures and compounds that make up potions are not always compatible. The compatibility of potions is tested whenever two potions are actually intermingled or when a creature consumes a potion while another such liquid, already consumed, is still in effect. If a character drinks another potion within one turn of drinking one with an active duration, the miscibility rules might kick in. The exact effects of combining potions cannot be accurately calculated, because of differences in formulae, fabrication methods and component quality employed by various magic-users. Drink with responsibility!

The miscibility of potions is tested whenever:

   1) two potions are actually intermingled, or

   2) a potion is consumed by a creature while another such liquid already consumed is still in effect and being digested.

While it is possible to prepare a matrix which lists each potion type and cross references each to show a certain result when one is intermingled with the other, such a graph has three drawbacks in the eyes of professionals. First, it does not take into account the differences in formulae/ingredients an alchemist and/or magic-user (wizard) utilize. Secondly, it will require a continual  update as new potion types are created or discovered. Thirdly, the spesific method of creating the potion, choise of temperature, heating, cooling, tools used, instruments etc. may also vary from alchemist to alchemist, wizard to wizard. Making the result higly sporadic. The GM will roll on the potion miscibility table, and take into account how different the creation of the potions where that are ingested.


House rule for casting spells, using magic wands, scrolls, potions, wondrous item, buying and sellings, and item creation Alchem12 House rule for casting spells, using magic wands, scrolls, potions, wondrous item, buying and sellings, and item creation Alchem13


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Haggling:
Haggling with the use of Appraise or diplomacy is possible. In some cultures haggling is concidered polite and obligatory.

- DC 25 for a 2d10% discount. For heroes, famous or renowned individuals the DC is reduced. Other factors may also factor in further reducing or increasing the DC and the % dice.


- Some items may be of lower quality, such as the weapons of savages. Trying to sell a battleaxe crafted by savages will most likely not yield full price at a vendor, as the quality is not of "modern standards". The blade might be made out of flint, poorly casted iron or some other metal, resulting in the vendor offering to buy the items for the base price for the metals or materials involved. The vendor will most likely sell the goods to a blacksmith, using the materials to melt and craft metal nails, tools or horse shoes.
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