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General Notes

Magic Items
Being as itll ultimately be necessary to define how many items a character can use at
once
1 Helmet, Tiara,Circlet. Helmets of course go along with the class abilities to use them.
1 Gorget or Necklace, Choker, etc
1 Armor, Robe, etc so it would be impossible to gain benefit from Mithril Robes of AC
4 under Full Plate +1 (for instance) although in that specific case it could be a backup in
case ones armor got destroyed. (The better AC generally applies unless the combination
seems particularly awkward in which case it becomes the DMs option)
1 Belt, girdle, etc some items may be specifically exempt from this if noted in the item,
most of these will by default conform to whatever you put them around and count as a
Miscellaneous item. (so a belt with a pocket of holding could just be an enchanted leather
strap that also could be work around the thigh or, I dont know a headband or something)
1 Pair of Bracers, wristbands, Bracelets etc
1 Pair of Gloves (if the enchantment is entirely within 1 glove, it still takes this slot)
If you have Magic Pants you can only wear one pair.
1 pair of magic boots
and
1 overcloak
Up to 3 Tattoos which grant magical effects.
So far as items which count as actions, as many of these are usable as the character can
reasonably access.
Some miscellaneous items will affect the casters general state. Generally speaking
people who try to use more than three of these at once start having issues (this can be
overcome by magic users with the right skills)
Arcane Magic
-Spells do not generally speaking require any material components. Except when the
material components are themselves magical in nature, or unless it is specifically noted in
these notes that a spell requires components. If the player character chooses to pursue
physical components anyway, they will increase the power of the spell being cast, either
by increasing the effects of the spells or by adding negatives to the saving throws against
the spells.
-We have never played with casting times, (or weapons speeds for that matter,) while this
changes the game balance somewhat, warriors increased damage potential on an ongoing
basis makes up for this. Spells with casting times of a round or greater can still be
disrupted. Also if someone can hit a wizard the segment they are casting a spell, the spell
is disrupted. (so if an archer and wizard are both going on a 2 the archer can chose to
disrupt the spell effect). Power Words, even if someone can strike the caster in the
segment they are casting, cannot be disrupted at all.

-Areas of effects can be placed with precision to include or exclude targets so long as the
center of the area of effect is within the spells range. Mages can always choose to affect
a lower number of targets than allowed by the spell in the cases of spells which affect
multiple targets (such as haste, slow etc)
-Tricky spell effects (such as a hold person having a negative three to the save if targeting
a single target, or its ability to affect multiple targets) only come into play when the
player character makes a point of using them. If the casting mage is unaware of the bonus
to the spell than the character is assumed to be unaware as well, and therefore does not
know to harness the added effect of the magic or the mage may simply have chosen not to
make use of the special effect when casting that spell.
-When players choose to describe the effects of their magic themselves (for instance
saying the inside of a volcano is cloaked in total darkness when using a shape stone to
cover its top) and the DM figures out other effects necessitated by this (such as the fact
that the above shape stone therefore created a seal all the way around the opening) this is
not negotiable. If you want to be on the safe side, describe what you want to do and the
DM will narrate the effects of the spell. (MIKE!)
Notes to PHB Spells.
Alarm: The caster can assign up to one person per level who will not trigger the alarm. It
can also be linked to a specific item and set to trigger if that is moved out and area
defined by the caster.
Armor: This spell last 2d4+1/lvl rounds regardless of the damage sustained by the caster.
Change Self: This spell cannot replicate other people, but it can be used to repeat a
specific form it had transformed the caster to previously. (Ie: if the caster used a change
person and made a useful contact, he could resume the form he made the contact in to
meet with them again.)
Shocking grasp: The electrical attack can be channeled through conductors, either a
metallic weapon, or by touching someones metal armor. Every step beyond the first
halves damage so it would have full damage channeled through a sword, but if that sword
hit someones metallic armor, they would only take 1/2 damage.
Spider Climb: does not interfere with spell casting, melee attacks, or the use of ranged
weapons. Someone with the spell in effect could theoretically climb a wall, brace
themselves against it and shoot a bow, cast spells etc... the character the spell is cast on
cannot move during rounds they take actions in.
Unseen Servant: Area of effect can either be around the caster, or static, it cannot be
pinned to a moving object.

