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A custom magic system

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1 A custom magic system la data de Vin Apr 15, 2011 8:26 pm


Furacios Biban
As we've played, mostly low to mid level campaigns there is a sense of primary spell casters as being somewhat useless, then there's a sudden leap to where they're overpowered and finally, about level 10, they become ridiculously powerful, to the point where it takes plot devices to keep them in check.

In order to create a better, more balanced system, I've done away with spells entirely. There are just the 8 schools of magic left. A caster may do anything they desire, as long as it can be justified within a school he is trained in.

When a main caster class[Wizard, Sorcerer, Cleric and Druid] is taken for the first time, the character receives two new Feats, 2 Magic(School) or 1 Magic(school) and a Spell Focus(School). If the character already possesses spellcasting abilities from another class[Ranger, Paladin, Bard] they receive only one extra Feat.


At levels 4, 8, 12, 16 and 20 another school may be added to the caster's repertoire. These schools replace the bonus feats wizards get, or the wizard may choose to forgo taking a new school and instead acquire the Spell Focus and Greater Spell Focus feats.
Wizards are required to keep a book of notes and observations on magic and must consult it at least 4 hours a week. Otherwise they
get a penalty of -5 to casting for every day they do not spend consulting the book. This accumulates up to -30. The penalty may only be lessened by study, with +5 for every day they learn intensively.


Sorcerers get new schools of magic at levels 8 and 16.
However, at levels 4, 12 and 20 they choose Spell Focus or Greater Spell Focus as bonus Feats, as applicable.


Clerics get new spell schools at levels 8 and 16. Because of the nature of their spells Clerics suffer no penalty to casting from armor. The schools they receive and what they do with them must make sense in the context of their patrons domain. While it's normal to see a priest of Lathander healing, they would never try to create undead, ect.


They receive one spell school at level 1 and another at level 10.
Bards may have any schools they wish.
Paladins may have: Divination, Necromancy, Abjuration.
Rangers may have: Transmutation, Enchantment, Evocation.
These secondary spellcasters have a caster level equal to their actual level-5. Therefore they can only put points in their use magic skills after level 5.

How Magic is cast:

Once a character gains one of the Magic(School) feats they may immediately begin using magic. If they desire they may now invest points in the Use Magic(School), for Arcane casters, Conviction(School) for divine casters and Attainment(School) for casters channeling the power of nature.
The maximum rank in these skills is equal to their caster level. Otherwise it operates just like any skill. Secondary casters may advance in a primary casting class and are allowed to continue acquiring ranks if the same type of magic is being cast[Rangers may continue magic as Druids, Paladins as Clerics and Bards as either Wizard or Sorcerer].
To determine the DC required to cast a spell, the caster must first outline what it's effects are. Various effects hold different Spell Costs. as described in the following table:

Once the Spell Cost is set, 10 is added to that number. This result is the Casting DC that must be equaled on a roll of 1d20 + that character's casting skill.

Any failure by less than 10 simply means the caster has overextended themselves, they receive non-lethal damage equal to the amount by which they failed the roll. Once they receive non lethal damage equal to their HP, they become fatigued and must roll a fortitude save(DC=Most recently Failed spell cost), if this save is failed they lapse into unconsciousness for 1d6 rounds. If they equal their HP again, they become exhausted until they rest for at least 8 hours, they take another fortitude test(DC=Most recently Failed spell cost+5), if failed the caster falls unconscious for 1d8 hours.

If it fails by 10 the caster cannot cast spells from that school for 24 h.
If it fails by 15, the spell turns against the caster, producing the opposite effect.
If it fails by 20, it turns against the caster and whoever may be in the effect range.
The botches are never helpful, you will not blind you enemy by accident, or turn them insane by failing a roll.
Every Spell starts with a Resist DC of 10 and a duration of 1 round unless otherwise specified.

