Magic rules: Spells, schools and domains

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beowuuf
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Magic rules: Spells, schools and domains

Post by beowuuf »

All information already written to be collated here.

- Base mechanics (spells per encounter and 0-level effects)
- Schools
- Domains
- Spell lists
- Spell descriptions
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beowuuf
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Re: Magic rules: Spells, schools and domains

Post by beowuuf »

Temp spell list:

Lightning Bolt
Spell level lightning damage to all in explosion in (spell level+1)/2 radius plus 1d3 force damage per level of spell. Range 10ft per spell level, reduces one spell level per 10 ft, no reflexes save.

Poison bolt
Spell level impact damage, plus automatically poisoned. DC10+2xspell level fort save, else spell level poison damage immediate and again next round. Range 20 foot per level, reduces one spell level per 20 ft.

Poison cloud
Spell level poison damage per round spent in cloud. Missile range 10 x spell level, cloud size spell level radius. Cloud contracts in size and reduces in damage by one spell level per round. DC10+2xspell level fort save, else spell level poison damage immediate and again next round.

Ya bro:
Create potion if flask in hand. When drunk, energises person and anything worn/held with protective energy. +1 enhancement bonus to AC per spell level for clerics level/2 rounds. AC bonus cannot be greater than duration remaining. Magical enhancement bonuses from armour or other spell do not stack - highest is used. All items also gain this bonus to any toughness checks and also gain temporary hit points equal to the value.

Ya Ir:
Creates protective shield around caster that can be extended up to 5ft in all directions. All allies (and their possessions) adjacent and diagnonally from the caster can assume protection. All enemies (and possession) adjacent (but not diagonally) to the caster will also gain the protection. Protection is +1 enhancement bonus to AC per spell level. Magical enhancement bonuses from armour or other spell do not stack - highest is used. All items also gain this bonus to any toughness checks and also gain temporary hit points equal to the value. Protective shield fades at the rate of one level of spell effect per round (until bonus is +0).

Ya:
Creates potion if flask in hand. Gain temporary hit points equal to 1d3 per spell level. Temporary hit points do not stack. An UM level or greater spell can delay need for food by three hours once per day. An EE level or greater spell can delay need for water by one hour, once per day. A MON levl spell can turn either exhausted into fatigued or fatigued into normal once/day.

Vi:
Creates potion if flask in hand. Restore hit points up to 1d6 per spell level. Restore spell level-3 ability points.

Strength:
Creates potion if flask in hand. Gain Strength points equal to spell level for cleric level / 2 rounds (up to cap of 20 or up to 2 points above current score if already 20). Bonus cannot be greater than duration.

Dexterity:
Creates potion if flask in hand. Gain Dexterity points equal to spell level for cleric level / 2 rounds (up to cap of 20 or up to 2 points above current score if already 20). Bonus cannot be greater than duration.

Wisdom:
Creates potion if flask in hand. Gain Wisdom points equal to spell level for cleric level / 2 rounds (up to cap of 20 or up to 2 points above current score if already 20). Bonus cannot be greater than duration.

Intelligence:
Creates potion if flask in hand. Gain Intelligence points equal to spell level for cleric level / 2 rounds (up to cap of 20 or up to 2 points above current score if already 20). Bonus cannot be greater than duration.

Magic footprints:
Touch spell level number of people. Lasts for spell level number of minutes, tracks created leave a trail. After spell expires creature will not leave footprints. Caster may cast spell again to keep footprints visible for another minute. In this cast, spell level x 10 feet's worth of footprints may be kept visible. Spell must be cast on existing footprints, but can be cast ahead of expiration and will stack. Caster will 'know' the location of all currently active fdootprints on their own spells.

Fireball:
Spell level impact damage plus 1d6 per level fire damage to all in explosion in spell level radius. Reflexes check for half damage of DC12+3xspell level. Range 10ft for full effect, reduces in one spell power level per 10ft.

Ful
Caster can gain 2.5 foot radius of illumination per level of the spell, focused on themselves, with 9th level adding 5 feet. Dull illumination stretches out to this distance again. Multiple FUL spells stack up with each other, but not with light spell, by adding to the equivalent spell level to a total value of equivalent 9 spell level. Light reduces by one spell level per five minutes.

Light
Caster can gain 5 foot radius of illumination per level of the spell, focused on an object being touched (or place touched), up to 30 feet. Dull illumination stretches out to this distance again. For each spell level above six, five feet of brightness equivalent to daylight is added to the central effect. Multiple light spells can stack with each other, but not with ful, adding equivalent spell level to a total of 9 spell level. Light reduces by one spell level per ten minutes.

