Post by Spectral_King[GM] on May 15, 2009 11:48:44 GMT -5
Enviroment of Vorath
This is for changes to the way certain physics and magics work in Vorath, differently from other settings. Assume real world unless presented differently here.
Eldritch Storm: These lightning storms are not frequent, but are usually hailed with panic and fear. The clouds are about 1000’ from ground level, move at a speed of 20’ and cover an area 2d4x10 miles in diameter. They never touch ground. The lightning sprites arc madly within 50’ below and through the storm cloud. Any creature struck by a sprite will most likely be killed or horribly mutated. They will also lose the ability to cast any spells, and all magical items are now mundane.
Eldritch storms are feared because of their effect, rather than the lightning. All deity-worshipping clerics loose access to their god under an Eldritch Storm. If they had prepared spells, they do remain known until cast. This disruption makes divining the future past a storm impossible. All casters suffer a 25% chance spell failure. If they do cast, their penetration and save dc are both increased by +2. Spells already in effect, such as on an item, or permanent, are unaffected.
Arcana lines and junctions: The fibers of magic are existent throughout the material plane. A line has a descriptor for magic that it enhances (Not schools, but just the descriptors), up to 50’ on either side of the line. Standing directing on a line will double the bonus. In order to identify and use an arcana line, a spellcaster makes a Spellcraft check DC 20 as a standard action. The lines offer no benefit if the Spellcraft check fails, but it can be retried after a minute. A successful check will detect if there’s the effects of an Arcana line or junction within 60’, know which descriptor, and allow you to tap it. The terrain and environment may reflect an arcana line in strange ways, giving a clue to their presence. The DM may have a character with at least 4 ranks in Knowledge:Arcana, or using Detect Magic, to roll Knowledge:Arcana (DC 20), to suspect an arcana line may be near.
An arcane line gives one of the following, of the caster’s choice, to the descriptor it enhances:
Beat SR: +2 (Or as an attack bonus for Rays)
Save DC: +1
Effect: +2 to any single variable dice effect (such as damage or HD count)
Effect: +1 to an effect that gives a bonus or an extra -1 if it gives a penalty (Such as bless, or doom).
If two lines connect, the point at which they connect is called a junction. Regardless of the descriptor of either line, the bonuses listed above increase by 1. If the descriptors of the two lines are the same, the bonuses increase by 2 instead. A Junction has a 120’ radius area of effect.
Prayer: Gods are allowed to aid devoted mortals in times of dire need. Some sites may have a statue or shrine to a certain deity. After succeeding at a DC 15 Knowledge: Religion check, a character can pray to it as a full-round action that provokes attacks of opportunity. The god may, or may not, choose to aid the person and all their allies in the area. Any given person can only be under the effects of 1 prayer at any given time. The bonuses last until the encounter is over. The effects will vary, but the bonuses are small, and very conditional.
Here are some examples:
Increase existing cover by +1 while fighting defensively
+1 to attack while in light or heavy undergrowth.
You gain a temporary hit point during a charge.
You gain a +1 to trip attempts against larger opponents.
This is for changes to the way certain physics and magics work in Vorath, differently from other settings. Assume real world unless presented differently here.
Eldritch Storm: These lightning storms are not frequent, but are usually hailed with panic and fear. The clouds are about 1000’ from ground level, move at a speed of 20’ and cover an area 2d4x10 miles in diameter. They never touch ground. The lightning sprites arc madly within 50’ below and through the storm cloud. Any creature struck by a sprite will most likely be killed or horribly mutated. They will also lose the ability to cast any spells, and all magical items are now mundane.
Eldritch storms are feared because of their effect, rather than the lightning. All deity-worshipping clerics loose access to their god under an Eldritch Storm. If they had prepared spells, they do remain known until cast. This disruption makes divining the future past a storm impossible. All casters suffer a 25% chance spell failure. If they do cast, their penetration and save dc are both increased by +2. Spells already in effect, such as on an item, or permanent, are unaffected.
Arcana lines and junctions: The fibers of magic are existent throughout the material plane. A line has a descriptor for magic that it enhances (Not schools, but just the descriptors), up to 50’ on either side of the line. Standing directing on a line will double the bonus. In order to identify and use an arcana line, a spellcaster makes a Spellcraft check DC 20 as a standard action. The lines offer no benefit if the Spellcraft check fails, but it can be retried after a minute. A successful check will detect if there’s the effects of an Arcana line or junction within 60’, know which descriptor, and allow you to tap it. The terrain and environment may reflect an arcana line in strange ways, giving a clue to their presence. The DM may have a character with at least 4 ranks in Knowledge:Arcana, or using Detect Magic, to roll Knowledge:Arcana (DC 20), to suspect an arcana line may be near.
An arcane line gives one of the following, of the caster’s choice, to the descriptor it enhances:
Beat SR: +2 (Or as an attack bonus for Rays)
Save DC: +1
Effect: +2 to any single variable dice effect (such as damage or HD count)
Effect: +1 to an effect that gives a bonus or an extra -1 if it gives a penalty (Such as bless, or doom).
If two lines connect, the point at which they connect is called a junction. Regardless of the descriptor of either line, the bonuses listed above increase by 1. If the descriptors of the two lines are the same, the bonuses increase by 2 instead. A Junction has a 120’ radius area of effect.
Prayer: Gods are allowed to aid devoted mortals in times of dire need. Some sites may have a statue or shrine to a certain deity. After succeeding at a DC 15 Knowledge: Religion check, a character can pray to it as a full-round action that provokes attacks of opportunity. The god may, or may not, choose to aid the person and all their allies in the area. Any given person can only be under the effects of 1 prayer at any given time. The bonuses last until the encounter is over. The effects will vary, but the bonuses are small, and very conditional.
Here are some examples:
Increase existing cover by +1 while fighting defensively
+1 to attack while in light or heavy undergrowth.
You gain a temporary hit point during a charge.
You gain a +1 to trip attempts against larger opponents.