marsden_online: RPG log icon for this character (Markos)
Arcana Evolved states that
Most items from Chapter Seven in the DMG are available ... with a few exceptions based on some simple guidelines
...
5. Any item whose main feature is an effect that does not appear in [AE] in any way,or that appears in a different version. The easiest thing to do is convert these effected to [AE] effects ... some effects ... do not appear in [AE], but you could incorporate them into the the game as special magic-item only powers."


AU/E also use a different set of item crafting feats. Most Wondrous Items, previously craftable by a 3rd level spellcaster if they had the aid of a suitably levelled caster or an appropriate item, now require a 12th level caster to take the Craft Constant Item feat. (See my Artificer class for one means of pulling this back the other way a bit).

Until recently I had not thought to sit down and calculate how much this might change the cost of some items, until I needed to know just how much of a discount the PCs might be getting through influence and prestige. A few oddities immediately appeared among relatively common items.

A very simple example is the Amulet of Natural Armor. In D&D3.x the pre-requisite is the Barkskin spell (Lvl 2, caster level 3 but that doesn't come into it) and the price for one of these is calculated as Bonus[squared] x 2000gp (DMG p285). 2000, 8000, 16000, 32000, 64000.
In AU the equation is spell level of the appropriate Beast Skin spell x caster level x 2000gp. 2000, 12000, 20000, 40000, 90000.

I'm having to fudge here a little too ... the rule is that The character can cast a spell at a lower caster level than normal, but the caster level must be high enough for her to cast the spell in question...., but there is no clarification of how this applies to diminished versions of the spell. Is it the caster level required to /prepare/ the normal version of the spell, or the caster level required to /have available/ a spell slot of the lower level used to cast it? I'm using the latter, or the +1 amulet would cost 6000gp (caster level 3) (the same as it presumably would if Craft Wondrous Item used caster level). For that you could upgrade your Ring of Protection +1 to a Ring +2 and have the additional +1 apply against more things. So I have gone with the latter interpretation.

Speaking of the Ring of Protection. The prerequisite spell for this in D&D3.x is Shield of Faith (a Cleric only spell, which means all those rings out there had a divine caster/ deity involved in their making ...), a first level spell granting a short-lived +2 to AC.

There is no equivalent in Arcana Unearthed. In fact deflection bonuses are few and far between in the spell lists, exactly 3 spells, Magic Circle (Complex, 3), Energy Sheath (Exotic, 6) and Telekinetic Shield (Complex, 8). And Magic Armour 9a flat +1 or +2 heightened) doesn't really cut it as a replacement (apart from explicitly being unable to be incorporated in a constant item).
There are a couple of other deflection effects available to lowish level classes, specifically the Mage Blade's Shimmering Shield (at 4th level) and the Wind Witchery Wind Blade (could be chosen at 1st, 5th or 10th level before you can get the CCI feat at 12th).

So for now Rings of Protection remain one of those things, and at some point I will formally make Shield of Faith available as a 1st level complex spell granting +1 AC (+1 per n caster levels) for a period of minutes/level, diminished +1 to AC for a period of rounds/level, heightened lasting for a period of 10 minutes/level. I think that will be balanced against the AU version of Magic Armor. It will likely change the price of the ring in a similar manner to the amulet above, but not as drastically.

Another challenging item is the Ring of [Energy/Element] Resistance (or for that matter armour of this type). The D&D 3.5 Resist Energy spell (Level 2, grants between 10 points and 30 points DR against the specific energy depending on caster level) does not exist in AU in favour of the diminished versions of Protection from Elements and Protection from Energy (Simple, 3 & Complex, 4 respectively, absorbs damage from elemental attacks of the specified type up to a caster-level determined limit).

These spells /can/ be placed in permanent items, but if we consider the spell to be cast on the wearer every round the simplest of these rings created at minimum caster level would protect against 30 points of damage every round. (Which might or might not be preferable to protection of 10 points from every elemental attack depending on the situation.) My feel is that is overpowered.

A slightly more interesting take is that the ring recasts the spell whenever the existing protection expires, leaving a narrow window where some damage might actually sneak through, or has to be reactivated as an action like for example the Ring of Invisibility. As a uses-per-day item of course it works fine.

