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    Titan in the Playground
     
    Jeff the Green's Avatar

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    Default [3.5, PEACH] Dungeoneer's Book of Incantations

    There are two problems with long dungeon crawls. First is that a lack of foresight (or limited starting wealth) can lead to not having the material components for essential spells, like raise dead and (true) resurrection. Even worse is when the party has no one capable of casting these spells. Second is a complete reliance on the DM's whims—or dice, if rolling for random treasure—for magic items. While some people like this, others (including yours truly) prefer a Magic Mart™ style approach to magic items.

    The solution, in my opinion, is to use incantations, a magic variant from Unearthed Arcana. You make a series of skill checks, typically Knowledge (arcana, religion, or nature), to create a specific magical effect. If you fail two in a row you suffer some penalty.

    I've created a few incantations to solve these problems. First are raise dead, resurrection, and true resurrection. These are designed for Eberron, so if you're playing somewhere else, you should replace the Ephemeral Swarms, Nalfenshee, and Sorrowsworn with something else of a similar CR that could come from the other side in your campaign world (ghosts work well). Also, if you use these, it would probably be a good idea to remove the spells from the cleric list.

    Spoiler
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    Raise Dead
    Conjuration (Healing)
    Effective Level: 5th
    Skill CheckKnowledge (religion) DC 25, 5 successes
    Failure: Attack
    Components: V, S, B
    Casting Time: 4 hours
    Range: Touch
    Target: Dead creature touched
    Duration: Instantaneous
    Saving Throw: None; see text
    Spell Resistance: Yes (harmless)

    You restore life to a deceased creature. You can raise a creature that has been dead for no longer than one day per caster level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the incantation does not work; therefore, a subject that wants to return receives no saving throw.

    Coming back from the dead is an ordeal. The subject of the incantation loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can’t be raised). This level/HD loss or Constitution loss cannot be repaired by any means. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A spellcasting creature that doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.

    A raised creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the incantation closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this incantation.

    A creature who has been turned into an undead creature or killed by a death effect normally can’t be raised by this incantation, nor can constructs, elementals, outsiders, or undead creatures. The incantation cannot bring back a creature that has died of old age.

    The caster may voluntarily increase the DCs of the Knowledge (religion) checks by 5 to resurrect a dead creature regardless of the condition of the remains, so long as some small portion of the creature's body still exists. The creature can have been dead no longer than 10 years per level of the caster.

    The caster may voluntarily increase the DCs of the Knowledge (religion) checks by 5 to resurrect someone who has been turned into an undead creature and then destroyed or who was killed by a death effect.

    The caster may voluntarily increase the DCs of the Knowledge (religion) checks by 10 to resurrect a creature whose body has been destroyed provided the caster can unambiguously identify the deceased in some fashion. The creature can have been dead no longer than 10 years per level of the caster.

    Failure
    1d4+1 ephemeral swarms appear and attack the caster and any other living creatures nearby. The ephemeral swarms disappear after 1 minute or after they are destroyed.

    Backlash Component
    The caster suffers 1d4 points of Wisdom damage and 1d4 points of Charisma damage.

    Resurrection
    Conjuration (Healing)
    Effective Level: 7th
    Skill CheckKnowledge (religion) DC 25, 5 successes; Heal DC 25, 2 successes
    Failure: Attack
    Components: V, S, SC, B
    Casting Time: 6 hours
    Range: Touch
    Target: Dead creature touched
    Duration: Instantaneous
    Saving Throw: None; see text
    Spell Resistance: Yes (harmless)

    You restore life to a deceased creature. You can raise a creature that has been dead for no longer than one day per caster level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the incantation does not work; therefore, a subject that wants to return receives no saving throw.

    Coming back from the dead is an ordeal. The subject of the incantation receives a negative level that cannot be removed by magic and the Fortitude DC to eliminate it naturally is 15 + 1/2 the subject's HD. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can’t be raised). This Constitution loss cannot be repaired by any means, and any level loss from the negative level cannot be repaired by any means. Upon completion of the incantation, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells.