All spells originate from the caster, with the exception of Abjuration spells, otherwise their default range is equal to the amount of damage dice they have.
A caster with abjuration may create a magical effect from a distance, within their casting range, which is 10*Caster Level in ft, to a maximum of 100ft. The caster may add 1 point to any spell effect from any other school to have it's point of origin be anywhere within his range if he has Magic(Abjuration)
Unless they invest points for extra range, a spell does not leave a caster's spell range.
Any caster can dispel if they prepare to do so. In order to dispel, the caster targets an enemy and declares a ready action. When the enemy casts a spell, both casters roll a Caster level check[1d20+Caster Level], the character with the highest score wins. If the scores are equal, the caster with the highest level wins. If both are of the same level, then the one with the most ranks in their spell school wins. If those too are equal, roll again. They may only dispel from within the schools they know, except for Abjuration which can dispel any school. Dispelling can only be done within caster range.
A caster may briefly add a magical effect to any item he or she desires, it works in the same way as casting a spell.
A weapon or armor may hold up to +5 or it's equivalent in enchantment. Points put in duration do not count for this cap.
Medium sized creatures can hold up to +12 Spell Cost worth of magic.
In case of the same type of magic with the same effect is being cast on a creature, they do not stack, the most recent one takes over.
A caster may choose to maintain a spell they have cast as a swift action, they are free to cast another spell as a standard action, but the second spell starts with a casting DC of 10+Maintained Spell Cost+New Spell Cost.

A brief description on the schools of magic:


The Abjuration school of magic encompasses protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence. A wizard who specializes in abjuration is known as an abjurer. Abjurers may dispel any magical using their school.

Abjuration Handles:

Protection: The caster may envelop a creature or object in a sheen of pure force, just as they may raise walls or otherwise create kinetic barriers. A kinetic barrier, whether used to increase AC or block a passage cannot be dispelled as long as it is maintained. It is possible to create permanent such spells though they require a source of power. A wall of force will stop ethereal creatures from passing through, but not teleportation.

Telekinesys: The caster may simply manipulate matter as easily as if he would with his hands. I allows the caster to lift himself or his allies in the air, in the manner of levitation and magical flight. [ Manipulating objects will work the same as affecting creatures, but if we really need to calculate the power it's 10*The number of points you put in the spell Newton. This is to give you a basic idea of how strong the spells are, we will not calculate the damn force required to move stuff around.

Nullification: Specifically targeting magic effects, a caster may dispel any spell he desires, from summoning to necromancy, except kinetic barriers that are being maintained. This ability would also allow a caster to render a creature, object or place immune to magic for a time. In order to dispell, or overcome an anti-magic zone, a caster is required to roll a Caster Level Check[CL+1d20].


The conjuration school of arcane magic calls materials, creatures or energy to the caster and can also be reversed to send creatures to other places, either over long distances or even to a whole different plane of existence. Anything summoned returns to it's normal plane after the duration is passed. The caster must either be familiar with the summoned creature or object or have very good knowledge of it (Knowledge roll of 15+Creature HD).
Conjuration handles:

Calling: Spells of this type take creatures from their natural plane and bring them to the caster. They have one chance to return to their home plane but the spell usually restricts the circumstances that would allow it to do so. [+6 Spell cost]

Creation: These spells manipulate matter itself to create an object or creature. Most, but not all of these spells require more magic to hold the creation together after it has been made and when the magic of the spell wears off, the creation simply disappears and the matter returns to its original form, whatever that may have been. Those that don't rely on magic to hold it together last indefinitely. [+2 Spell cost]

Summoning: Summoning spells bring a creature or object from wherever it currently is to the caster of the spell. When the spell expires, creatures are instantly sent back to wherever they came from, although objects do not unless the spell used to summon them was designed to. If a creature is killed while under the effects of a summoning spell, they instantly disappear and reform at the point that they were summoned from. [Spell cost = Creature's HD]

Teleportation: These spells transport the subjects of the spell over great distances, usually via the Astral Plane. The most powerful of these spells can teleport the subject to a destination in another plane entirely. Teleportation spells are often one-way and require another teleportation spell to return. [Spell Cost is payed once per each creature teleported]


The caster can see into the future, or present or past, over long distances or short. A caster with this school may retroactively roll to give themselves bonuses to any save, attacks, or AC they so desire. The cost of the retroactive roll is added to any spells they cast their next round.
There are two major uses for divination:


Insight: A character may bestow upon another the ability to simply know things he or she may not have any reason to in other conditions, they may add bonuses to any skill, allow the use of untrained skills, comprehend languages or give insight bonuses to will saves and reflex saves.

