Magic Mechanics
From Arinthdnd
Revision as of 19:56, 27 October 2007
Spell Restrictions
- There is no teleportation of any kind; except that of a few sublime way maneuvers, and certain creatures.
- summon nature's ally, summon monster, planar ally - spells as such do not exist.
- The 'Wish' and 'Limited Wish' spells do not exist, and neither does the 'Miracle' spell.
- No spells involving sending things to other dimensions, such as Planar Shift.
- Spells like 'Call Lightning', 'Ice Storm' and other weather related spells MUST be cast outside, not underground or inside. Furthermore, it takes 5 rounds for the weather conditions to manifest, and for the spell to function. The spells gain bonuses for the condition, as described by the spell; if no specifications are made, increase the damage dice. (example; ice storm deals 3d8 and 2d8 points of damage instead of 3d6 and 3d6)
- Furthermore, while the specific effects of a spell (lightning, or hail) end after the duration of the spell, the storm doesn't disappear for another 1d6 hours, and maintains a light drizzle (or if the storm was natural, however the weather was before)
- Spells involving alignment do not function except with undead and demons - which are always 'evil' for the purposes of spells, despite any actual alignment they may have. Except for these two creature types, all alignment is purely to describe the basic personality of PCs; it has no tangible effects. The spell 'detect evil' for example, will only detect undead and demons.
Drain
Anytime you cast a spell, you must make a drain check, with a DC depending on the spell level. To oppose this check, roll spellcraft and your casting stat's modifier.
If you fail the check, you take nd4 (nd6 for spells of lvl 7-9) damage, where n is equal to the difference between the roll and the dice check.
Drain Check = [Spell Level x 5] + 10 Opposing Drain = Spellcraft + Casting Stat's Modifier
Another feature is the loss of spells per day, and gaining a spell pool. Your Spell Pool = Class Pool + Casting Stat's Modifier. You can use points of your spell pool for various purposes; activating metamagic feats for example, and most notably, resisting drain.
Spell Pool Uses: +1d6 on drain rolls per point (up to three points maximum can be put into a single spell for this purpose) Any metamagic feats require 1 spell point to activate. Anything that requires you to give up a spell slot requires you to give up a spell-pool point.
Your spell pool is refreshed over night.