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One thing that I didn't remember when I first read your description of the battle with the Tarrasque, Rangerwickett.
You said that one of the big 'holes' was the fighter 'bullet timing' full-attacks in without the Big T getting to do anything in between. This one, however, needs no plugging from your side if you just adapt to the 3.5 version of Time Stop, which doesn't allow affecting creatures or attended objects. I don't know if you've already addressed this since it cropped up a while back, it just popped to my mind.
 

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Do I have this correct?

A Level 5 mage has 35 MP. No bonus for ability?

He can use Evoke(Fire)5 Seven times per day. (At the cost of all other non-cantrips)

With that he can do 5d6 damage to a target 5 ft away that includes either a touch attack OR allows a save.

OR

He can do the same to any one target within 30 ft, but only does 4d6.
150 ft = 3d6, etc....

OR

30 feet away, everyone in a ten foot radius, Ref save, 3d6

OR

150 feet away, everyone in a ten foot radius, Ref save, 2d6

Any of the above are full round casting unless it is a Sig Spell.

Is this correct?

Thanks

Edit: Not implying I think that is anywhere near an exhaustive list, just seeing if I have the basic system down.
 
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Yes, barring me making a rookie mistake, those are all feasible.

He can also make a ranged touch attack against everyone in a 10-ft. radius 30 ft. away doing 3d6 damage. That could either be lots of bolts of fire, or maybe a flowerburst in the center that strikes outward at everyone, or any of a dozen other option. As usual with multiple attacks, only one such attack roll could benefit from things like sneak attack damage, point-blank shot, etc.

As for the release of the book, it is unfortunately not yet in layout. I'm pushing to get it done as soon as possible, but ENPub has other stuff on the table too.
 

Cool thanks,

So the area effect can still offer a touch attack option? That is interesting. A separate attack roll per target?

This looks cool.
 

Hrm. Well, it would have been nice to see it before my new campaign got started, but I guess I'll just have to wait for the next one. Thanks for the Info and I am still looking forward to it.
 

Kavyk said:
Hrm. Well, it would have been nice to see it before my new campaign got started, but I guess I'll just have to wait for the next one. Thanks for the Info and I am still looking forward to it.

When are you starting your campaign? I could send you a copy of the rtf file, if you promise to buy the actual release. It won't be pretty, but it'll be available. If you're interested, drop me an email at rangerwickett (at) hotmail.com
 

Hey, I was wondering how you can duplicate these world-altering spells in EOM Revised:

Plant growth

Anti-magic field

Diminish Plants

Gentle Repose

Any Dead-Reviving spells

Instant Death Spells

Temporal Stasis

Clone

Disintigrate

Animal Growth/Righteous Might (actually, what if you added a Bolster/Weaken [Creature] spell list?)

Conscecrate/Desecrate/Hallow/UnHallow (meh. I don't really care.)

And what about all those "can only be fixed by a wish or miracle" effects?
 

*reads True Neutral's description*
"They see good, evil, law, and chaos as prejudices and dangerous extremes."

How is good a prejudice, dangerous exetreme, or threating to the universe if there aren't enough axe-murdering pschopaths out there to "uphold the balance?"
 
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Plant growth - Well, the easiest way is Transform Plant to make bigger plants (or I suppose Transform Time to make older and thus bigger plants). But this is only temporary. If you want permanently growthed plants, you need to treat it as a magic item, and use a feat to make the spell permanent. You could make one small 5-ft. plot grow to full yield for the cost of 1 MP and 40 XP. Or you could make a plot of land 20-ft. across have permanent growth for 3 MP and 360 XP. Not cheap, but most of the 'world-altering' powers aren't.

Optionally, you could use a version of Create Nature to just create food, but you'd have to eat it before the spell's duration ended, or else it would vanish. Finally, you could just cast Infuse Time day after day to 'hasten' plants so they grow twice as fast.

Anti-magic field - This is a version of the Dispel Magic skill.

Diminish Plants - Just a different version of Transform Plant, only to make things smaller instead of bigger.

Gentle Repose - Heal Nature lets you 'fix' a dead body. Nothing to keep a soul from departing faster.

Any Dead-Reviving spells - Heal spells allow raising the dead.

Instant Death Spells - Sorry, no such thing. I hate them. With a passion. There's no reason hit points should be completely ignored. Transform spells let you turn someone into something nasty, like rock, but when the spell ends, they go back to normal unless you spend XP to make the spell permanent. Instant death spells can be recreated by simply having a high level spell deal lots of damage. It will still be instant death for low-level characters, but heroes have Hit Points to help them resist.

Temporal Stasis - Yes, but it's difficult and expensive.

Clone - Oddly enough, yes, I do have a way to make this work, but your clone won't be as high level as you. There's always the option for a contingency resurrection spell, though.

Disintigrate - Well, if we're talking about the 3.5 version, then yeah, it's just a high-level Evoke Void spell. But there's no instant kills like in 3.0.

Animal Growth/Righteous Might (actually, what if you added a Bolster/Weaken [Creature] spell list?) - Infuse spells handle buffing, but you can also use Transform [Creature] spells.

Conscecrate/Desecrate/Hallow/UnHallow (meh. I don't really care.) - No, not really. You could emulate the undead bolstering effect of Desecrate with Charm Undead, and the 'cut of your access to your god' power with a version of dispel magic. It's not a clear fit though. You could certainly fit such options in under a spell like Abjure Good, though.

And what about all those "can only be fixed by a wish or miracle" effects? - Wish is duplicated with the Craft Permanent Spell feat. It basically lets you spend XP on the spot to make spells permanent, instead of having to create an item that may take weeks.
 

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