It is a trivial solution here to say that the prerequisite becomes the diminished spell and the effect when placed in an item differs, although there's still the matter of while Rings of Elemental Resistance now have the same caster level as D&D3.x, Rings of Energy Resistance (excluding Fire, for which one would use the cheaper spell) now have a higher caster level and could be expected to have a commisurately higher cost.

The easy solution is simply to say something like "there are recipes for these common items, and they use the DMG costs" but it all leaves me wondering how far through the possible issues Monte Cook and his team thought when they developed the AU/E and why they did not spend what could have been just a line or two of text to provide clarification.
marsden_online: RPG log icon for this character (Kiera)
Ability damage whether through poisons, energy drains, feats or other effects is fairly common in D&D3 and it's close relatives. In fact as hit point totals grow I've found that the easiest way to make the players concerned about the ability of an enemy to damage them is to break out an ability-damaging critter, taking them back to worrying about a total which is likely in the teens to start with rather than the tens.

Monte Cooke's Arcana Unearthed (and revision for 3.5, Arcana Evolved) deliberately make healing harder to come by. For HP damage the lower level healing spells either cure less (fast and with no side effects) or cure more but at a cost to the caster.

After diligent searching I found the following options for ability damage:

#Iamblind #rightundermynose
The Restoration spell is a Complex, Positive Energy (specifically accessible by certain classes / feats), level 5 spell. It requires the target have a Truename to be effective. Diminished (cast using a 4th level spell slot) it removes all temporary damage to one ability score and dispels negative levels; cast normally it dispels negative levels, restores one drained level, removes all temporary ability damage and one point drained from a single ability score, and heightened (cast using a 6th level slot) it restores all lost levels and all points drained from a single ability score. At best you need to be a 9th level caster before you get access to this spell in any form, 11th to use it heightened.

For comparison the 3.x spell Lesser Restoration cures 1d4 points of ability damage and is 2nd level (3rd level caster), Restoration dispels negative levels, restores one drained level, cures all temporary damage, restores all points drained from a single ability score and is a 4th level spell (7th level caster)

Other options appear to be:
- The heightened version of Transfer Wounds (Total) (Simple, Positive Energy, using an 8th level spell slot) in addition to healing all hit point damage removes all temporary ability damage, applying half of that damage to the caster as per usual for the Transfer Wounds spells.
- Perfect Health (9th level, Simple, Positive Energy, requires Truename) removes all temporary ability damage but explicitly does not remove drain.
- Heightened Neutralise Poison (Complex, Positive energy, 5th level slot) heals damage inflicted by poisons within the past hour.
- Heightened Remove Disease (Complex, Positive energy, 4th level slot) heals any damage inflicted by diseases in the last week.
- Remove Malady (Complex, Positive energy, requires Truename, 5th level slot) can take away (among other things) a poison or disease affecting a character, but it is not clear if this will restore ability damage. Comparing it to the levels of the previous two I would say not; this spell instead has the flexibility of being effective against a wide variety of conditions.
- the Runethane (class) Rune of Rest doubles the rate of healing while during rest, presumably including ability damage.

The lack of lower level magic for addressing ability damage is clearly a deliberate design decision but it's a bit problematic when a series of horrendous FORT saves leaves your low-to-mid-levels group mostly incapacitated by a few spiders. By the rules it also makes ability healing items (eg potions) prohibitively expensive at lower levels. Google has not revealed unto me any existing house rules for this out there, so here are a couple of ways I see to address this while still keeping the availability of healing a bit more scare.

1. Easily within the rules Lesser Restoration can be brought in as an exotic spell. I would probably make it 3rd level, Positive Energy, restoring 1d4+1 points of damage to one ability score, diminished restoring 2 points but at a cost to the caster of 1 point (ala Transfer Wounds), heightened restoring all points of damage to one ability score.

2. The Lesser and Greater Transfer Wounds spells could be modified such that the heightened version additionally / instead restores some amount of ability damage at the usual cost of transferring half the damage to the caster (effectively having half the effect if cast on oneself). If I were taking this route I would probably make the amount 1d4+1 points to one ability score for LTW and all points to one ability score for GTW (heightened is a 5th level spell so Restoration may be available, but GTW is a Simple spell and doesn't require a Truename).

As a side note even with multiple applications of these spells there would always be one point left /somewhere/ which has to recover naturally #math.