Bind: Effected rope can be throw at a target at a 2, or the Rope Use proficiency can be
used.
Deep Pockets: duration 6 hours/level
Knock: Locks closed with the reverse of this spell cannot be picked or unlocked until a
knock or a dispel magic has been cast on them.
Know Alignment: This spell allows the caster to determine the alignment of one person
per level at the time of casting, As opposed to one per round for a round a level.
Leomunds Trap: unaffected by Knock.
Melfs Acid Arrow: can be used against inanimate targets.
Spectral hand: the hand is invisible not ghostly glowing
Strength: Steps of strength improvement above 18 are 1 point per step, not 1 point per
10%. The spell still grants a maximum strength of 18:00 and only grants exceptional
strength to warriors
Summon Swarm: the Area of Effect is always immobile.
Whispering Wind: Range is 100 Miles/ level
Wizard Lock: is the reverse form of Knock and no longer a separate and distinct spell It
has the effects described.
Explosive runes: Caster can allow exceptions as with Alarm.
Fireball: the pre-detonation mote can be attacked during the segment of casting and has
an ac-10. Any successful hit detonates it where it is hit, as opposed to where the wizard
wants it to detonate.
Fly: Maneuverability 18/A
Haste: This allows spellcasters to take an additional action in any round they cast a spell,
but does not allow them to cast two spells in any round.
Invisibility 10 Radius: Any action taken by any person affected ends the whole effect.
Lightning Bolt: This spell can affect either one or two targets (if forked) at casters
discretion. It does not have an area of effect as described by the spell. The targets need
to be within line of sight and the range listed in the spell.
Melfs Minute Meteors: is fucking worthless and you should never take it at all.

Slow: Specifically not the reverse of Haste.


Wraithform: Gust of Wind will affect the caster as a fireball would otherwise.
Charm Monster: The Caster can direct the monsters actions mentally.
Dimension door: Opens a door between two places in the form either a 100sqft (10x10)
square or a circle with a 12 diameter in two places. This door can be passed or acted
through. If the caster wants the 2nd plane can be within a solid object, while this is clearly
difficult to pass through it would allow access to the interior of the object. This spell
cannot be used to separate people from their limbs or objects they are holding, when the
door closes objects (and limbs etc) remain with their owner, in the case where its not
clear which side the person passing through is on, its based on a d20 roll based on equal
chances handicapped by the DM. This spell lasts until the segment it was cast in the
following round, there is no recovery time required for passing through.
Enchanted Weapon: Grants +1 for every five levels of the caster, only one casting is
allowed on any given item.
Fear: The Area of effect is a 40 radius sphere centered on the caster.
Fire Trap: The caster can assign exceptions as per an alarm spell.
Polymorph Self: The Caster does gain the natural attacks of the form they take, although
they keep their Thac0, AC and all other combat stats. The caster cannot cast spells while
in a form that would not allow him to. (Unless the spells are entirely vocal and a vocalize
spell is in effect, or some other such circumstance) Being in the form of a monster that
can cast spells by silent act of will does not allow the caster to.
Shout: Area of effect is a cone 5 long and 5 in diameter at end/ per level (so a 10th lvl
Mage would have a cone 50 long with a 25 radius base)
Stoneskin: only attacks that hit count towards the number of attacks protected against.
Magical attacks are neither stopped by stoneskin, nor do they reduce the number of
attacks it will function against, this specifically includes magic missile.
Vacancy: Provides invisibility for the caster and 1 other person/lvl, as well as cloaking
their sound. Any action taken by any cloaked person that is directed at, or has an effect on
the targets of the spell ends the spell.
Leomunds Secret Chest: A Wish spell can retrieve a lost chest.
Telekinesis: as written except the caster can manipulate up to 25lbs/level and can shove
up to 100lbs/level.

