Creations 138 - Enhancements to Magic

 

Declaration of Product Identity

The following items are hereby identified as Product Identity, as defined in the Open Gaming License version 1.0a, Section 1 (e) and are not Open Content: Creations 138.

Declaration of Open Game Content

All text except for that identified as Product Identity, and the text of the Open Gaming License version 1.0a is declared Open Game Content.

Spell Targeting

When a spellcaster uses a ranged spell that affects an area with a burst or emanation or similar effect, he must select a corner on the target square. Roll a ranged touch attack (AC/Defense 5 – this is a spell targeting roll, not an attack roll, so critical hits do not apply). If successful, the spell targets a random corner of the target square.

If the attack roll misses, the spell scatters, like a grenade. Roll 1d8 to determine the direction of the scatter. The distance the spell travels is determined by the distance to the target area. Divide the distance to the target by 50 ft. Roll a corresponding die to determine the number of squares the spell travels.

World Mana Level

Different worlds have differing amounts of ambient magical energy. This magical energy is the Mana Level. The World Mana Level affects the use of magic on a planetary (or greater) scale.

The World Mana Level has a minimum rating of -10 (dead magic) and theoretically no upper limit, although +10 is a practical limit.

Effects – Spells/Spell-like/Supernatural Abilities

Impeded Magic: For effects based on caster level, subtract the WML from the character's caster level to determine the spell effects. For effects not based on caster level, reduce them by (WML x 10%). Increase casting times by a multiple equal to the Impeded Magic level. Fortitude and Will saves against spells receive a bonus equal to the Impeded Magic level.

For example, a 7th level mage on a WML -5 world is going to cast a fly spell. This will take him (1 x 5) 5 standard actions to cast (essentially 2 full-round actions and a standard action). The duration, which would normally be 7 minutes (1 minute/level) is 2 minutes (-5 caster level) and if a creature resists, he has a +5 bonus to his Will save. 

Enhanced Magic: For effects based on caster level, add the WML to the caster's effective level. Fortitude and Will save DCs are increased by the WML.
Spells, spell-like abilities, and supernatural abilities cast in enhanced magic areas automatically have certain Metamagic feats applied to them with no additional cost in spell points or spell slots.

For example, a 7th level spellcaster on a +3 WML world is casting a fireball spell. His effective caster level is 10th, so the range of the spell is (400 ft. + 400 ft.) 800 ft., and the spell is automatically Empowered, Enlarged, and Widened. This increases the range to 1,600 feet, the fireball affects a 40-ft. radius spread, and, assuming the character puts all available damage dice into the spell, it deals 15d6 points of damage.

Effects – Spellcasters

On worlds with Impeded Magic, spellcasters find their effective caster level reduced, as noted above. In addition, the number of spells they can use in a day is reduced. The caster level reduction applies when determining how many spell slots, or spell points the character receives. This also applies to caster level checks, such as required to penetrate spell resistance. On worlds with Enhanced Magic, the caster level increase provides a greater number of useable spells or spell points, and to caster level checks to penetrate spell resistance. 

For example, on a -4 world, a 5th level Wizard has the spell complement of a 1st level Wizard (3 level-0 spells, 1st level spells, or 2 spell points). 

However, on a +4 world, the 5th level Wizard would have the spell complement of a 9th level Wizard.

Note however, that the WML has no effect on the maximum spell level of spells that a character can use.

Effects – Spellcasting

Impeded Magic: To cast a spell on a world with the Impeded Magic traits (-1 to -9), the spellcaster must roll a caster level check. The DC for this check is 20 + spell level + Impeded Magic Level. So, if a mage wants to cast fireball while on a WML-5 world, he must roll a caster level check with a DC of 20 + 3 + 5 = 28.

Enhanced Magic: Casting a spell on an Enhanced Magic world is the same as casting a spell on a +0 world, with the modifications to the spells as described above.

Effects – Magic Items

The effects of magic are based on the WML in which they are created. Taking items from one WML to another can alter the power of the item.

Item Creation: The most significant effect of WML on magic items is in the creation process. In an Impeded setting, increases the experience point cost of an item by (Impeded Magic level x 10%). For example, in a -5 world, the experience point cost is increased by 50%. Magic items cannot be created in a -10 setting.

In Enhanced Magic settings, the experience point cost is reduced by (Enhanced Magic level x 10%). So on a +3 WML world, magic items cost 70% of the normal experience point cost. In a +10 setting, the cost is reduced by 95%. In worlds with a +11 or better, the reduction increases by one point to a maximum reduction of 99%.

Note that the caster level modification for WML applies to the caster level of magic items.

Effects – Creatures


The World Mana Level can have an effect on the following creature types – Constructs, Dragons, Elementals, Fey, Outsiders, and Undead. Apply the following to these creature types. All of these creature types have a base World Mana Level, based on the world in which they originated*. As with armor and shields, if the creature moves to a setting with a higher WML, it gains benefits, while a creature that moves to a lower WML suffers penalties.