    A creature who has been turned into an undead creature or killed by a death effect normally can’t be raised by this incantation, nor can constructs, elementals, outsiders, or undead creatures. The incantation cannot bring back a creature that has died of old age.

    The caster may voluntarily increase the DCs of the Knowledge (religion) checks by 5 to resurrect a dead creature regardless of the condition of the remains, so long as some small portion of the creature's body still exists. The creature can have been dead no longer than 10 years per level of the caster.

    The caster may voluntarily increase the DCs of the Knowledge (religion) checks by 5 to resurrect someone who has been turned into an undead creature and then destroyed or who was killed by a death effect, or to resurrect an elemental or outsider.

    The caster may voluntarily increase the DCs of the Knowledge (religion) checks by 10 to resurrect a creature whose body has been destroyed provided the caster can unambiguously identify the deceased in some fashion. The creature can have been dead no longer than 10 years per level of the caster.

    Secondary Casters
    An extra caster may assist by making the Heal checks; if so the DCs of all checks increase by 2.

    Failure
    A nalfenshee appears and attacks the caster and any other living creatures nearby. The nalfenshee disappears after 1 minute or after it is killed.

    Backlash Component
    The caster suffers 1d4+1 points of Wisdom damage and 1d4+1 points of Charisma damage. Any secondary caster suffers 1 point of Wisdom damage and 1 point of Charisma damage

    True Resurrection
    Conjuration (Healing)
    Effective Level: 7th
    Skill CheckKnowledge (religion) DC 25, 5 successes; Heal DC 25, 4 successes
    Failure: Attack
    Components: V, S, SC, B
    Casting Time: 8 hours
    Range: Touch
    Target: Dead creature touched
    Duration: Instantaneous
    Saving Throw: None; see text
    Spell Resistance: Yes (harmless)

    You restore life to a deceased creature. You can raise a creature that has been dead for no longer than one day per caster level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the incantation does not work; therefore, a subject that wants to return receives no saving throw. Upon completion of the incantation, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells.

    A creature who has been turned into an undead creature or killed by a death effect normally can’t be raised by this incantation, nor can constructs, elementals, outsiders, or undead creatures. The incantation cannot bring back a creature that has died of old age.

    The caster may voluntarily increase the DCs of the Knowledge (religion) checks by 5 to resurrect a dead creature regardless of the condition of the remains, so long as some small portion of the creature's body still exists. The creature can have been dead no longer than 10 years per level of the caster.

    The caster may voluntarily increase the DCs of the Knowledge (religion) checks by 5 to resurrect someone who has been turned into an undead creature and then destroyed or who was killed by a death effect, or to resurrect an elemental or outsider.

    The caster may voluntarily increase the DCs of the Knowledge (religion) checks by 10 to resurrect a creature whose body has been destroyed provided the caster can unambiguously identify the deceased in some fashion. The creature can have been dead no longer than 10 years per level of the caster.

    Secondary Casters
    An extra caster may assist by making the Heal checks; if so the DCs of all checks increase by 2.

    Failure
    A sorrowsworn appears and attacks the caster and any other living creatures nearby. The sorrowsworn disappears after 1 minute or after it is killed.

    Backlash Component
    The caster suffers 1d4+2 points of Wisdom damage and 1d4+2 points of Charisma damage. Any secondary caster suffers 2 points of Wisdom damage and 2 points of Charisma damage


    Next are create universal unguent, which creates a temporary material component for spells; transfer dweomer, which transfers an enhancement from one magic item to another; recharge wand, which does exactly what it says on the tin; automatic tailor, which resizes arms and armor to your size; and obviated artificer, which lets you craft a magic item even if you don't have the appropriate spell.

    Spoiler
    Show
    Create Universal Unguent
    Conjuration (creation)
    Effective Level: 4th
    Skill CheckKnowledge (arcana or nature or religion) DC varies, 4 successes
    Failure: Destruction
    Components: V, S, M, F, SC, B
    Casting Time: 1 hour
    Range: 0 ft.
    Target: Vial of Universal Unguent
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    By sacrificing magic or valuable items, you fill a vial with Universal Unguent, a magic substance that can replace expensive material components. A particular vial of Universal Unguent is tied to a particular spell. A prepared version of this spell (or a spell slot of a spontaneous caster that knows the spell) must be expended during this incantation.

