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<blockquote data-quote="Cheiromancer" data-source="post: 3184160" data-attributes="member: 141"><p>I tried to be restrained by the guideline that a character could use a spell to get access to a magic item about six levels early. The lure of nice round numbers sometimes distracted me from this guideline, however.</p><p></p><p>I incorporated a cap for Damage Reduction based on the recipient's hit dice, and a similar rule for regeneration/fast healing. I thought seriously about including a cap for Spell Resistance (hit dice +12 or hit dice x 1.5 or something), but I thought that it wasn't that big a deal to give them a golem-like resistance to enemy spellcasters. Especially with epic spell slots so scarce. </p><p></p><p>Other functions could be added. Immunity to certain levels of spells (instead of just particular spells) would also be possible. Improved sensory capacities (<em>true seeing</em> and <em>blindsense</em> and the like) could be here, but I thought [reveal] would be a more natural home for such things. I should really put in <em>overland flight</em> and <em>water breathing</em> though. And evasion and fast movement and <em>freedom of movement</em>... a lot of things, really. What would the grouping of these abilities be called? Oops. Gotta go- Heroes is on! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>This seed steps on the toes of [ward] more than a little. Especially given factors which change ranged spells to emanations. Maybe that's OK.</p><p></p><p><strong>[Augment]</strong></p><p>Transmutation</p><p></p><p><strong>Root Spell:</strong> <em>Bull’s Strength, Spell Immunity, Spell Resistance</em></p><p><strong>Preferred Mitigation:</strong> Power Components</p><p><strong>Components:</strong> V, S </p><p><strong>Casting Time:</strong> 1 standard action </p><p><strong>Range:</strong> 75 ft.</p><p><strong>Target:</strong> One creature</p><p><strong>Duration:</strong> 20 hours</p><p><strong>Saving Throw:</strong> Will negates (harmless)</p><p><strong>Spell Resistance:</strong> Yes (harmless)</p><p></p><p>[Augment] is a versatile seed with many possible applications. You may develop spells to enable the subject to withstand a particular kind of threat, or to lend it additional power or effectiveness in a certain area. Multi-function spells are common. </p><p></p><p>When developing a spell based on this seed, you may allocate 24 points of factors, which enables the purchase of one or more functions. Each +1 in additional factors is purchased by increasing the Spellcraft Prerequisite by +1, and so it is convenient to give the price of each function in terms of SP. Applications of the spell include the following:</p><p></p><p><strong><em>Non-epic Bonuses</em></strong> <ul> <li data-xf-list-type="ul">Each +2 enhancement bonus to an ability score costs 1 SP, to a maximum of +6 per ability. </li> <li data-xf-list-type="ul">Each +1 morale bonus to attack rolls costs 1 SP, to a maximum of +4. </li> <li data-xf-list-type="ul">Each +1 enhancement bonus to natural armor costs 1 SP, to a maximum of +5.</li> <li data-xf-list-type="ul">Each +1 resistance bonus to saving throws costs 1 SP, to a maximum of +5.</li> <li data-xf-list-type="ul">Spell Resistance 12 costs 1 SP; each additional +2 SR costs 1 SP, to maximum of SR 30, which costs 10 SP.</li> <li data-xf-list-type="ul">A +3 competence bonus to a single skill costs 1 SP. Each additional +3 to that skill costs 1 SP, to a maximum bonus of +30, which costs 10 SP.</li> </ul><p></p><p><strong><em>Epic Bonuses</em></strong> <ul> <li data-xf-list-type="ul">A +8 enhancement bonus to an ability score costs 16 SP. Each additional +2 bonus costs 4 SP. </li> <li data-xf-list-type="ul">A +5 morale bonus to attack rolls costs 10 SP. Each additional +1 bonus costs 2 SP.</li> <li data-xf-list-type="ul">A +6 enhancement bonus to natural armor costs 12 SP. Each additional +1 bonus costs 2 SP. </li> <li data-xf-list-type="ul">A +6 resistance bonus to saving throws costs 12 SP. Each additional +1 bonus costs 2 SP.</li> <li data-xf-list-type="ul">Spell Resistance 30 costs 10 SP. Each additional +1 SR costs 1 SP. </li> <li data-xf-list-type="ul">A +30 competence bonus to a single skill costs 10 SP. Each additional +1 bonus costs 1 SP.