Last session, we discussed abolishing "Item Level Limit" on the purchase of magic items. I have heard some compelling arguments for doing so. So I thought I would offer this up for a vote. If at least 2 people (other than me) agree (by posting in the comments), then we will abolish the "Item Level Limit" for purchasing magic items from now on.
This won't affect magic item creation times or the Gather Information check to locate a seller.
Contributors
Friday, September 26, 2014
No Spell Component Pouches Optional Rule (Vote in the Comments)
The following material has been added to the Aryathan Jiil Campaign Setting.pdf and updated on the Google drive.
This is material that was discussed at the most recent game session by everyone. If you want to vote on this or comment on some change, leave a comment. If we get at least 2 people (besides me) voting for this, then we will use it from now on.
This is material that was discussed at the most recent game session by everyone. If you want to vote on this or comment on some change, leave a comment. If we get at least 2 people (besides me) voting for this, then we will use it from now on.
No Spell Component Pouches (optional rule)
If the DM uses this optional rule, there are no such things
as spell component pouches in the game world. Individual material components
must be gathered by the spellcaster. This optional rule has no bearing on
expensive material components (those with a gp cost of 1 or more); these must
still be acquired as normal.
Acquisition by Magic
Conjure spell component (Libram
of Magic I) allows you to conjure 3 components per caster level, although they
are temporary and must be used within 1 round of casting.
Acquisition by Gathering
In a world with no spell
component pouches, Survival checks become much more useful to the spellcaster.
With a DC 10 Survival check while
moving at half speed, you can provide a single dose of inexpensive material
components for a single spell. This check provides 1 additional dose for every 2 points by which your check result exceeds
10 and need not all be the same kind of component. This check will only
find items if they are in the area. The DM has final judgment on what
components may be found in an area. In an urban setting, just about anything
could be reasonably found, as well as natural substances found in natural
locations. Similar to “getting along in the wild” as noted in the Survival
skill description, no more than one
Survival check in a 24 hour period can be made for acquiring material
components, and a single check may represent a single hour or several hours,
this is left to the DM’s discretion. To make this check while moving at full
speed (rather than half speed), the DC is 40 (rather than 10).
Acquisition by Butchering
You may need to harvest body
parts from creatures for some inexpensive material components. This takes 10 minutes and a DC 15 Profession (taxidermy) check to
fully remove one body part, followed by
1 hour and a DC 20 Profession (taxidermy) check to preserve it so it won’t
rot or otherwise deteriorate. The
embalming materials cost 1 gp per item. Bodies and body parts deteriorate
enough in 15 minutes that you can’t get material components from them. As a
general rule, one monster provides
enough substance for a single casting of a spell (such as bat fur or
chimera scales), plus one additional dose
per 2 points by which your first check succeeds. In some cases, the number
of parts that can be obtained from one creature is obvious by the creature,
such as 4 hooves of a gorgon or 10 eyestalks from a beholder.
Acquisition by Growing
If you want to grow and
cultivate plant-based material components yourself, you must first sow and tend
the seeds, which takes 1 month. At the end of that time, you must make Profession (herbalist) checks (DC 20) in
order to harvest the plant successfully. You can attempt to harvest once in a
season, and you gain 1d10 doses of
the material component with a successful check, plus 1d6 additional doses per 2 additional points by which you succeed
on the check. Each additional plant after the first that you personally
attend during a single season adds 1 to all Profession (herbalist) checks for
the season. Plants that do not naturally occur in your area add +5 to the DC.
Acquisition of Pure Elemental Matter
Purity is a major consideration
for material components of this sort; obtaining a dose is not simply a matter of
going to the appropriate elemental plane and scooping up a handful of stuff. In
general it takes a day of scavenging and
a DC 30 Knowledge (the planes) check
to find enough of the relevant raw material in its purest form to serve as a
single dose for a material component; plus
1 additional dose for every 2 additional points by which you succeed on the
check. Then the material must be magically preserved and stored (see the preserving jar below). Using this
optional rule, pure elemental matter can be preserved in a preserving jar.
Acquisition by Purchasing
For those who just want to let
their money do all the work, they can visit an apothecary (not a magic item
shop). You can hire an apothecary to gather the needed material components you
require, either doing Survival checks, Profession (herbalist) checks, Profession
(taxidermy), or Knowledge (the planes) checks. Any given apothecary can make a
single skill check per day. The prices are noted below. Tracking down an
apothecary requires a Gather Information check to find one that likely has
stock in the items you need; DC 15 and takes 1d4+1 hours. After that, your wait
time is minimal, long enough to enter the shop and discuss the items and the
price; you don’t have to wait for the apothecary to gather the items, but he
may be out of stock even though you succeeded on your Gather Information check.