    The skill checks required varies depending on what list or lists the spell appears on. If the spell appears on an arcane caster's list, Knowledge (arcana) may be used in this incantation; if the spell appears on the cleric or paladin spell lists, Knowledge (religion) may be used; if the spell appears on the druid or ranger spell lists Knowledge (nature) may be used. If the spell appears on multiple lists, any of the associated Knowledge skills may be used.

    The DCs of the check depends on the value of the spell's components as in the following table:
    {table=head]Material Component Cost|DC
    1-500 gp|25
    501-5000 gp|30
    >5000 gp|35[/table]

    The Unguent lasts a total of 4 days plus one day for each Knowledge check that beat the DC by 5 or more before becoming inert.

    Secondary Casters
    An extra caster may provide the prepared spell or spell slot expended during the incantation.

    Material Component
    Valuable items worth at least 1.5 x the value of the material component the Universal Unguent is to replace.

    Focus
    A glass vial.

    Failure
    The material component is destroyed in a cascade of magical energy, dealing 2d6 damage to all casters and creating a permanent 5-foot radius antimagic field in the location where the incantation was attempted.

    Backlash Component
    The caster is unable to cast spells, use spell-like abilities, or use incantations for 2d4 hours.

    Transfer Dweomer
    Transmutation
    Effective Level: 6th
    Skill CheckKnowledge (arcana) DC 25, 6 successes
    Failure: Delusion
    Components: V, S, M, F, SC, B
    Casting Time: 1 hour
    Range: Touch
    Target: Two magic items touched
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    By sacrificing magic or valuable items, you transfer the magical properties of one permanent magic item to another. You first touch the item with the properties you wish to transfer—the "donor"—then the item you wish to transfer them to—the "recipient." Both items must be of the same type and occupy the same body slot, if any. When the incantation is completed, the donor is permanently rendered nonmagical, while any abilities it might have had are immediately bestowed on the recipient.

    You may alternatively transfer only some of the abilities from the donor to the recipient by voluntarily increasing the Knowledge (arcana) DC by 5. In this case the donor does not become permanently nonmagical, but it does permanently lose the abilities transferred to the recipient.

    Material Component
    Valuable items worth at least twice the difference between the sum of the donor's and the recipient's original value and the recipient's new value, minimum 1000 gp. A caster with the appropriate [Item Creation] feat requires only half this value.

    Failure
    Both the donor and recipient magic items have their magical properties suppressed for 2d4 days, but unless the caster succeeds on a DC 15 Will save he believes he succeeded until faced with irrefutable proof or after the suppression ends.

    Backlash Component
    The caster is exhausted.

    Recharge Wand
    Evocation
    Effective Level: 4th
    Skill CheckKnowledge (arcana) DC 25, 4 successes
    Failure: Backfire
    Components: V, S, M, XP, B
    Casting Time: 1 hour
    Range: Touch
    Target: Wand touched
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    By sacrificing magic or valuable items as well as your own vitality, you restore charges expended from a wand. You must restore all of the charges expended from the wand, leaving it with 50.

    Material Component
    Valuable items worth at least the wand's spell level x the wand's caster level x 30 x the number of charges restored. A caster with the Craft Wand feat requires only half this value.

    XP Component
    (Wand's spell level x the wand's caster level x 3) XP per 10 charges restored, minimum 1 XP.

    Failure
    1+1d6 charges, up to the number of charges remaining, burst forth from the wand in an eruption of magical energy dealing 1d6 damage per charge to the caster. If the wand is thereby left with zero charges, it is destroyed.

    Backlash Component
    The caster takes a penalty to Use Magic Device checks equal to the level of the spell contained in the wand and cannot activate spell trigger items without a Use Magic Device check, even if the spell appears on his class list. This penalty and restriction lasts for 24 hours.