</li> </ul><p></p><p><strong><em>Damage Reduction</em></strong></p><p></p><p>The cost of damage reduction is determined by the amount of damage reduced and by the kind of the weapon it is susceptible to. The base cost of Damage Reduction is 1 SP per point of damage reduced. E.g. DR 10 costs 10 SP. The susceptibility is priced as follows: <ul> <li data-xf-list-type="ul">2 SP for one of the following 10 qualities: either /magic, /cold iron, /silver, /bludgeoning, /piercing, /slashing, /chaotic, /evil, /good, or /lawful.</li> <li data-xf-list-type="ul">4 SP for either /adamantine or /epic.</li> <li data-xf-list-type="ul">10 SP for no susceptibility.</li> </ul><p>If two qualities are required to overcome the Damage Reduction, add the price of the qualities. E.g. /silver and good would cost 4 SP. Two qualities of the same type (two metals, two alignments, two types of weapon damage) cannot be combined. If either of two or more qualities can overcome the Damage Reduction, reduce the price of the most expensive quality by 1. E.g. /silver or good would cost 1 SP.</p><p></p><p><em>Special:</em> A character’s DR component is nullified if it matches his alignment. E.g. a chaotic good character loses any /chaotic and /good components in the imbued DR, and might be left with useless DR that every attack overcomes.</p><p></p><p></p><p><strong><em>Energy Resistance and Immunity</em></strong> <ul> <li data-xf-list-type="ul">Resistance to either acid, cold, electricity, fire or sonic damage costs 1 SP for every 10 points of resistance. </li> <li data-xf-list-type="ul">Immunity to either acid, cold, electricity, fire or sonic damage costs 8 SP.</li> </ul><p><strong>Factor:</strong> Other types of energy may be included in the remit of [augment] by paying an additional cost; for example, you may increase the Spellcraft Prerequisite by +2 to add force damage or negative energy damage to the list. This spell cannot enable you to bypass force effects like a <em>wall of force</em>, nor does it grant immunity to energy drain or ability damage. [Augment] cannot protect against some sources of damage, notably typeless and primordial damage.</p><p></p><p></p><p><strong><em>Fast Healing and Regeneration</em></strong></p><p></p><p>The cost of regeneration is determined by the amount of regeneration and by the kind of damage overcomes it. Regeneration granted by [augment] is nullified if the creature is immune to nonlethal damage, and it overlaps with any regeneration or fast healing the recipient may already possess.</p><p></p><p>The base cost of regeneration is 5 + 1 SP per point of damage regenerated per round. Increase the cost by the type of damage that deals lethal damage:</p><ul> <li data-xf-list-type="ul">10 SP if nothing deals lethal damage.</li> <li data-xf-list-type="ul">5 SP if one of the following 10 types of damage deals lethal damage: acid, cold, electricity, fire, cold iron, silver, chaotic, evil, good or lawful.</li> <li data-xf-list-type="ul">3 SP if two or more of those 10 types of damage deal lethal damage (i.e. 2 less than if only one type did).</li> </ul><p><em>Special:</em> The recipient's regeneration is reduced by 5 if his alignment matches a type of damage that bypasses his resistance, or if he possesses immunity to that type of damage. Reduce the regeneration by 1 for every point of resistance he possesses to that kind of damage, to a maximum reduction of 5.</p><p></p><p>Fast healing costs 10 + 1 SP per point of damage healed each round.</p><p></p><p></p><p><strong><em>Other Bonuses</em></strong></p><p></p><p>Changing the type of a bonus generally costs twice its epic price. I.e. a +40 insight bonus to Spellcraft would cost 40 SP, and a +8 morale bonus to Intelligence would cost 32 SP. Other bonuses are at the DM's discretion. </p><p></p><p></p><p><strong><em>Spell Immunity</em></strong> <ul> <li data-xf-list-type="ul">[Augment] can grant unbeatable spell resistance against one or more non-epic spells. The cost is equal to half the total level of the spells.</li> </ul><p>Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. Spell immunity doesn’t protect a creature from spells for which spell resistance doesn’t apply, and so it does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks. Similar spells must be purchased separately; for example, to protect against both <em>fireball</em> and <em>delayed blast fireball</em> would cost 5 SP (total level is 9, halved is 5). A creature can have only one effect granting spell immunity in effect on it at a time.