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<blockquote data-quote="Cheiromancer" data-source="post: 108997" data-attributes="member: 141"><p>Like this?</p><p></p><p>I, Jim Gordon Stenberg, Contributor ID 131, release the following submissions to the DnD Community as Open Gaming Content in accordance with the terms addressed in my DnD Community Council Permission Agreement and the Open Gaming License:</p><p></p><p><strong>Sovereign Spell</strong> (metamagic) </p><p>A sovereign spell can be cast in an area with the no-magic special property. It adds +20 to the caster level for the purpose of overcoming a plane's Spell Resistance. A sovereign spell receives no special benefit against a creature's SR, or against abjuration spells. A sovereign spell takes up a spell-slot four slots higher than the unmodified spell.</p><p></p><p><strong>Self-Powered</strong> (Metamagic feat) </p><p>A self-powered spell ignores the standard low magic restrictions. It also ignores any benefits provided by a high magic field. The spell has normal range, duration and save DC, and affects SR normally. Spellcraft checks to cast a Self-Powered spell have a +4 to the check roll. A self-powered spell takes up a spell-slot one level higher than the unmodified spell.</p><p></p><p><strong>High Magic Field</strong> (Special Property): The plane has a particularly potent magic field or connection with magical powers. Spells cast in a plane with a High Magic Field have double duration, double range, +2 DC save to resist and add +2 to the caster level for the purpose of overcoming SR. The property could be modified by selecting the group(s) of spells that the high magic field affects, for example only arcane spells from the School of Necromancy are affected. This property could also be modified by improving the bonuses to casting spells.</p><p></p><p><strong>Low Magic Field </strong>(Special Property): The plane has a particularly weak magic field or poor connection with magical powers. Spells cast in a plane with a Low Magic Field have half duration, half range (both rounded up), -2 DC save to resist and -2 to the caster level (minimum of 1) for the purpose of overcoming SR. The property could be modified by selecting the group(s) of spells that the low magic field affects, for example only arcane spells from the School of Necromancy are affected. This property could also be modified by improving the penalties to casting spells.</p><p></p><p><strong>Spell Resistance </strong>(Special Property): The plane actively resists the casting of spells. To determine if a spell or spell-like ability functions, the spellcaster must make a level check (1d20 + caster level). If the result equals or exceeds 20, the spell or spell-like ability functions normally. The property could be modified by increasing or decreasing the requirements of the level check, or by selecting the group(s) of spells that the spell resistance affects. For example only evocations of the subtype Fire are affected. The property could also be modified to vary with the spell level. For example the DC of the level check may be 15 + 2 x spell level.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 108997, member: 141"] Like this? I, Jim Gordon Stenberg, Contributor ID 131, release the following submissions to the DnD Community as Open Gaming Content in accordance with the terms addressed in my DnD Community Council Permission Agreement and the Open Gaming License: [b]Sovereign Spell[/b] (metamagic) A sovereign spell can be cast in an area with the no-magic special property. It adds +20 to the caster level for the purpose of overcoming a plane's Spell Resistance. A sovereign spell receives no special benefit against a creature's SR, or against abjuration spells. A sovereign spell takes up a spell-slot four slots higher than the unmodified spell. [b]Self-Powered[/b] (Metamagic feat) A self-powered spell ignores the standard low magic restrictions. It also ignores any benefits provided by a high magic field. The spell has normal range, duration and save DC, and affects SR normally. Spellcraft checks to cast a Self-Powered spell have a +4 to the check roll. A self-powered spell takes up a spell-slot one level higher than the unmodified spell. [b]High Magic Field[/b] (Special Property): The plane has a particularly potent magic field or connection with magical powers. Spells cast in a plane with a High Magic Field have double duration, double range, +2 DC save to resist and add +2 to the caster level for the purpose of overcoming SR. The property could be modified by selecting the group(s) of spells that the high magic field affects, for example only arcane spells from the School of Necromancy are affected. This property could also be modified by improving the bonuses to casting spells. [b]Low Magic Field [/b](Special Property): The plane has a particularly weak magic field or poor connection with magical powers. Spells cast in a plane with a Low Magic Field have half duration, half range (both rounded up), -2 DC save to resist and -2 to the caster level (minimum of 1) for the purpose of overcoming SR. The property could be modified by selecting the group(s) of spells that the low magic field affects, for example only arcane spells from the School of Necromancy are affected. This property could also be modified by improving the penalties to casting spells. [b]Spell Resistance [/b](Special Property): The plane actively resists the casting of spells. To determine if a spell or spell-like ability functions, the spellcaster must make a level check (1d20 + caster level). If the result equals or exceeds 20, the spell or spell-like ability functions normally. The property could be modified by increasing or decreasing the requirements of the level check, or by selecting the group(s) of spells that the spell resistance affects. For example only evocations of the subtype Fire are affected. The property could also be modified to vary with the spell level. For example the DC of the level check may be 15 + 2 x spell level. [/QUOTE]
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