Modified Magic Rules

From Paradox Haze

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*The Acolyte is the only class that can learn any sort of summoning ability; summon nature's ally, summon monster, planar ally - spells as such do not exist.
*The Acolyte is the only class that can learn any sort of summoning ability; summon nature's ally, summon monster, planar ally - spells as such do not exist.
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*The 'Wish' and 'Limited Wish' spells do not exist.
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*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.
*No spells involving sending things to other dimensions, such as Planar Shift.

Current revision as of 01:49, 19 October 2007

[edit] Spell Restrictions

  • There is no teleportation of any kind. Period.
  • The Acolyte is the only class that can learn any sort of summoning ability; 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.


[edit] Drain Rules

Each class has a certain number of spells it can cast safely per day. However, spell casters can attempt to cast more than this number of spells, but risk taking damage.

If they choose to cast the spell, they cast the spell effectively. Then they must make a will-save, with a DC of [3xSpell Level+3] of the Spell cast. (example; 1st level spells have a DC of 6, while 9th level spells have a DC of 30)

If they succeed, they still take 1d4 damage (or 1d6 for spells of levels 7 through 9).

If they fail, they take nd4 (nd6 for spells of lvl 7-9) damage, where 'n' is equal to the difference between the roll and the dice check.


[edit] Multiclassing Spellcasters

Arcane Spell Casting classes stack with each other the purposes of determining spells per day, and maximum spell level known. They do not stack to determine abilities or anything else, however.

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