Scrying: You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will Save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save. If the save fails, you can see and hear the subject and the subject’s immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.The sensor has your full visual acuity, including any magical effects.

If the save succeeds, you can’t attempt to scry on that subject again for at least 24 hours.


The caster has control over the natural elements. They may bend the earth to their will, or summon storms, an Evoker may shoot lightning or cause fire to spontaneously appear.
With Spell Focus, the Evoker becomes resistant to one element of their choice. With Greater Spell focus they become immune to that element and resistant to the another. The caster may force a natural element to behave in a way that it would not otherwise. Fire could cease to burn in a sea of wood, water would not flow or the earth could rise of it's own accord. Light and darkness also fall into this category, as a caster may stem the flow of light or increase it at any one place. If the caster wishes, they may create very crude, static illusions with a Craft(Painting) Check or a Charisma roll.

If an element does not exist where a caster is trying to use it, then that spell automatically fails. One cannot create fire in water, nor summon earth where there is none.


The Enchanter can bend the minds and wills of others to their whims. The more alien the mind, the greater the difficulty with commands. An Enchanter may attempt to posses another creature. If the spell is successful but they fail to acquire a body, the enchanter looses 1 level per 2 rounds he stays outside any body. The next round they may attempt to posses another creature. Resisting a possession renders one immune to it for 24h.
Upon being struck mortally an Enchanters mind frees itself from a body and may cast spells normally, it can still be affected by non-corporeal magic.
Enchantment is purely within the mind, it has no true effect upon the physical realm.

Enchanters are also referred to as mentalists, sometimes as "those bloody mind mages". They can control thoughts, make themselves more likeable, erase memories, implant memories of things that never happened and induce hallucinations. An enchanter may also look into the mind of another, and use their knowledge and experience in any way desired. However they cannot learn anything this way. It IS possible to use magic to learn using magic, it takes a very long time, even if the subject is willing, the process usually causes brain damage.

There are two ways to affect a creature:


The character simply augments himself or subtly changes an aspect of the creatures mind so that it acts in a way the caster desires it to of it's own accord.


The caster simply forces the creature to act, the compulsion is obviously not something the creature would do normally and is therefore easier to detect even without magical aid.


The Illusion school includes spells that deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises. Among these spells are included invisibility and disguise self. A wizard who specializes in the schools of illusion is referred to as an illusionist. The school of illusion, paradoxically creates real effects. The subjective nature of the multiverse can lead to well crafted illusions becoming real, and often enough illusions that seem real can affect creatures and objects as if they were. Any and all senses may be fooled by illusion, this includes magical scrying.

There are 5 ways to use illusion:


A figment spell creates a false sensation. Those who perceive the
figment perceive the same thing, not their own slightly different
versions of the figment. (It is not a personalized mental impression.)
Figments cannot make something seem to be something else. A figment that
includes audible effects cannot duplicate intelligible speech unless
the spell description specifically says it can. If intelligible speech
is possible, it must be in a language you can speak. If you try to
duplicate a language you cannot speak, the image produces gibberish.
Likewise, you cannot make a visual copy of something unless you know
what it looks like.

Because figments and glamers (see below) are unreal, they cannot
produce real effects the way that other types of illusions can. They
cannot cause damage to objects or creatures, support weight, provide
nutrition, or provide protection from the elements. Consequently, these
spells are useful for confounding or delaying foes, but useless for
attacking them directly.

A figment’s AC is equal to 10 + its size modifier.


A glamer spell changes a subject’s sensory qualities, making it look,
feel, taste, smell, or sound like something else, or even seem to


Like a figment, a pattern spell creates an image that others can see,

but a pattern also affects the minds of those who see it or are caught
in it. All patterns are mind-affecting spells.


A phantasm spell creates a mental image that usually only the caster
and the subject (or subjects) of the spell can perceive. This impression
is totally in the minds of the subjects. It is a personalized mental
impression. (It’s all in their heads and not a fake picture or something
that they actually see.) Third parties viewing or studying the scene
don’t notice the phantasm. All phantasms are mind-affecting spells.


A shadow spell creates something that is partially real from
extradimensional energy. Such illusions can have real effects. Damage
dealt by a shadow illusion is real.


