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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 spellscasting and special abilities

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House rule for spellscasting and special abilities Empty
PosteTema: House rule for spellscasting and special abilities   House rule for spellscasting and special abilities Icon_minitimeOns Feb 14, 2018 10:43 pm

Healing magic:

The celestials seem to be more distant than ever, and their clerics and priests experience this at first hand. Divine magic is not a strong as it used to be, but is still a force to be reckoned with. Many of the healing spells are not as potent as traditionally known. The faith in the ancient gods are still strong in the communities, but faltering in others.

House rule for casting the same spell on the same target more than once: (source: adaption from GURPS)
You can cast a given healing spell once per target with no penalty before the body becomes unaffected to the same effect and amount of positive energy. The amount of energy can instead harm the saturated vessel. If you wish to cast cure light wounds a second time on the same target, the caster must succeed on a Caster level check: DC:15+ spell level to be able to conjure the healing effect once more. For each use beyond the 2nd casting, the DC increases by +5 for each new attempt. Concerns personal spell slots and items.

A failed Caster level check will cause the spell to fizzle. By a failure of 5 or more the target is subject to a inflict wounds spell of the same power level as was originally intended. A failure by 10 or more causes the caster to loose control, draw one critical card per spell level (33% chance to be either bludgeoning, cutting or piercing) in addition to the inflict wounds damage effect. The powerful surge also does a manaburn to the target, dealing 1d4 ability damage +1 per spell level to a random ability score, scarring their flesh.

Special: Clerics never burn targets with ability damage on a failed Caster level check.

Channel energy/Lay on hands: Caster level check starts at DC 10 with a +5 per use starting at the 3rd use. Failure grants minimum healing.

Sources of healing:: Divine [healing descriptor], Cure light wounds, moderate, critical etc., Alchemically brewed potions [material components combined with magic], salves and bandages [Healing kit], resting, counts as separate when determening the amount of healing you can give to the one and same target each day.



House rule for spellscasting and special abilities Deathl10






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PFS skrev:
Comprehend Languages

School divination; Level alchemist 1, bard 1, cleric/oracle 1, inquisitor 1, shaman 1, sorcerer/wizard 1, witch 1; Domain knowledge 1; Subdomain language 1

CASTING

Casting Time 1 standard action
Components V, S, M/DF (pinch of soot and salt)

EFFECT

Range personal
Target you
Duration 10 min./level


DESCRIPTION

You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.

Comprehend languages can be made permanent with a permanency spell.




Comprehend languages spell, items or effects that are related to this spell, are unattainable by casual means in the Middle-Earth campaign setting. Only divine and otherwordly beings are able to commune as if under the effect of the "tongues" effect.




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PFS skrev:
Resurrection

School conjuration (healing); Level cleric/oracle 7, shaman 8, witch 8; Subdomain divine 7, resurrection 7

CASTING
Components V, S, M (diamond worth 10,000 gp), DF


DESCRIPTION
This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature.

The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature's body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead no longer than 10 years per caster level.

Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. The subject of the spell gains one permanent negative level when it is raised, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be resurrected).

You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can't be resurrected.




Resurrection/raise dead: All spells associated with bringing a character back from the dead are cloaked in mystery. In effect there has not been official or public attempts at resurrecting anybody for centuries, and those that have been attempted has not been successful. It requires more knowledge, magical power, casters and effort. Also the secret to ressurection is rumored to be lost, forgotten or destroyed according to many a priestly order. The result from reviving a deceased entity is also renovned to have unpredictable effects. After all you are pulling the spirit of the deceased back from the darkness of the unknown void. Who knows what you will bring back from the dark.





House rule for spellscasting and special abilities Fieldb10






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PFS skrev:
Holy water/Bless water

School transmutation [good]; Level cleric/oracle 1, inquisitor 1, paladin 1; Subdomain divine 2

CASTING

Casting Time 1 minute
Components V, S, M (5 pounds of powdered silver worth 25 gp)

EFFECT

Range touch
Target flask of water touched
Duration instantaneous
Saving Throw Will negates (object); Spell Resistance yes (object)

DESCRIPTION

This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water.

Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon.

Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.

A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.





The damage to creatures harmed by positive energy from holy water is not cumulative when gathered into a bigger container, but it deals maximum damage (Cool if submerged into holy water. Holy water hurts evil but is nonetheless fairly weak by itself. As Bless Water is only a 1st level spell.



Detect alignment:
You can´t determine whether a person is evil or not by using detect evil. You can detect evil auras emanating from an item reeking with malicious powers, or the presence of evil within a demon-possessed person. But demons are cunning and not easily scryed upon.

One cannot automatically use the spell to look into a persona heart. Any act can certainly be defined as evil, but it will never make the person in itself emanate an evil aura without reason. A mass murderer or serial killer on the other hand might lay trails of evil in his wake.  Such deeds might also attract the eyes of the shadows over time, their spirit marred from a lifetime of evil acts, reveling in death and decay. This may alter their aura, rendering them able to be tracked by detect evil.  

Mortals are blessed with sentience and free will, and thus capable of any kind of act. Good or bad. The Baron tax his peasant to increase his own wealth and decadence, but resulting in the suffering of the townsfolk. His decision can be based upon self-preservation, and selfishness. He can be evil aligned, but it differs from divine alignments; Demons, the summoning of dark entities, creation of undead, magic fueled by the use of lifeforce, souls or blood, those are inherently evil, and can be detected by evil. As it is evil within it´s core. Humans can also attain an evil aura although not nearly as strong as an outsider´s. Such individuals are rare, and most likely become mentally ill or attained higher levels of corruption (A dark manifestation of evil or alien influence that changes you over time), and maybe unable to understand that their actions are harmful to others and themselves.


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Mending

Is now a 1st level spell, and requires material components to mend the broken or damaged item with as per the principles of alchemy.

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