3. The Lesser and Greater Battle Healing spells could be similarly modified. These are already a level higher than their Transfer counterparts which seems reasonable for the utility. Restoration is still preferable if it is available if only because it now uses a lower level slot (heightened GBW uses a 6th level slot to achieve what Restoration does using a 4th level slot).

My preference would probably be to use both 2 and 3 but for the stingier DM introducing an NPC who has spent the feat for or an Amulet of Spell Knowledge containing the first option might be more palatable.
marsden_online: (Evil GM)
Curses can be hard to handle in some RPGs. D&D3.x in particular the Bestow Curse spell has some nasty but purely mechanical effects

-6 to an ability score == -3 to related rolls and possibly loss of spell casting ability
-4 to pretty much every roll
do nothing 50% of the time

but by the time you encounter it with any frequency Remove Curse is probably available to you and the effects are serious enough that you wouldn't think twice about using it. And of course you are left to come up with interesting names / descriptions of the curses.

Something more subtle which occurred to me this morning is possibly more frustrating, yet small enough in apparent impact. Simply this: any dice rolled for the character are treated as if they had naturally rolled 1 less. Not a huge deal on any given roll perhaps, but
- no more natural 20s (auto hits, critical threats)
- 1 less HP per level gained while under the effect of the curse
- doubles the chance of auto-failing a saving throw (now on a "natural" 1 or 0)
- significantly reduced damage on multiple-damage-dice attacks.

OTOH marginally better chance of making those 10% chance stabilisation checks.
marsden_online: (write)
A fragment of overheard conversation earlier in the week got my brain whirring, and it won't shut up. I've googled and not come across anything similar, so here are a few ideas for a points based, flexible casting magic system to swap into D&D 3.x while retaining the spells as written as at least a useful reference.

This system does require re-imagining some of the classes and would bring a very different "feel" to the magic side of a campaign.

snip )

