Showing posts with label Magic. Show all posts
Showing posts with label Magic. Show all posts

Tuesday, 26 August 2008

Update and things - 27th august 2008

Hey kids. This will be mirrored on the forum and will remain there for a while, after which it will be moved to an all new archive's section once this news has gotten old.

I've dillied and dallied and stuff hasn't gotten done. It's mostly my fault, having not been active.

I've been distracted by MMOs, personal issues and writer's block.

Tomorrow this changes though...Well, it's today by now, seeing as I'm writing this so late in the night...

Ahem..anyhow...

The new magic system is about 40% complete. I'm giving serious thought now in to a mana-like system or simplifying the magic usage limits to essentially be just like a mana system.

For example, Algenon the Wizard is level something-or-other, meaning he can use 11 spell levels per day. That means he an prepare 2 X Level 5 spells and a level 1, or whatever combination makes 11.

How does that sound folks?

I've also been asked why I'm redoing the magic system.

Well, the idea behind the Synergy Project is to not only provide rules that work with everything, but to put more in the hands of the players and GMs. We aim to provide the formulas and calculations used to build things. That way GMs have more freedom to create, and in some circumstances, the players do too.

In other news I'm making an addition to character creation. They're called "Base Mods."

They're based on the old mutations system of D20 modern and are a means to add further details to a character without wasting feats.

I'll explain in more detail. In D&D 3.5, feats were used to purchase things like a regional resistance to cold or something. These are the same feats used to purchase special abilities gained through hard work and skill.

Now the two are separate, with Base Mods as an extra available. There's no pressure to take Base Mods (unlike feats, which you have to take) but will still be there as part of the core rules.

I will admit though that there may be certain Base Mods that will only be made available or "unlocked" with a feat, but they'll be in the minority. I had an example in my head in the shower the other day but I've forgotten it...

Anyhow, such base mods will be things like bloodline benefits like; "Accustomed to warm environments" whereby a bonus is given to stuff in heat.

To balance it, it'll be done using the point system of D20 modern. Each Base Mod will have a point value and adding traits will add or subtract from an overall score.

The above heat thing will be worth +1 although will have a corresponding penalty that can be taken in cold places worth -1...

I hope you're following this.

Any eventual score over 0 will result in a level adjustment.

Oh and that gets me to a topic I'm sick of people bringing up. I will say this once and for all to all of you.

Level Adjustments are NOT punishments.

They are a means of balancing the game that allows you to have cool stuff. They are a reflection of an easier game due to an advanced ability.

Say, for example my character was able to breath fire. I would have an easier time in fights, meaning that the experience gained wouldn't be worth it. Experience gained is there to reflect the lessons learned through battle and whatnot. If it's easier for me, I wont learn as much...making sense?

I was giving thought to something I've nicknamed "Roving Level Adjustments," or "RLAs." These are level adjustments that only apply to certain situations. I've really got no examples in mind; it simply occurred to me that it may come up so I'd better have an acronym ready for it :P

Well, I think that's all I've got thus far.

Have fun kids,

HMR

Tuesday, 1 April 2008

New Weapon Property - Soul Stealer, Spirit Stealer, Talent Thief (you decide)


I've done three versions of this, each different in price.

If this blade is used to coup de grace a target and it kills them (...obvious, no?) the enchantment on the blade takes a portion of the slain person and gives it to the wielder. The wielder is allowed to keep this feat until the next sundown/sunrise/noon (chosen by the person or thing that makes the blade at the time it is made).
You do not have to meet the prerequisites of the feat to be able to steal it and can use it without prerequisites. However, if the DM rules that a species or template-dependant prerequisite is demanded of the feat's description, he may rule that you take on traits from that species, as nessessary.

You may only steal one feat at a time and once a feat is stolen, no more can be taken by this sword until the feat taken goes away. To clarify, so long as you have the feat taken by this sword (even if somehow you've managed to keep it), the power of this sword no longer works, for you or for anyone.

You reroll if a feat is taken which you already have (except stackable ones).

There are 3 versions of this.

Version 1: This only works once, then the sword is an ordinary Masterwork Blade. +1 enhancement bonus to price.

Version 2: Has 10 charges (though still works only once a day). +3 enhancement when determining price.

Version 3: Has infinite charges...still works only once a day though. +5 enhancement to price.


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And now, an application of this. The image for this is an example of how it could look and is at the top. It as done by an artist called Masda. Please support him by visiting his gallery. This is the Blade of the Saint (and will tie in to a prestige class I'll post up later) and was used by a legendary cleric of Oghma in times past. It's whereabouts are currently unknown...

It is a type 3 Soul Taking sword and so can take one feat a day, for so long as it is in working order.

Saturday, 29 March 2008

New Weapon - Greatsword - 3,550 gold value - "The Wedding Dress Pillar"


This weapon came from an in-joke which I really can't be bothered to go in to. To be honest, it's not that funny anyway.

Anyhow, the image used is "borrowed" from a guy called Wen M. Please support the artist by visiting his DeviantArt page. Thankyou ^_^

And now...for stats!

The Wedding Dress Pillar. It's forged for medium-sized characters.

Magic Greatsword.

+1 to hit.


Surestriking. Harms creatures with damage reduction as if it had a +5 enchanment bonus.

Vampiric. Any living opponent struck by the blade must make a Fortitude save (DC 16) or lose an additional 1d4 hit points, which are immdiatly added to the wielder's current hit point total. Any hit points above the wielder's maximum are treated as temporary hitpoints (Multiple additions of temporary hit points don't stack) and dissapear after one hour.



3,550 gold


2d6 damage

19-20/X2

8lbs

Slashing.