    Automagic Tailor
    Transmutation
    Effective Level: 2nd
    Skill CheckKnowledge (arcana) DC 20, 2 successes
    Failure: Mirrorcast
    Components: V, S, B
    Casting Time: 5 hours
    Range: Touch
    Target: Weapon, shield, or armor touched
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    You resize a weapon, shield, or piece of armor to fit a character of a different size than it currently does. For each change in size category beyond the first, the spell increases in level by 2 and requires two additional successful Knowedge (arcana) checks against DC 20.

    Failure
    The size change is reversed. For example, if the caster intended to resize a small +1 chain shirt to medium, it would instead become tiny, while if the caster intended to resize a huge +2 longbow to small size, it would become fine. An item cannot become smaller than fine or larger than colossal because of this. In addition, the caster cannot attempt to cast this incantation on the same item until 24 hours have elapsed.

    Backlash Component
    The caster suffers a -1 penalty to AC if the target is a shield or piece of armor or a -1 penalty to attack rolls if the target is a weapon. Backlash from multiple castings of automagic tailor stack.

    Obviated Artificer
    Transmutation
    Effective Level: 6nd
    Skill CheckKnowledge (arcana) DC 25, 3 successes, Use Magic Device DC 25, 3 successes
    Failure: Mirrorcast
    Components: V, S, B
    Casting Time: 5 hours
    Range: Touch
    Target: Weapon, shield, or armor touched
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    You feed raw magical energy into the creation of a magic item. This ritual is conducted immediately prior to crafting a magic item. You may ignore any spell prerequisites for creating a single magic item so long as you have at least twice as many HD as the highest level spell's level. To craft a spell completion magic item, you must make an additional successful Use Magic Device check. To craft a spell trigger magic item, you must make two additional successful Use Magic Device checks.

    Failure
    The caster cannot craft any magic items for 2d6 days.

    Backlash Component
    The caster is incapable of casting spells or mysteries, using SLAs, or binding vestiges of the same level as the highest level spell obviated in this way for 24 hours.
    Last edited by Jeff the Green; 2012-09-01 at 04:21 PM.
    Author of The Auspician's Handbook and The Tempestarian's Handbook for Spheres of Power.
    Ask me (or the other authors) anything.
    Quote Originally Posted by Lateral View Post
    Well, of course I'm paranoid about everything. Hell, with Jeff as DM, I'd be paranoid even if we were playing a game set in The Magic Kiddie Funland of Perfectly Flat Planes and Sugar Plums.
    Greenman by Bradakhan/Spring Greenman by Comissar/Autumn Greenman by Sgt. Pepper/Winter Greenman by gurgleflep

  2. - Top - End - #2
    Ogre in the Playground
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    Default Re: [3.5, PEACH] Dungeoneer's Book of Incantations

    I really like this system. It makes certain spell use slightly less "easy" but a lot more interesting.

    An extra caster may assist by making the Heal checks; if so the DCs of all checks increase by 2.
    Does this mean that the check is harder to succeed at if you have help?

  3. - Top - End - #3
    Titan in the Playground
     
    Jeff the Green's Avatar

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    Default Re: [3.5, PEACH] Dungeoneer's Book of Incantations

    Quote Originally Posted by Steward View Post
    Does this mean that the check is harder to succeed at if you have help?
    Sort of. If you don't have help, the same character has to have ranks in Heal and Knowledge (religion). Also, if you have help you can Aid Another for a +2 bonus.

    From a fluff standpoint, the ritual is designed to be performed by a single person and it's harder to coordinate action between two people.
    Author of The Auspician's Handbook and The Tempestarian's Handbook for Spheres of Power.
    Ask me (or the other authors) anything.
    Quote Originally Posted by Lateral View Post
    Well, of course I'm paranoid about everything. Hell, with Jeff as DM, I'd be paranoid even if we were playing a game set in The Magic Kiddie Funland of Perfectly Flat Planes and Sugar Plums.
    Greenman by Bradakhan/Spring Greenman by Comissar/Autumn Greenman by Sgt. Pepper/Winter Greenman by gurgleflep

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