Chain Lightning: The caster can direct the bolts jumps or end it before it has taken its
full number of jumps, it can only effect a given target once with each additional hit on the
same target giving them a -1 to their save.
Contingency: Can be cast on any living thing or specific location. It can be used for any
spells 6th level or less regardless of the casters level. The Caster is capable of placing 1
contingency on themselves at 12th level, and then an additional contingency every 6 levels
thereafter, to a maximum of three. (this rule is specific to the Forgotten Realms, and
functions differently depending on the local rules of magic on other planes) Only one
contingency can ever be placed on any target other than the caster.
Control weather: Changes happen in 1d4 rounds, the caster can change 1 element at any
time, changes can be continuously made for the duration of the spell.
Death Spell: The effected targets can be raised or resurrected.
Eyebite: the Gaze attacks are free actions each round after casting.
Reincarnation: a character reincarnated by arcane means can be restored to their true
form with either a Wish or divine Restoration spell.
Finger of Death: If successful the target can only be restored by means of a divine
Resurrection spell.
Incendiary Cloud: The damage listed is per level.
Permanency: The -1 to constitution is per Permanency active on the target at any given
time. The Permanency spell has a duration of 1 year, if this duration expires naturally the
lost constitution point can be regained with 3 days rest. If it is dispelled or disjoined it can
be restored either with a divine Regeneration spell and 3 days rest, or immediately with
either a Restoration or a Wish spell, otherwise it is lost permanently.
Mordenkinens Sword: Does not require concentration to be used.
Meteor Swarm: The globes created can be targeted individually, or in any formation the
caster desires. To attempt to strike a target directly (with the benefits listed in the spell)
the Wizard makes an attack as a warrior of their same level, adjusted for dexterity.
Mordenkinens Disjunction: Can disrupt any other spell. There are still potentially dire
consequences from the destruction of any Artifacts.
Power Word Kill: The target can be resurrected but not until after a Restoration spell has
been cast on their body by a Priest of a god that the character venerates. (Lay worshipers
can have this cast by the Priests of any of the gods they have an established affection for.

Shape Change: The Caster gains the attacks of any form they take, with the Thac0 of a
warrior of the same level. The Caster can choose to take the base AC of the form he is
taking on, or keep his own, bonuses due to protection are kept if using the forms AC.
(bonuses from armor or on armor worn are lost) The Caster can only take the forms of
Monsters or animals he has seen. The Caster can assume his own form without ending the
spell if he so chooses. Also, no jade circlet.
While the spell is in effect the caster has double hit points, and their hit points are halved
at the end, only damage from magical spells or the plusses of the magical weapons the
caster is attacked with, are kept between forms (but as per the PHB if the caster is killed
before he can change forms he does not revert to human form on his death). The spell
allows the caster to cast spells by silent act of will, and is otherwise restricted as per
polymorph.
At the end of the spell, after hit points have been halved, the caster gains 3d10 as per the
end of a Polymorph Self.
Time Stop: Is always 3 rounds within the area of effect which happen the segment the
spell is cast. Spells cast during the Time Stop take place as normal within those time
stretched rounds, affecting any stopped characters within their area of effect. (So a
fireball would go off within the Time Stop, damaging anyone hit by it in spite of their
stopped state. As opposed to all spells cast within the time stop going off at the end of the
duration)
Spells that extend beyond the range of the time stop effect those during the segment the
spell is in effect, so someone standing just outside the reach of the time stop still can be
effected by spells cast within. Note: spells cannot be targeted outside a Time Stop so the
caster cannot time stop and lightning strike, or target fireballs, outside the area of effect,
but if they fireball at the edge of the area of effect outside of the timestops effect will be
affected.