Necromancy is the school of magic whose spells manipulate the power of death, unlife, and the life force. Spells involving the undead make up a portion of this school. A caster may raise undead and bring back the fallen to true life. Highly focused on the Negative Energy Plane, most spells from this school drain abilities. This school is often the one most associated with lichdom, a process that allows the caster to live indefinitely by securing their essence in a receptacle known as a phylactery. A wizard who specializes in the necromantic school is called a Necromancer. A necromancer may posses up to twice his caster level of undead HD. If he channels negative energy into an area and makes it permanently inimical to life he may control 4*caster level of undead in that area.
There are two ways to make undead:
Simply infusing a body with negative energy makes it a fleshy and rotten puppet. It has no will of it's own, it follows it's master and obeys blindly, for alignment purposes, it's True Neutral. If released it returns to being just another corpse. By this method a caster may create Zombies or skeletons.
By blasting the corpse with negative energy, the caster could summon malevolent spirits, and give them residence inside the body. These abominations are always evil and have some measure of sentience. They feed on life itself and will attack everyone except the caster or those the caster is actively protecting. By this method any undead may be created.

Spells of the transmutation school of magic change the physical properties of some creature, thing, or condition. These enhancing strength, influencing sudden growth spurts, or changing the physical properties of minerals. A wizard who specializes in transmutation is known as a transmuter.

There are 3 ways to use transmutation:


The caster enhances an already existing ability of a creature or object, making it stronger, faster etc.


The caster changes the form of a creature or object, according to his desires.


The caster may give the object or creature properties it never possessed, or possess no longer, such as regrowing limbs or producing venom.

Ultima editare efectuata de catre Zekel in Mier Mai 11, 2011 7:17 pm, editata de 17 ori

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2 Re: A custom magic system la data de Vin Apr 15, 2011 10:29 pm


Furacios de blugi
Voi jucati 3.0 sau 3.5? Ca nu pare 4.0....

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3 Re: A custom magic system la data de Vin Apr 15, 2011 11:01 pm


3.5 dar with custom magic system. 4th is treated like the plague.

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4 Re: A custom magic system la data de Vin Apr 15, 2011 11:07 pm


Furacios Biban
Meh, 4th just made every class like every other class and dumbed it down a bunch. Supposedly it was balanced and there was no way to make it overpowered but I remember some builds that were waaay to strong and couldn't even be touched.
Also, I guess we're playing 3.6.

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5 Re: A custom magic system la data de Vin Apr 15, 2011 11:30 pm


Furacios de blugi
Garak a scris:3.5 dar with custom magic system. 4th is treated like the plague.

Deci zvonurile despre 4th is adevarate...mi se parea mie ca ceva e dubash.

Apropo, ati avea loc la voi in campanie, asa mai din an in pasti ca nu o sa prea pot sa vin in mod regulat, pt. un incepator caruia i-ar placea sa joace ceva psykeri (all kinds dar mai ales soulknife) sau hexblade ori warlock?

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6 Re: A custom magic system la data de Sam Apr 16, 2011 12:27 am


Furacios Biban
Ar fi okay. Dar nu in campania asta, sau cel putin nu in urmatoarele 2 saptamani. Nu de alta dar suntem 6, 1 DM si 5 jucatori. Daca nu suntem focused s-ar putea sa nu facem mare lucru, si cam toti suntem cu ceva experienta in asta. In principiu, cam in 3 saptamani ai putea juca linistit. Acuma nu prea merg majoritatea prestige classurilor cu sistemul asta de magie, dar as fi dispus sa incerc.

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7 Re: A custom magic system la data de Dum Apr 17, 2011 12:55 pm


Furacios de Gin
This leaves a lot of room for interpretation. A very good start to a different way of looking at it. I'm honestly very curious to see this in action. Fortunately my curiosity should be satisfied in two or three hours Very Happy

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8 Re: A custom magic system la data de Dum Apr 17, 2011 11:24 pm


Furacios de blugi
Zekel a scris:Ar fi okay. Dar nu in campania asta, sau cel putin nu in urmatoarele 2 saptamani.In principiu, cam in 3 saptamani ai putea juca linistit. Acuma nu prea merg majoritatea prestige classurilor cu sistemul asta de magie, dar as fi dispus sa incerc.

