Making Incantations more Accessable

shadowlight

First Post
I'm starting to use Urban Arcana/Unearthed Arcana Incantations in my d20 Modern game, but I find that because of the high DCs, they can't really be used much unless the characters are really high level and have maxed out their Knowledge (arcane lore/arcana). I'm considering allowing various situational modifiers to add bonuses to the characters' Knowledge checks. Here's some examples:
  • Spend time studying the incantation before casting: +1 per 2 hours (max +4)
  • Use your own blood as a component: +2 (take 1d8 pts of damage)
  • Prepare the casting area with focusing runes (requires a DC 15 craft check and a DC 15 Knowledge (arcane lore/arcana) check): +2 for every 5 over DC 10 (so if the craft check is 23 and the knowledge check is 27 the total bonus is +4)
First of all, what do you think? The idea is to make Incantations more accessable, but not over-used.

Second, any other ideas for bonuses?

One other thought I've had is to make incantations more accessable by creating lower-powered incantations. Most of the example incantations have effective spell levels of 6-9. I'd like to make a few incantations out of low-level spells (say, a Cure Light Wounds incantation), but when I use the incantation creation rules, I still end up with an incantation with DC 30 or higher. Any ideas on how to convert a few low-level spells?

Thanks!
 

log in or register to remove this ad

These all sound like good ideas. For each incantation you might also allow a special material component, somethign hard to get or very expensive, to give a bonus to the check. Getting those components can be adventure hooks themselves. Are incantations the only way magic works in your world or are you using the standard magic using classes fro d20M/UA?
 

Stormborn said:
These all sound like good ideas. For each incantation you might also allow a special material component, somethign hard to get or very expensive, to give a bonus to the check. Getting those components can be adventure hooks themselves.
I like that. That'll give the characters a reason to go "hunting" for some specific monster or go relic hunting!

Stormborn said:
Are incantations the only way magic works in your world or are you using the standard magic using classes fro d20M/UA?
In my campaign (so far) Incantations are the only way players have access to magic (they have access to Psi-effects from Green Ronin's Psychic's Handbook). Some powerful NPCs and Monsters have some of the standard magic advanced classes from d20 Modern/Urban Arcana. I'm really trying to avoid having magic feel like D&D magic.
 



One other thing you might consider is Backlash.

Off the top of my head:
For every DC -2, you take 1d10 subdual damage when you cast the spell.
For every DC -4, you take 1d6 Con burn* (ability damage that must heal naturally)
For DC -10, you summon (or create) a demon for 72 hours, who gets to stay on earth if it kills you.
For every DC -5, you lose 1 point of Wisdom. Forever.

Stuff like that.

-- N
 


If you're an evil DM (and who isn't?), you can keep the incantation DCs secret, and when they're attempted, tell the PC that they feel the magic fading, fizzling, not working, etc... ask if they'd like to "force"/"cajole" the spell to work, and then make up the DC difference with varying kinds of Backlash that you choose, or that you roll up.

This would be a key difference between D&D and low-magic d20 -- passing out after casting one spell isn't very D&D. :)

-- N
 

I would be careful about the CON damage, it can kill a PC pretty quick, especially those Mystic types. Secret DCs for incantations, on the other hand, seems like a good idea. Somethign you might want to consider when dealing with backlash. One of the things I was working on for a Homebrew game was a system where those mystically sensative could detect spellcasting. This was a passive roll done by the GM based on the a new skill i was using, but with the following table:

Check Result
40 In addition to the information listed below, the character gains an impression of the skill/power level of the caster (much more powerful than the character, somewhat more powerful, about as powerful, less powerful, barely skilled.
30 In addition to the information listed below, the character gains an impression of the direction and distance of the effect.
25 The character instantly knows the type of spell and its power level
20 The character instantly knows the power level of the effect
15 The character slowly becomes aware of the effect but has no other knowledge of it.
14 or less The character is unaware of the effect.

Modifiers Check
Less than 1 mile away +5
1 to 5 miles away +3
5 to 10 miles away +1
More than 10 miles away +0
10 to 20 miles away -1
20 to 100 miles away -3
100 or more miles away -5
The PC knows the Spell in some form +2
The PC knows at least one of the beings involved +2

The casting of all spells involved a skill check and if the target DC was missed by 5 or more Discord resulted as follows (results in parenthesis are suggestions, not all of them would happen):

Discord Table:
Check Failure Result
-5 or less Minor Discord: No effect other than failure to cast the spell. (Strange smells fill the air, clocks run slow, or sounds and colors seem distorted for one minute.)
-5 to –9 Significant Discord: Caster(s) suffer STR damage = spells level. If the Spell targeted an enemy, it now targets the caster. (Electrical appliances short out, random events occur in a 100 ft. radius of the caster, or temperature drops or rises by 20 degrees.)
-10 to –14 Greater Discord: Caster(s) suffer STR damage = 2 x spells level. If the Spell targeted an enemy, it now targets the caster and the consequences (damage or duration) are doubled. (The caster or his allies may develop minor superficial afflictions such as acne, headaches, and nausea. Local vermin mutate into monstrous versions. The local weather changes suddenly.)
-15 to –19 Major Discord: Caster(s) suffer STR drain = 1/2 spells level. The Spell produces a completely random effect, typically another Spell of a similar level of complexity, with a random target within one mile of the caster. (It rains fishes or something equally unnatural. Random fires start. The caster’s hair turns white or he develops a facial tick. Higher CR monsters spontaneously spawn.)
-20+ Irrevocable Discord: Caster(s) suffer STR damage = spells level. The caster loses the ability cast that Spell and all ranks associated with it, is immediately reduced to 0 HP, and may not be healed by any supernatural means. (The caster’s skin is permanently marked in a noticeable way that may produce penalties to social interaction and disguise checks. There is a local natural disaster. Powerful and ancient creatures awake.)

I should also mention that the STr drain/damage listed isn't the original concept, but i have edited the text to make it more generic for the current discussion, and so I wouldn't have to explain all the little additions I made for the homebrew.
 
Last edited:

Stormborn said:
I would be careful about the CON damage, it can kill a PC pretty quick, especially those Mystic types.

You're probably right -- Str and/or Wis damage would probably be better.

The above was just my first ideas on the subject. :)

-- N
 

Pets & Sidekicks

Remove ads

Top