Divine Magic
Healing/Harming Spells
1st level: Cure/Cause Light Wounds: 1d8 hp
2nd level: Cure/Cause Moderate Wounds 1d10+1
3rd level: Repair Injury: (1d10+1)x5% if used for healing only
4th level: Cure/Cause Serious Wounds: (2d8+1)x5%
5th level: Cure/Cause Critical Wounds: (3d8)x5%
Notes to PHB Priest Spells
Augury: Can be used for 1 direct yes no question.

Goodberry: Each berry restores either 5% of the maxHp of the person eating it, or 1 hp,
whichever is higher.
Spiritual Hammer: Does not require the casters concentration to use. Will attack at
casters direction.
Withdrawl: Can be used for any spells with a range of 0 or which target the caster. Spells
with a range of 0, like the healing spells mentioned in the text, can be cast on the caster
only. The listed effect is if the spell is not disrupted by the end of the round. If the spell is
disrupted the caster gets a round within the Withdrawl to act for every segment that
passes until the spell is disrupted, starting with the segment after withdrawl is cast.
Animate Dead: typically only granted to priests who are allowed to command undead.
Call Lightning: The caster may call 1 bolt per turn this spell operates. This means that if a
bolt is not called within a given turn it is lost. This also means that bolts can be called two
rounds in a row if they are called on the last round of one turn and the first round of the
next.
Feign Death: Will fake out detect life.
Magical Vestment: will provide a base AC of 10 improved by 1 per caster level.
Protection, dexterity adjustments, and misc magical effects stack with this. It does not
stack with armor, magical or otherwise.
Remove Curse: The effects of Bestow Curse can be chosen by the caster from the options
provided by the spell.
Abjure: Un-named and insignificant summoned creatures receive a power contest to
remain in the plane. Named creatures receive a saving throw to avoid being abjured if
their name is unknown, but no save if their true name is known. This spell can only be
cast if the caster is on their native plane.
Lower Water: area of effect can be drawn by the caster as desired up to the total square
feet specified in the spell.
Neutralize poison: this spell will neutralize all poisons in the recipients system, and on
their person. (so a trap to poison them when they get up will be rendered useless but so
will any poisons they are carrying)
Speak With Plants: Verbal Casting only.
Control Winds: level of winds can be manipulated continuously with each change taking
1d4 rounds.
Dispel Evil: No save is allowed but it can only be cast by hitting the target.

Flame Strike: Does the casters level (round down) d8


Plane Shift: No saving throw vs hostile casting but target needs to be touched.
True Seeing: as described, provides -50% to attempts to hide in shadows from target.
Control Weather: Conditions can be modified continuously, with one change (total, not
one change each axis) occurring at a time each taking 1d4 rounds.
Gate: The calling function of the spell is optional. It is the calling function of the
spell that causes the aging effect.
Regenerate: if cast immediately following a Raise Dead, Regenerate will restore the
constitution point lost to Raise Dead (it will not allow them to be raised more times than
their total con however)
Reincarnate: The caster can elect either to reincarnate the target as a randomly selected
PC race (with the other details of the character to be determined by the standard process
for that game) or as a random roll on the reincarnation table, or as a random role on the
reincarnation table excluding PC races. Note: any of these forms can be restored by a
wish spell, but they can only be restored by a Restoration spell under certain
circumstances laid out in that spells notes.
Restoration: A Restoration spell will typically only be granted to a worshiper of the god
granting it, or to someone who is of particular importance to that god. With this
restriction in mind it can restore all levels lost to level drain, one lost ability point per
casting, or to restore the original form of a character that was reincarnated with the arcane
version of the spell. The form bestowed by the divine version of Reincarnation can only
be restored if that Reincarnation spell was granted by the power now granting the
Restoration Spell.
Taken together this does mean that divine reincarnation can be overturned with a Wish,
and arcane reincarnation can be overturned with Restoration.
Resurrection: Like restoration this spell will only be granted when the recipient is a
worshiper of the power granting it, or somehow significant to their plans. Resurrections
do count towards the total number of times a character can be brought back from the
dead.

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