</p><p></p><p></p><p><strong>Flexibility Factor:</strong> The effects of an [augment] spell are specified during spell development. To allow related effects to be chosen at the time of casting, increase the Spellcraft Prerequisite by +4. </p><p></p><p>The flexibility factor does not give the ability to change the number of points allocated to a particular function; only the allocation of points within that pool can be changed. You could specify which ability score would be augmented, or which energy would be resisted, and so on, provided you had set aside points for those functions during spell development. However you could not move points from a resistance bonus to saving throws to an enhancement bonus to natural armor, even though these bonuses are priced similarly.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3184160, member: 141"] I tried to be restrained by the guideline that a character could use a spell to get access to a magic item about six levels early. The lure of nice round numbers sometimes distracted me from this guideline, however. I incorporated a cap for Damage Reduction based on the recipient's hit dice, and a similar rule for regeneration/fast healing. I thought seriously about including a cap for Spell Resistance (hit dice +12 or hit dice x 1.5 or something), but I thought that it wasn't that big a deal to give them a golem-like resistance to enemy spellcasters. Especially with epic spell slots so scarce. Other functions could be added. Immunity to certain levels of spells (instead of just particular spells) would also be possible. Improved sensory capacities ([i]true seeing[/i] and [i]blindsense[/i] and the like) could be here, but I thought [reveal] would be a more natural home for such things. I should really put in [i]overland flight[/i] and [i]water breathing[/i] though. And evasion and fast movement and [i]freedom of movement[/i]... a lot of things, really. What would the grouping of these abilities be called? Oops. Gotta go- Heroes is on! :D This seed steps on the toes of [ward] more than a little. Especially given factors which change ranged spells to emanations. Maybe that's OK. [B][Augment][/B] Transmutation [B]Root Spell:[/B] [I]Bull’s Strength, Spell Immunity, Spell Resistance[/I] [B]Preferred Mitigation:[/B] Power Components [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 75 ft. [B]Target:[/B] One creature [B]Duration:[/B] 20 hours [B]Saving Throw:[/B] Will negates (harmless) [B]Spell Resistance:[/B] Yes (harmless) [Augment] is a versatile seed with many possible applications. You may develop spells to enable the subject to withstand a particular kind of threat, or to lend it additional power or effectiveness in a certain area. Multi-function spells are common. When developing a spell based on this seed, you may allocate 24 points of factors, which enables the purchase of one or more functions. Each +1 in additional factors is purchased by increasing the Spellcraft Prerequisite by +1, and so it is convenient to give the price of each function in terms of SP. Applications of the spell include the following: [b][i]Non-epic Bonuses[/i][/b][list] [*]Each +2 enhancement bonus to an ability score costs 1 SP, to a maximum of +6 per ability. [*]Each +1 morale bonus to attack rolls costs 1 SP, to a maximum of +4. [*]Each +1 enhancement bonus to natural armor costs 1 SP, to a maximum of +5. [*]Each +1 resistance bonus to saving throws costs 1 SP, to a maximum of +5. [*]Spell Resistance 12 costs 1 SP; each additional +2 SR costs 1 SP, to maximum of SR 30, which costs 10 SP. [*]A +3 competence bonus to a single skill costs 1 SP. Each additional +3 to that skill costs 1 SP, to a maximum bonus of +30, which costs 10 SP.[/list] [b][i]Epic Bonuses[/i][/b][list] [*]A +8 enhancement bonus to an ability score costs 16 SP. Each additional +2 bonus costs 4 SP. [*]A +5 morale bonus to attack rolls costs 10 SP. Each additional +1 bonus costs 2 SP. [*]A +6 enhancement bonus to natural armor costs 12 SP. Each additional +1 bonus costs 2 SP. [*]A +6 resistance bonus to saving throws costs 12 SP. Each additional +1 bonus costs 2 SP. [*]Spell Resistance 30 costs 10 SP. Each additional +1 SR costs 1 SP. [*]A +30 competence bonus to a single skill costs 10 SP. Each additional +1 bonus costs 1 SP.[/list] [b][i]Damage Reduction[/i][/b] The cost of damage reduction is determined by the amount of damage reduced and by the kind of the weapon it is susceptible to. The base cost of Damage Reduction is 1 SP per point of damage reduced. E.g. DR 10 costs 10 SP. The susceptibility is priced as follows:[list] [*]2 SP for one of the following 10 qualities: either /magic, /cold iron, /silver, /bludgeoning, /piercing, /slashing, /chaotic, /evil, /good, or /lawful. [*]4 SP for either /adamantine or /epic. [*]10 SP for no susceptibility.