Whew. More later.
marsden_online: RPG log icon for this character (Arthur)
Something from a dream a while ago that I jotted down for gaming use....
~~~
The Moontime duel is a magical ritual challenge which can be invoked by a warrior to engage another in single combat at night. It is most commonly used by champions of the "brutal humanoid" races. There must be at least a sliver of a moon in the sky for this ritual to be invoked, and the challenged party must respond to the challenge and move into range* for the ritual to take effect.

Upon the ritual taking effect a bright circle* of moonlight appears around the combatants with a crescent of of darkness down one side wide enough to contain one combatant. The challenger is at the centre of the circle and the challenged in the darkness. All others are compelled* to move out of the circle and not intervene.

The darkness provides concealment from normal, low-light and darkvision but may not affect beings able to see in magical darkness. Each round* the crescent of darkens expands and the area of light contracts. The duel is fought along the boundary - at all times there must be one combatant in the darkness and one in the light; they may only change places by mutual move or by one forcing the other out at the same time as they step in. Early on this provides the challenger space to step back and recover but this advantage rapidly switches to the challenged.

The duel ends when one party is defeated/concedes or is forced out of the circle, at latest when the darkness reaches the far side forcing the challenger out (this does not count as a defeat as the challenged can simply opt to fall back into the darkness and wait. The ritual does not compel the participants to fight - honor and pride dictate that). The circle will run its course regardless.

* the size of the circle, level of darkness and rate of change are all things which can be varied depending on the power of magic/ritual in the setting. Similarly whether the ritual will engage for hopelessly mismatched opponents and whether the stricture on others intervening is magically enforced or simply a matter of honour/tradition (in my original dream the duel was interfered with but the timer ran its course anyway).

Buoyancy

Nov. 2nd, 2013 08:21 pm
marsden_online: RPG log icon for this character (Arthur)
Last session of Arcana Unearthed we discovered just how lethal a small pool of water can potentially be. With this in mind the lack of a watery equivalent to the Safe (Feather) Fall spell seems like a serious oversight.

Note: the version of AU we are using is based off D&D 3.0. The relevant part of the Swim skill which was removed in D&D 3.5 is emphasised below:
Swim
Strength
A successful Swim check allows the character to move in water at one-quarter of his speed as a move-equivalent action or at one-half his speed as a full-round action. Roll once per round.
Failing the check means the character makes no progress through the water. Should he fail the check by 5 or more, he goes underwater and starts to drown.
If the character is underwater (whether drowning or swimming underwater intentionally), he suffers a cumulative –1 penalty to his Swim check for each consecutive round he’s been underwater. The Difficulty Class for the Swim check depends on the water’s condition:
Water Condition | DC
Calm water | 10
Rough water | 15
Stormy water | 20
For each hour that the character swims, make a Swim check (DC 20); on a failure, the character takes 1d6 points of subdual damage from fatigue.
Special: Instead of an armor check penalty, the character suffers a penalty of –1 for every 5 lbs. of gear he is carrying or wearing.

Drowning
In the first round, she falls unconscious (0 hit points). In the following round, she drops to -1 hit points and is dying. In the third round, she suffocates.

That's comparable, arguably worse, than being hit with any of the high level instakill spells.
(Note: in AU you actually start dying at -CON bonus), significantly more dangerous to many characters than a very high fall (thanks to D&D physics...)

So how often lethal? Well very few characters actually put ranks into Swim, either because those who have it as a class skill usually have few skill points to go around. And even for those that do the penalties add up fast. Take Markos as an example.
- He does actually have an unencumbered +5 to Swim because he maxed it out at as a class skill at 1st level (ranks) and has a strength bonus (+1)
- Just in light armour (masterwork studded leather jack, 20lb, -4) and carrying his athame (swordstaff, 10lb, -2) he is already at -1 to Swim, -3 after his minimal other gear is taken into account.
- that translates to failing a swim check in still water (eg a 10' deep pit) 60% of the time (roll 12-), starting to drown 35% of the time (roll 7-). Woe betide a more heavily laden or lower-strength character.

So here is my shot at an equivalent to Safe Fall which may save characters from a watery grave.

Buoyancy
Transmutation [Air, Water]
Level: 1 (Simple)
Casting time: See text
Range: Close (25' + 5' per two levels)
Targets: Targets: Any objects or creatures in a 10-foot radius whose weight totals up to 300 lbs./level
Duration: 1 minute per level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
If the creatures or objects affected by this spell are immersed before or while it is active they rise towards the surface at a rate of 30'/round (in addition to any distance they swim) and once there automatically make any Swim checks to remain surfaced. Movement still requires the usual Swim checks and a -5 buoyant penalty applies to any attempt to descend. A solid object (eg the roof of a water filled cavern) will prevent any further movement upwards.

This spell grants no ability to breathe underwater, those affected must still hold their breath. However drowning creatures which survive long enough to reach the surface will cease drowning (but remain unconscious).

Creatures with a natural swim speed are unaffected by this spell.

You can cast Buoyancy quickly enough to affect someone who unexpectedly becomes immersed. Casting the spell is a free action and can be cast out of turn, although no more than once per round.

Diminished Effects: The spell affects only one creature or object (of up to Medium size);
Heightened Effects: Drowning creatures cease to drown (but remain unconscious) when the spell takes effect; Creatures with a swim speed may be affected (Will negates) and thus forced towards the surface but cannot be moved past the point where they can breathe.

~~~
Frostburn does have the Float spell, which is similar but not quite what I wanted. In particular it only has one target and can be used offensively as a level 1 spell.
marsden_online: RPG log icon for this character (Arthur)
A magic ward to keep libraries free of rodents and discourage other annoying pests.

D&D3.5 spell stats
Abjuration [Force][Mind Affecting]
Level: Sor/Wiz 1; Bard 1
Components: V/S/M
Casting time: 1 full round
Range: Touch
Target: Object(s) touched
Duration: Permanent until discharged (D)
Saving Throw: Will partial; see text
Spell Resistance: Yes

This spell is cast on a scroll, tome or similar item. If the item is touched by a creature or construct other than the caster or others defined at the time of casting (usually by setting a password) a small mouse appears and bites the offender for 1 point of damage. The target must then make a Will save or involuntarily cry out in surprise or pain. Undead, constructs and other creatures immune to pain or mind-affecting effects automatically make this save.

The mouse is a force construct and the appearance of the effect can easily be customised by substituting the material component for part of any tiny or small animal. (Giantish versions may use medium animals.)

While the item is held by someone it is attuned to the spell is suppressed, enabling others to examine the item.

The spell creates one additional mouse per two caster levels (maximum 10), which may be placed on the same object or multiple objects. If more than one mouse is placed on an object they may be set to discharge one at a time or all at once.

Multiple Mousetrap spells may be cast on an item at once, but only the oldest casting will discharge each time the item is handled.

Material Component:A strand of mouse fur, or equivalent

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