Magic (EE) potion:
When drunk, the person may cast an additional spell of level (potion level/2) or the highest they can cast (whichever is lowest). If potion level/2 gives a fraction, then the person may attempt to cast an additional zero level spell. If potion level is 1, then they can only cast a zero level spell. If the potion is drunk by a non-mage/cleric, that person may attempt one 0-level effect from either discipline (though without the correct knowledge skill, they can only attempt DC10 effects)

Invisibility
As per the spell, one round per level of the spell. Caster is automatically affected, and also one person in direct physical contact with the caster per two levels of the spell. It is theorised the spell is broken for all those invisible if a creature touches an invisible person.

True sight:
Caster can 'see' through solid objects (including people) and also see what is hidden. Caster can see anything in a 10 foot square directly infront of them, or see through a 10 foot square of solid object to what is beyond. People cannot provide soft cover, and providing the caster can see into the squares affected (they are not blinded and have sufficient sight)

Spell shield:
Only grants partial protection against damage-based spell attacks. Grants a spell level bonus to saving throws against the spell. Any spell without a saving throw gains a basic saving throw for half damage. Spell shield degrades at one spell level per round, and does not protect against secondary effects (eg poison). Spell shields stack to a maximum of +9


ZO - open / close spell
Basic spell can open, close or activate one item/object (eg book, chest, door, portal, pit, lever) that can naturally be opened, closed or used. The spell is launched in the form of a missile, with spell level x 10 feet range, that explodes when it impacts on an object or 'area' of potential (eg the opening of a pit or open door). Alternatively, if the caster directly touches the item in question, they can gain a 2 x spell level bonus onto an attempt to open a 'locked' object, or can create a stuck/'locked' object automatically with a DC 10 + 1/2 caster level + 2 x spell level on forcing open. A closing effect is permenant until the item is forced open.


Heal self (VI BRO NETA):
Caster regains 3 x spell level - 2 hit points. Multiple spells can be cast together as a fullround action, stacking in spell level to a maximum of the caster's highest spell level.

Heal party (VI BRO RA):
The caster, and everyone he touches (or who touches him) regain the spell level in hit points. The caster can use 0-level spell effects to rule out opponents who touch him. The caster cannot heal more people than half his clerical level rounded down (including himself).

Anti-poison serum (VI BRO):
Kicks off a new (non-damaging) saving throw against one poison affect. The saving throw gains a bonus of the spell level and half the cleric's level. Multiple potions can be consumed together during a round to trigger a single saving throw with a stacked bonus. The spell level bonus cannot raise above +9, and only one clerical level bonus is applied.


Edit: VI BRO NETA updated to give 1,4,7,10, etc healing instead of 1,3,5,7 etc healing.
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Re: Magic rules: Spells, schools and domains

Post by beowuuf »

Clerics: Altered domains list

Clerics usually gain access to two domains, and gain additional access to spells and abilities. Below is a modified version of the working of this for use in the DM game.

Clerics choose a domain (associated with a rune) at 3rd level, and another at 6th level. A cleric may cast one spell per encounter with that associated rune at a level one higher (or give up a 0-level effect to cast a LO level spell). They cannot cast at a level higher than their highest spell.

The domain also grants a power or expands existing abilities/skills passively. If a domain grants a power, using this power counts as a 0-level spell-like ability use.


Animal Domain (EW)
Gain a +2 bonus to Sense Motive and charisma rolls against humanoid and animal races.

Air Domain (OH)
Turn earth creatures as if undead (those created from the soil, not dwelling in it). Gain +2 bonus to charisma checks versus air creatures.

Destruction Domain (KATH)
Once per day (or once per levelling up) you can make a single attack roll adding charisma bonus to the attack roll, and a damage bonus equal to your cleric level (if you hit). You must declare this smite attack before making the roll. A melee attack is made with your normal weapon. A ranged attack roll has a range increment of 5ft, range limit line of sight, and uses unarmed strike damage dice dealing lethal force damage.

Earth Domain (YA)
Turn an air creature (a creature made of air, not just flying) as if undead. Gain +2 to chairsma bonuses against earth creatures.

Fire Domain (FUL)
Turn a water creature (a creature made of water, not just dwelling in it) as if undead. Gain +2 to chairsma checks agaisnt fire creatures.

Magic Domain (DAIN)
Use wizard-only items as a wizard of one-half your cleric level (at least 1st level).

Protection Domain (BRO)
Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. Lasts for one encounter, and is usable once per day/once per levelling up.

Trickery Domain (ROS)
Add Bluff, Stealth and Sleight of Hand as class skills. Gain +2 bonus to each.

Strength Domain (KU)
Once per day / per levelling up gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round.

Water Domain (VI)
Turn fire creatures as if undead. Gain +2 charisma bonus to checks against water creatures (being creatures made of water, not just dwelling in water).

Healing Domain (NETA)
Healing spells restore an additional spell level of hit points.