[/list] If two qualities are required to overcome the Damage Reduction, add the price of the qualities. E.g. /silver and good would cost 4 SP. Two qualities of the same type (two metals, two alignments, two types of weapon damage) cannot be combined. If either of two or more qualities can overcome the Damage Reduction, reduce the price of the most expensive quality by 1. E.g. /silver or good would cost 1 SP. [i]Special:[/i] A character’s DR component is nullified if it matches his alignment. E.g. a chaotic good character loses any /chaotic and /good components in the imbued DR, and might be left with useless DR that every attack overcomes. [b][i]Energy Resistance and Immunity[/i][/b][list] [*]Resistance to either acid, cold, electricity, fire or sonic damage costs 1 SP for every 10 points of resistance. [*]Immunity to either acid, cold, electricity, fire or sonic damage costs 8 SP.[/list] [b]Factor:[/b] Other types of energy may be included in the remit of [augment] by paying an additional cost; for example, you may increase the Spellcraft Prerequisite by +2 to add force damage or negative energy damage to the list. This spell cannot enable you to bypass force effects like a [i]wall of force[/i], nor does it grant immunity to energy drain or ability damage. [Augment] cannot protect against some sources of damage, notably typeless and primordial damage. [b][i]Fast Healing and Regeneration[/i][/b] The cost of regeneration is determined by the amount of regeneration and by the kind of damage overcomes it. Regeneration granted by [augment] is nullified if the creature is immune to nonlethal damage, and it overlaps with any regeneration or fast healing the recipient may already possess. The base cost of regeneration is 5 + 1 SP per point of damage regenerated per round. Increase the cost by the type of damage that deals lethal damage: [list][*]10 SP if nothing deals lethal damage. [*]5 SP if one of the following 10 types of damage deals lethal damage: acid, cold, electricity, fire, cold iron, silver, chaotic, evil, good or lawful. [*]3 SP if two or more of those 10 types of damage deal lethal damage (i.e. 2 less than if only one type did).[/list] [i]Special:[/i] The recipient's regeneration is reduced by 5 if his alignment matches a type of damage that bypasses his resistance, or if he possesses immunity to that type of damage. Reduce the regeneration by 1 for every point of resistance he possesses to that kind of damage, to a maximum reduction of 5. Fast healing costs 10 + 1 SP per point of damage healed each round. [b][i]Other Bonuses[/i][/b] Changing the type of a bonus generally costs twice its epic price. I.e. a +40 insight bonus to Spellcraft would cost 40 SP, and a +8 morale bonus to Intelligence would cost 32 SP. Other bonuses are at the DM's discretion. [b][i]Spell Immunity[/i][/b][list] [*][Augment] can grant unbeatable spell resistance against one or more non-epic spells. The cost is equal to half the total level of the spells. [/list] Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. Spell immunity doesn’t protect a creature from spells for which spell resistance doesn’t apply, and so it does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks. Similar spells must be purchased separately; for example, to protect against both [i]fireball[/i] and [i]delayed blast fireball[/i] would cost 5 SP (total level is 9, halved is 5). A creature can have only one effect granting spell immunity in effect on it at a time. [b]Flexibility Factor:[/b] The effects of an [augment] spell are specified during spell development. To allow related effects to be chosen at the time of casting, increase the Spellcraft Prerequisite by +4. The flexibility factor does not give the ability to change the number of points allocated to a particular function; only the allocation of points within that pool can be changed. You could specify which ability score would be augmented, or which energy would be resisted, and so on, provided you had set aside points for those functions during spell development. However you could not move points from a resistance bonus to saving throws to an enhancement bonus to natural armor, even though these bonuses are priced similarly. [/QUOTE]
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