Any given community has, at most, 5 apothecaries per 10,000 population. Note, if
the apothecary is on the Material Plane at the time of purchase, elemental materials
are impossible to obtain. Planar apothecaries (those on other planes of existence)
have elemental materials more readily available. This goes equally as well toward
harvesting body parts from creatures native to planes other than the Material Plane.
Apothecary (Expert
Level)
|
Skill Modifier
|
GP Cost
|
2nd
|
+14
|
2
|
3rd
|
+17
|
3
|
5th
|
+23
|
4
|
6th
|
+24
|
504
|
9th
|
+28
|
505
|
10th
|
+29
|
506
|
13th
|
+33
|
1,007
|
15th
|
+37
|
1,008
|
16th
|
+39
|
2,008
|
20th
|
+44
|
2,009
|
Preserving Jar
If freshness is a factor, you
may need to use one or more preserving
jars. These jars can hold one or more doses of material components, depending
on the size requirements.
Preserving Jar: (From the Arms
and Equipment Guide page 136.) This large glass jar has been magically
treated to preserve any organic material placed in it. The jar can hold the
equivalent of 2 gallons of liquid. Anything small enough to fit in the jar does
not rot, age, or wilt. The lid must be placed securely on the top for the
effect to work. A Tiny or smaller creature can be placed in the jar, but
without a supply of air and food it eventually dies, although the corpse never
rots. Caster Level: 3rd; Prerequisites: Craft Wondrous Item, gentle repose; Market Price: 3,000 gp;
Weight: 2 lb.
Adopting this in a existing Campaign
If you adopt this optional rule
in an existing game, your character will obviously have some materials already
on hand. For each spell you know that requires inexpensive spell components,
your character gains 3d6-6 doses (minimum 1). Only check once for each spell.
After this check, you must acquire inexpensive materials by the aforementioned
means of gathering. Note that learning a spell as part of gaining a level in a
spellcasting class does not automatically grant you possession of relevant
inexpensive material components; all such components must be gathered in one
way or another.
Sunday, September 21, 2014
ECL 15: Fate Norbard: (wild) glacier dwarf duskblade 15: Shackled City: Journal Entry 14
As I attempt to kill two Vrocs, I some how decided to attack my self. Knocking myself unconscious, I wake up burning in boiling water. First time in a long time that I have felt real pain. Realizing that i'm burning alive, I fly out of the boiling water. As soon as I get out of the water the remaining Vroc swoops down and attacks me. Barely staying conscious I manage to fly to shore and get healed from Xerxes and myself. And we wait in a ally with the remaining group of people that I call my party.
About half a minute passes then we see it. The great, deadly, marvelous, red, and bearded dragon. It swoops down grabbing hand fulls of people and eating them. As well as grabbing what seems to be loot or treasures, that we should get from him. The chaos and ruins feel almost natural to me.
About half a minute passes then we see it. The great, deadly, marvelous, red, and bearded dragon. It swoops down grabbing hand fulls of people and eating them. As well as grabbing what seems to be loot or treasures, that we should get from him. The chaos and ruins feel almost natural to me.
Saturday, September 20, 2014
ECL 13: Fate Norbard: (wild) glacier dwarf duskblade 13: Shackled City: Journal Entry 13
As we help the people of Cauldron, I cant help but think that they should of seen this happening. I mean they are in a volcano after all. That's why I think that I shouldn't of bought my house. Cause now its just a pool of lava.
When we get done opening up the gate we see bodies fall from the sky. One after another and from different heights. I think it might be another terrifying beholder. I am prepared to kill another beholder.
When we get done opening up the gate we see bodies fall from the sky. One after another and from different heights. I think it might be another terrifying beholder. I am prepared to kill another beholder.
Wednesday, September 10, 2014
DM Entry: New Spells available in Libram of Magic IV
Announcing the all new
Libram of Magic IV (3.5 spell book)
This is available on the google drive as a pdf. It is not very big at the moment but already has 54 spells in it, all for the 3.5 edition of D&D. When each of the Librams of Magic reach about 70 to 80 pages, I start a new one. Number three has finally gotten large enough for a new one.