Cum am zis, daca o sa ma primiti si daca o sa vin, va fi destul de rar (asa mai mult ca aparitii episodice) si daca esti dispus sa gasesti ceva metode sa introduci un personaj de genul ar fi super.

Si pot juca o clasa gen soulknife care daca imi amintesc bine nu are magie pt. ca desi e un fel de psyker, lupta cu sabii/arme facute din propriile ganduri. Si cam toate skilluri-le au legatura cu aceasta abilitate mai ciudata a clasei respective.

Din restul claselor, hexblade-ul are ceva magie dar e la un nivel destul de simplu.
Psykerii (echivalentul wizards sau sorcerers) si warlock-ul sunt intr-adevar dependenti de magie dar nu intentionez sa incerc asa ceva in viitorul apropiat.

Nah, mai vb. si vedem ca nu ma grabesc...este timp.Wink

Edit: Daca nu vreti sa va incurcati cu un noob in D&D, nu ma supar, pt. ca nu vreau sa va incurc. Smile

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9 Re: A custom magic system la data de Vin Apr 22, 2011 12:24 am


Furacios de Gin
After trying this system first hand I would like to mention a couple of things:

- I find this system to be a very good start to an alternate way of handling magic in D&D, especially because it promotes great liberty and creativity on the player's side and because it gives a greater sense of greatness than the standard casting system.
- For improvement I would suggest making it a bit more difficult to cast powerful spells, or to put a lot of power in a spell in general. I, for example, felt the lack of a 5 point fumble penalty. To counter this, I would
- Allow more accessibility to spell schools (especially for Wizards) i.e. I would give casters (esp. Wizards) access to all the Use Magic skills (for every school) and make them select a couple to use as class skills, depending on their specialization. Thus casters would have the option of putting a few meager points in some other school that might come in handy even if for menial tasks such as the effects of Magic Hand, which used to be a cantrip that all Wizards could cast but with this system would only be available to Transmuters.

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10 Re: A custom magic system la data de Mar Apr 26, 2011 12:09 am


Furacios Biban
Huh, only got to read this today, sorry about that Harry.
Well, here's the deal: I think that the system offers great short and medium term solutions. I define great spells those ones that are hard to resist AND affect the battle significantly. At the moment, it's very hard to make something like that. It's easy to make very damage heavy spells with low resist DC, or the opposite, or even a compromise, but to get the end all spell, great skill or luck is needed.
See, I made this specifically so no one can just do 8d6 damage with a DC to resist of 17 easily [8th level fireball, for example].
Oh, Mage Hand would be Abjuration, it handles all telekinesis like spells.
As for variety, yes that's a problem. I can't really think of a decent solution without making the whole thing be very same-y. By level 4, a decent level, a wizard can have 3 spell schools out of 8, any of his choosing, fairly all right, I'd say. The other thing being, because there are no fixed spells, you can accomplish stuff in many ways, but it implies creativity, like you mentioned. Sure, you can't cast telekinesis, you could probably shape the earth into a hand and do whatever, or a gust of wind. You might make plants grow and control them to give you keys, or enchant a creature to do so for you. Hell, only Illusion doesn't have a way to do this, but you get my point.
I will post metamagic feats that have been altered to fit this setting, btw.

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11 Metamagic Feats la data de Mar Apr 26, 2011 12:36 am


Furacios Biban
Chain Spell
PRE:Any other Metamagic Feat
You can chain any spell that specifies a single target and has a range greater than touch. The chained spell affects the primary target normally, then arcs to a number of secondary targets equal to your caster level. Each arc will affect one secondary target, and you may choose them at will, although no arc can go greater than 30 feet. You can only affect any given secondary target once, and you may select fewer than your maximum to be affected. If the chain spell damages the primary target, each secondary target takes half as many dice of damage as the primary target, and they get a Reflex save to halve that damage (1/4 damage). For spells that do not damage the primary target, the saving throws for the Secondary targets get their DC reduced by 4 points. Uses a spell cost 3 higher than the spells actual cost.

Cooperative Spell
PRE:Any other metamagic feat
You and another caster with this feat can simultaneously cast the same spell. You must be adjacent to one another while doing this. Add +2 bonus to the Save DC vs. the spell, and +1 to Caster Level checks vs. Spell Resistance. Use the base DC of whichever caster has the highest bonus.
For each additional caster above the second, add +1 to both the Save DC and the Caster Level check vs. Spell Resistance.

