3rd IR Aftermath OOC Thread and Peanut Gallery


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Kalanyr

Explorer
The 9th level Spell Gate is changed in the following ways:

Gate

Conjuration (Creation, Calling)
Level: Clr 9, Sor/Wiz 9
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Casting a gate spell has two effects. First, it creates an interdimensional connection between the character's plane of existence and the plane desired, allowing travel between the planes in either direction. Second, the character may then call a particular individual or type of being through the gate. The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (caster’s choice), oriented in the direction the character desires when it comes into existence (typically vertical and facing the character). It is a two-dimensional window into the plane the character named, and anyone or anything that moves through is shunted instantly to the other side. The gate has a front and a back. Creatures moving through the gate from the front are transported to another plane; creatures moving through it from the back are not.

Planar Travel: As a mode of planar travel, gate functions much like the plane shift spell, except that the gate opens precisely at the point the character desires (a creation effect). Note that deities and other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with the character—anyone who chooses to step through the portal is transported. A gate cannot be opened to another point on the same plane; the spell works only for interplanar travel.

The character may hold the gate open only for a brief time (no more than 1 round per caster level) and must concentrate on doing so or sever the interplanar connection.

Calling Creatures: The second effect of the gate spell is to call an extraplanar creature to the character's aid (a calling effect). By naming a particular being or type of being as the character cast the spell, the character may cause the gate to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the gate, although they may choose to do so of their own accord. This use of the spell creates a gate that remains open just long enough to transport the called creatures.

If the character chooses to call a type of being instead of a known individual the character may call either a single creature (of up to twice the casters level in HD) or several creatures (No Maximum). If several creatures, the character can call and control them as long as their HD total does not exceed the character's caster level. In the case of a single creature, the character can control it if its HD does not exceed character's caster level. A single creature with more than the character's caster level in HD can’t be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.

A controlled creature can be commanded to perform a service for the character. These fall into two categories: immediate tasks and contractual service. Fighting for the character in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task (Unless the task has permanent repercusions on either the caller or the called, eg asking a Solar or Balor for its sword, or getting an Efreet to grant a wish, services like these count as a long service and require a fair trade) ; the character need not make any agreement or pay any reward for the creature’s help. The creature departs at the end of the spell.

If the character chooses to exact a longer or more involved form of service from the called creature, the character must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward. Immediately upon completion of the service, the being is transported to the character's vicinity, and the character must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.

Failure to fulfill the promise to the letter results in the character's being subjected to service by the creature or by its liege and master, at the very least. At worst, the creature or its kin may attack the character.

Note: When the character uses a calling spell such as gate to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type. For example, gate is a chaotic and evil spell when the character casts it to call a demon.
 

Kalanyr

Explorer
Ok two things

1) in the above gate spell change each mention of creature(s) Hit Dice to Creature's(') CR.

2) The 2e Planar rules for Janos are quiet simple summarized:

True Outsiders native to a plane other than the prime can only be slain on their home plain their essence retreats to there home plane when slain. However only the most powerful demons can mantain their forms (a Level Check vs DC 13 to return in their current form, each point the check is failed by reduces the creature 1 Hit Dice, if it is reduced to 0 HD it goes back to Abyssal essence and is reborn as a lowly Mane.)

Devils automatically fall to the lowest rank and forget all their memories regainging them only when they achieve their prior station. A devil that makes preparations and is recognised will be instantly repromoted to its former rank if it has a good record.

Yugoloths are (Um I forgot I'll need to get out my 2e books and check)



Regardless of the above a fiend is banished from the plane it was slain on for 101 Years or until it is given permision by its slayer to return.

Also fiends with the ability to cross planes are not allowed to enter the Prime except by invitation of some kind with only a few exceptions.
 

Kalanyr

Explorer
Mordekainen's Disjunction
Abjuration
Level: Magic 9, Sor/Wiz 9
Components: V, XP (Optional)
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: All magical effects and magic items within a 30-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: No
All magical effects and magic items within the radius of the spell, except for those that the character carries or touches, are disjoined. That is, spells and spell-like effects are separated into their individual components on a successful dispel check (1d20+ caster level, maximum 1d20+30 vs DC 11+Caster Level) (ending the effect as a dispel magic spell does), and permanent magic items must make successful Will saves or be turned into normal items upon a successful Dispel Check (1d20+ caster level, maximum 1d20+30 vs DC 11+Caster/Creator Level), if the Dispel check fails and the item fails its Will save the item is still suppressed for 1d4 rounds (as per Dispel Magic) . An item in a creature’s possession uses its own Will save bonus or its possessor’s Will save bonus, whichever is higher.
The character also has a 1% chance per caster level of destroying an antimagic field (upon a succesful dispel check as above). If the antimagic field survives the disjunction, no items within it are disjoined.
Even artifacts are subject to disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. Additionally, if an artifact is destroyed, the character must succeed at a Will save (DC 10+Artifacts Caster/Creator Level) or permanently lose all spellcasting abilities. (These abilities cannot be recovered by mortal magic, not even miracle or wish.)
Note: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.

XP Component: 50/XP per creator level of magical devices you wish to be able to destroy, eg spending 1000 XP allows you to disjoin objects up to and including 20th creator level. If no XP is paid then the suppression effect is the best achievable.
 
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Kalanyr

Explorer
Just one extra amendment
A spellblade cannot absorb another spell while it currently has one stored. It takes a standard action to discharge a spell from the spellblade.

Debatable Amendment: Increase Market Price Modifier to +3 (This isn't in yet this will wait till I see if you are still ungodly broken :p)
 



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