As an example, a ghoul from a +0 WML world:  
Medium Undead
Hit Dice: 2d12 (13 hp)
(Mas: -)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class/Defense: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (1d6+1 plus paralysis)
Full Attack: Bite +2 melee (1d6+1 plus paralysis) and 2 claws +0 melee (1d3 plus paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ghoul fever, paralysis
Special Qualities: Darkvision 60 ft., undead traits, +2 turn resistance
Saves: Fort +0, Ref +2, Will +5
Abilities: Str 13+1, Dex 15+2, Con —, Int 13+1, Wis 14+2, Cha 12+1
Skills: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7.
Feats: Multiattack.
Challenge Rating: 1.
 
Ghoul Fever (Su): Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.
An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.

Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.

 
If this ghoul finds himself transported to a +3 WML world, he will have the following statistics.
Medium Undead
Hit Dice: 2d12 (15 hp)
(Mas: -)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class/Defense: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +1/+5
Attack: Bite +5 melee (1d6+1 plus paralysis)
Full Attack: Bite +5 melee (1d6+1 plus paralysis) and 2 claws +3 melee (1d3 plus paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ghoul fever, paralysis
Special Qualities: Damage reduction 6/magic, darkvision 60 ft., undead traits, +2 turn resistance
Saves: Fort +0, Ref +2, Will +5
Abilities: Str 19+4, Dex 15+2, Con —, Int 13+1, Wis 14+2, Cha 12+1
Skills: Balance +6, Climb +8, Hide +6, Jump +5, Move Silently +6, Spot +7.
Feats: Multiattack.
Challenge Rating: 2.

Ghoul Fever (Su): Disease—bite, Fortitude DC 15, incubation period 1 day, damage 1d6 Con and 1d6 Dex. The save DC is Charisma-based.
An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.

Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.

Lines of Power and Intersections

Ley lines (also leys, dragon lines, lines of power) are lines of magic and psychic energy that crisscross the Earth, and many other worlds. These lines of power can increase the power of spells, spell-like abilities, and supernatural abilities, simply by being in proximity of the lines.

Ley Line Ratings

Ley lines vary in power, much as spellcasters do.
Every ley line has a rating, ranging from 1 to 5. This rating acts as a bonus to a spellcaster's caster level, or to the effective caster level of a spell-like or supernatural ability. A character's proximity to a ley line affects the bonus he receives as detailed on the table below.

 


Distance


Effect


0 – 20 ft.


Listed ley line rating


21 – 100 ft.


Ley line rating -1


101 – 1,000 ft.


Ley line rating -2


1,001 – ½ mile


Ley line rating -3


½ mile – 1 mile


Ley line rating -4

Intersections, locations where two or more ley lines connect, provide similar bonuses. The rating of a ley line intersection is equal to the rating of the most powerful ley line in the intersection, plus ½ the rating of the next most powerful ley line (round down), plus one per additional ley line. Ley intersections use the table above to determine rating reduction by distance.

In addition to a caster level increase, proximity to a ley line can provide a spellcaster with additional spell points to draw on. A spellcaster receives the effective rating in bonus spell points every round. These spell points must be used during the round they are received (therefore, they do not build up from round to round). If the caster leaves the area, he loses access to the points. Obviously, this doesn't apply if you aren't using spell points.

Special Times

Ley lines and intersections can provide additional power during certain times.

Astrological Alignment: When the planets and the stars align in certain patterns, the ley lines and intersections on a world can flare up, providing extra energy. Depending on the patter, an astrological alignment can increase the ratings of ley lines and intersections from +1 to +10 points. However, when an astrological alignment increases a rating to more than 5, spellcasters that draw power from the ley lines and intersections suffer damage with every cast spell. This damage equals the effective rating -5.

For example, the planets have aligned, providing a +4 increase to ley line ratings. Mick, a spellcaster, draws on the power of a rating 4 ley line to increase a fireball spell. The effective ley line rating is 8, so Mick suffers 3 points of damage when he casts the spell.

Equinox: On the equinox days, ley line energy increases significantly – add +5 to the ratings of the ley lines. However, when an equinox increases a rating to more than 5, spellcasters that draw power from the ley lines and intersections suffer damage with every cast spell. This damage equals the effective rating -5.

Solar Eclipse: A solar eclipse increases the ratings of ley lines by +2. However, when an eclipse increases a rating to more than 5, spellcasters that draw power from the ley lines and intersections suffer damage with every cast spell. This damage equals the effective rating -5.

Solstice: On the solstice days, ley line energy increases significantly – add +5 to the ratings of the ley lines. However, when a solstice increases a rating to more than 5, spellcasters that draw power from the ley lines and intersections suffer damage with every cast spell. This damage equals the effective rating -5.

 

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.

Unearthed Arcana, Copyright 2004, Wizards of the Coast, Inc.; Author Andy Collins, Jesse Decker, David Noonan, and Rich Redman.

Creations 138 – Enhancements to Magic, Copyright 2005, Nicholas Luna; Author Nicholas Luna.

 

 

 

Return