Be sure to check out Libram of Magic III as well since there may be some new spells in there since the last time you looked at it.
These spells are official content for my games, some updated from previous editions, and some entirely new.
Here is a sneak peak at Libram of Magic IV.
Libram of Magic IV (3.5 spell book)
This is available on the google drive as a pdf. It is not very big at the moment but already has 54 spells in it, all for the 3.5 edition of D&D. When each of the Librams of Magic reach about 70 to 80 pages, I start a new one. Number three has finally gotten large enough for a new one.
Be sure to check out Libram of Magic III as well since there may be some new spells in there since the last time you looked at it.
These spells are official content for my games, some updated from previous editions, and some entirely new.
Here is a sneak peak at Libram of Magic IV.
Misspell Mantle
Updated from
The Ruins of Myth Drannor, AD&D 2nd
edition.
Universal
Level: Sorcerer 5, Wild Mage 4, Wizard 5
Components: V
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature
Duration: Permanent until discharged
Saving Throw: Will negates
Spell Resistance: Yes
The next
spell, spell-like ability, or magic item used by the target generates a wild
surge, unless the target succeeds on a Will save. A creature targeted with
multiple, simultaneous misspell mantles only
triggers one misspell mantle per
spell casting, spell-like ability usage, or magic item activation.
Crew of Phantoms
Updated from
Dragon 235, AD&D 2nd
edition.
Illusion (Figment)
Level: Bard 3, Sorcerer 3, Wizard 3
Components: V, S, F
Casting Time: 1 standard action
Range: Long (400 ft + 40 ft/level)
Target: All allies aboard one vehicle or vessel
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This
spell functions as mirror image, except
that you may target all allies within range that are currently aboard a single
vehicle or vessel.
Focus Component: Each target must carry
a badge worth 10 gp that identifies them as a member of the crew.
Thursday, September 4, 2014
DM Post: New Spell: Spell Toughness
Spell Toughness
New Spell.
Abjuration
ARTIFACT SPELL
Level: Arcane 3 and Divine 3
Components: V, DF
Casting Time: 1 swift action
Range: Long (400 ft + 40 ft/level)
Target: One willing creature or unattended object
Duration: 1 day/level; see text
Saving Throw: None
Spell Resistance: No
You
imbue the target with a number of temporary hit points equal to the number of
spells you have available to cast, not counting artifact spells, black scroll
spells, or epic spells. The target loses 1 temporary hit point per spell level every
time you cast a spell, and fully renews these temporary hit points each time you
regain your spells for the day. If the number of current temporary hit points
bestowed by this spell ever drops to 0, the spell ends.
Zero-level
spells are not powerful enough to fuel this spell, and are not counted in your number
of spells available to cast.
Rules for artifact spells (from Secrets of Xen'drik):
Anyone capable of casting a spell of the proper level and type (arcane or divine) can learn to cast an artifact spell. However, though artifact spells must be studied like any other, they are too complex and difficult to fully comprehend, and so they cannot be added to a caster’s normal repertoire. Those who study one of these spells gain the ability to prepare or spontaneously cast the spell only once.
A spellcaster must study the appropriate runes and formulas for 1d4 hours and succeed on a Spellcraft check (DC 15 + twice the spell’s level) in order to comprehend an artifact spell. A failed check can be repeated in 24 hours. A character cannot take 10 on this check.
Once an artifact spell has been learned, a character can cast the spell once during the next year. If it is not cast within one year, the spell fades and is lost. A character who prepares spells can prepare an artifact spell in an appropriate slot. If the artifact spell is not cast (if its spell slot is used for some other purpose, for example), it can be prepared again at a later date within the year.
A character who casts spells spontaneously can simply cast the artifact spell using a spell slot of the appropriate level. Because an artifact spell is learned only temporarily, it does not replace one of a spontaneous caster’s known spells.
Artifact spells never have a material component or an arcane focus, though divine artifact spells might have a divine focus. An artifact spell can’t be modified by any metamagic feat or effect. An artifact spell cannot be made into a potion, scroll, or other magic item.
A caster cannot possess the ability to cast a given artifact spell more than once, although once cast (or if lost after a year has passed), the spell can be renewed if the ancient source is studied again. Artifact spells are always scribed on some large, immovable object, such as an immense stone wall, or inscribed on the facets of a towering crystal pillar. As such, they cannot be transported, and are far too complex to translate into written form or copy as rubbings. Those wishing to learn an artifact spell must travel to its ancient site and learn from the source.
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