Luck Domain (ZO)
You gain the power of negating fortune. Once per day / per levelling up you may reroll one roll that you have just made before the game master declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.

Plant Domain (VEN)
Turn plant creatures as if undead. Add Knowledge (nature) as a class skill. Gain +2 fort bonus against poison.

Sun Domain (DES)
Once per day / per levelling up, you may apply your turning bonus as damage upon successfully turning an undead.

Travel Domain (IR)
Once per day / per levelling up, you may act for your cleric level number of rounds as if immune to any terrain effects or ignoring one magical impediment. Add Survival to your list of class skills.

War Domain (GOR)
Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus feat with the deity’s favored weapon.
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Re: Magic rules: Spells, schools and domains

Post by beowuuf »

Wizards' schools for specialisation: altered effect

Wizards can usually specialise in schools, at the cost of locking out certain schools but gaining access to spealist spells. Below is a modified version of the working of this for use in the DM game. In this case, no school will ever remove access to another school's spells.
A wizard studies magic and mana themselves to produce effects based on the wizard's will alone. These studies usually allow greater ability with rune spells that fall under this area of study.

A wizard gains understanding of one school at 3rd level. He then gains understanding of another school at level 9.

The usual 0-level spell-like effects can be augmented as described for each school taken, making these effects more powerful.

Also, the listed spells will be automatically available to the caster as long as they possess knowledge of the appropriate runes. Once per encounter, one of these spells may be cast as if one level higher (to a limit of the highest level the caster has available), or a 0-level effect can be given up to cast another LO level spell.


Abjuration
An abjuration specialist is called an abjurer. They study how magic can be used to create effects that protect, block or banish.

0-level augment: Using concentration the abjurer can attempt to 'hold' a person or creature's action using will alone. They can also attempt to temporarily block the effect of a permenant spell.

Spells:
OH KATH KU - push
OH KATH ROS - pull
DES EW - dispell immaterial beings


Conjuration
A conjuration specialist is called a conjurer. They study how magic can be used to summon creatures or materials to themselves.

0-level augment: If the caster can concentrate on an item they have studied (needs a separate appraise or knowledge check of the appropriate type taken over at least one minute per pound) they can attempp to summon it later. They can summon it for a range of 5 foot distance per level for a one pound object. The range descreases by 5 foot per 1 pound of extra weight. One distance increment is surrendered per pound of additional weight. The summon is a free action (after spell check) but they must have been concentrating on that items image in their mind nothing else previously, and so no standard actions possible beforehand (move and free actions within reason allowed).

Spells:
YA EW - physical marker
ZO KATH RA - unstable plasma
ZO EW KU - attack minion


Divination
A divination specialist is called a diviner. They concentrate on studying magic and effects that reveal information.

0-level augment: Concentration gains a +5 bonus to sense motive, appraise, or a ranked knowledge checks (even knowledge(arcana) checks when spellcasting, but only for unknown spells/effects). Can make an unranked knowledge check with no bonus as if trained instead. Caster will know if the attempt fails. Attempts usually take a full-round action.

Spells:
YA BRO ROS - footprint
OH EW RA - window


Enchantment
An enchantment specialist is called an enchanter. They study effects and magics that that imbue items with some property or grant the caster power over another being.

0-level augment: Concentrate to gain +5 to an intimidate, bluff or diplomacy check no matter the situation/proposition. Or touch an item to give it a +1 magical bonus to an item for one round.

Spells:
YA VEN SAR - petrify
OH IR ROS - aura of speed
OH IR RA - light


Evocation
An evocation specialist is called an evoker. They study effects and magics that manipulate energy or create something from nothing.

0-level augment: Grants a +5 bonus on the checks to summon energy-related effects, or instead adds 1d3 damage of the approprite type to an effect. Can use up one 0-level effect as part of a standard action to add 1d3 damage of the same energy type to existing spell or spell-like effect damage (not other 0-level effect, but can be item effect).

FUL - magic torch
FUL IR - fireball
OH KATH RA - lightning
DES VEN - poison bolt


Illusion
An illusion specialist is called an illusionist. They study ways to allow magic and magical effects to alter perception or create false images/sounds.

0-level augment: +5 to checks to create visual or audio hallucinations in one person. Instead, using constant concentration an illusionist can attempt to create an illusion visible to all on a square or object. No bonus applicable for this.


Spells:
OH EW SAR - invisibility


Transmutation
A transmutation specialist is called a transmuter. They study ways to magically transform items physically, or change their properties in a more subtle way.

0-level augment: Can either try to alter an item's cosmetic appearance (needs concentration to maintain), or can try to alter a material's chemical composition (at a cost of 1hp per round per pound to a minimum of 1hp).

Spells:
ZO VEN - poison flask
OH VEN - poison cloud
ZO - open/close
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