Sadrik
First Post
Iron Heroes magic changes:
The drain ability and destroy limb abilities in Transmutation should be moved over to Necromancy and put into a whole new method called: Devastation.
For every 2 points of mana you spend you deal 1d8 damage with a successful touch attack. Fortitude save negates damage.
Administer Nausea: Creature becomes nauseated with a touch. Fortitude negates.
Administer Pain: Creature becomes stunned with a touch. Fortitude negates.
Administer Agony: Creature becomes paralyzed with a touch. Fortitude negates.
That leaves some Mastery levels open in the Alter Creature Method. All the others are unchanged. They should be:
Alter Appearance, minor: You grant a 1d4 claw attack or a 1d6 bite attack for a medium sized creature.
Alter Appearance, moderate: You grant wings and a fly speed equal to your speed +10 or gills and fins with a swim speed equal to the land speed or a climb speed equal to the creatures land speed or…
Alter Appearance, major: You grant a spawned limb (as the ability), Improved grab, Blindsense, Darkvision, lowlight vision…
My Evocation bit:
Mastery 1-10 does 1d6-10d6 damage for 1-10 mana (no double mana cost).
My Conjuration bit:
In my game I want the characters to summon elementals and outsiders. Not animals and dire animals etc. The standard will be elementals and outsiders will cost +5 mana. I have not figured out what size of elemental will correspond with what mastery yet, I will eventually (probably correspond them to the summon spells in PHB). As far as outsiders go I will say 2 CR per mastery level. I have not worked this out exactly but to deal with the outsiders they will have to bargain with them and they can stay as long as they want. It will be easy to deal with a dretch but it will be very difficult to deal with a Marilith or Planetar.
The drain ability and destroy limb abilities in Transmutation should be moved over to Necromancy and put into a whole new method called: Devastation.
For every 2 points of mana you spend you deal 1d8 damage with a successful touch attack. Fortitude save negates damage.
Code:
Mastery Duration Devastation Effect
1 1 round Administer Nausea
2 2 rounds Drain Ability (Minor, -2 ability penalty)
3 4 rounds Administer Pain
4 1 minute Negative Level (Minor, 1 negative level)
5 2 minutes Drain Ability (Moderate, -4 ability penalty)
6 4 minutes Administer Agony
7 10 minutes Negative Level (Moderate, 2 negative levels)
8 20 minutes Drain Ability (Major, -6 ability penalty)
9 40 minutes Destroy Limb
10 1 hour Negative Level (Major, 3 negative levels)
Administer Nausea: Creature becomes nauseated with a touch. Fortitude negates.
Administer Pain: Creature becomes stunned with a touch. Fortitude negates.
Administer Agony: Creature becomes paralyzed with a touch. Fortitude negates.
That leaves some Mastery levels open in the Alter Creature Method. All the others are unchanged. They should be:
Code:
Mastery Alter Creature Effect
3 Alter Appearance (Minor, Gain a creature’s claws or bite attack)
5 Alter Appearance (Moderate, Gain a creature’s mode of movement)
6 Benevolent Polymorph (no save to resist the effects)
8 Alter Appearance (Major, Gain a special attack, defense or quality)
9 Baleful Polymorph (forces a fort save)
Alter Appearance, moderate: You grant wings and a fly speed equal to your speed +10 or gills and fins with a swim speed equal to the land speed or a climb speed equal to the creatures land speed or…
Alter Appearance, major: You grant a spawned limb (as the ability), Improved grab, Blindsense, Darkvision, lowlight vision…
My Evocation bit:
Mastery 1-10 does 1d6-10d6 damage for 1-10 mana (no double mana cost).
My Conjuration bit:
In my game I want the characters to summon elementals and outsiders. Not animals and dire animals etc. The standard will be elementals and outsiders will cost +5 mana. I have not figured out what size of elemental will correspond with what mastery yet, I will eventually (probably correspond them to the summon spells in PHB). As far as outsiders go I will say 2 CR per mastery level. I have not worked this out exactly but to deal with the outsiders they will have to bargain with them and they can stay as long as they want. It will be easy to deal with a dretch but it will be very difficult to deal with a Marilith or Planetar.
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