Delay Spell
PRE:Any other Metamagic Feat
A delayed spell doesn't activate for 1 to 5 rounds after you finish casting it, chosen by you at the time of casting. The spell activates at the beginning of the round you designate. Only area, personal, and touch spells may be delayed. If conditions change between the time you cast the spell and the time the spell goes off, it could screw things up. An example would be the target of the spell moving out of range...in this case, the spell would simply fail. A delayed spell may be dispelled normally during the delay if it is detected, such as by someone using Detect Magic.
Uses a spell cost 3 levels higher than the actual spell.

Energize Spell
Your spells channel positive energy to deal extra damage to undead creatures, but are less effective against other opponents.
PRE: Nonevil alignment, must not have the ability to rebuke undead
Your spells are infused with positive energy. An energized spell deals an extra 50% damage to undead creatures, but deals 50% less damage to nonundead creatures and to objects.
Uses up a spell cost one level higher than the actual spell.

Enervate Spell
Your spells channel negative energy to deal extra damage to living creatures, but are less effective against unliving opponents.
PRE: Nongood alignment, must not have the ability to turn undead
Your spells are infused with negative energy. An enervated spell deals 50% more damage to living creatures, but 50% less damage to constructs, undead, and objects.
Uses up a spell cost two levels higher than the actual spell.

Fell Animate
Living foes slain by your spell may rise as zombies.
You can alter a spell that deals damage to foes. Any living creature that could normally be raised as a zombie and that does not possess more than double your Hit Dice, when slain outright by a fell animated spell, rises as a zombie under your control at the beginning of your next action. Even if you kill several creatures with a single fell animated spell, you can't create more Hit Dice of undead than twice your caster level. The standard rules for controlling undead apply to newly created undead gained through this metamagic feat.
Uses up a slot three levels higher than the actual spell.

Fell Drain
Living foes damaged by your spell also gain a negative level.
PRE: You can alter a spell that deals damage to foes so that any living creature that is dealt damage also gains a negative level. If the subject has at least as many negative levels as it has Hit Die, it dies. Assuming the subject survives, the negative level disappears after a number of hours equal to your caster level (maximum 15).
Uses up a slot two levels higher than the actual spell cost.

Fell Energy Spell
You add a dose of raw necromantic energy to your beneficial spell, making it especially effective for undead creatures.
Any numerical bonus granted by a spell modified with this feat increases by +2 for all undead creatures it affects. This increase does not apply to factors such as range, save DC, healing, or other numerical factors relating to a spell. Only effects described as bonuses gain this benefit.
A fell energy spell takes up a spell cost one leve higher than the spell's actual cost.

Repeat Spell
PRE: Any other Metamagic Feat A repeated spell is automatically cast again at the beginning of your next action in the round. No matter where you are, the second spell originates from the same location and affects the same area as the original spell. If the original spell designates a target, it affects the same target if it is still within 30 feet...if it is out of range, the repeated spell fails.
Uses a slot 3 levels higher than the the spell's actual cost.

Sacred Spell
PRE: Ability to cast divine spells
Half of the damage dealt by a sacred spell results directly from divine power, and is therefore not subject to being reduced by protection from elements or similar magics. The other half of the damage dealt by the spell is as normal for the spell. Only divine spells can be cast as sacred spells.
Uses a spell cost 2 levels higher than normal.

Song of the Dead
You can add such a powerful dose of necromantic energy to your mind-affecting spells that they function against undead creatures but are useless against all others.
A mind-affecting spell modified by this feat works normally against intelligent undead creatures. Mindless undead (those without an INT score) are still immune to its effect, and the altered spell has no effect against living creatures or constructs.
A song of the dead spell takes up a spell cost one level higher than the spell's actual cost.

Twin Spell
PRE: Any other Metamagic Feat
Casting a spell altered by this Feat causes the spell to take affect on the target twice, as if you were simultaneously casting the same spell on the same target two times. Two separate saves are made. Uses a spell cost four levels higher than normal.

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12 Re: A custom magic system la data de Mar Mai 17, 2011 12:14 pm


Furacios Biban

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