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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 09-01-2012, 04:16 PM   Top  -  End  -  #1
Jeff the Green
Ogre in the Playground
 
 
Join Date: Feb 2010
Location: 
The Great PNW
Gender: Male
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


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.

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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.

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Greenman by Bradakhan/Autumn Greenman by Sgt. Pepper

Last edited by Jeff the Green : 09-01-2012 at 04:21 PM.
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Old 09-02-2012, 10:03 AM   Top  -  End  -  #2
Steward
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Join Date: Dec 2005
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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.

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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?
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Old 09-02-2012, 01:32 PM   Top  -  End  -  #3
Jeff the Green
Ogre in the Playground
 
 
Join Date: Feb 2010
Location: 
The Great PNW
Gender: Male
Default Re: [3.5, PEACH] Dungeoneer's Book of Incantations

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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.
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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.

Spoiler

Greenman by Bradakhan/Autumn Greenman by Sgt. Pepper
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