• Critical Success & Failures

    criticals fumbles cheatsheet
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    halfgiantH
    The mechanics of the Critical Fumble, i.e., rolling a ‘1’ on a d20, and the Critical Hit, i.e., rolling a natural ‘20’ on a d20, have been part of D&D for many years but never were cannon rules that I remember. In 3.5 Manaverse, so far i think the natural 1 and natural 20 is only being applied to the following Critical Success & Failures apply to: Attacks: Melee Attacks, Ranged Attacks, Spell Attacks Saving Throws: Relex, Fortitude, Will They DO NOT apply to: Initiative Skill Checks Caster Level Checks (spell resistance as an example) Magic Resistance Caution: Subject to change based upon the whims or sobriety of the DM.
  • The Staff of the Archmagi

    archmagi magic items ancient
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    halfgiantH
    THE STAFF OF ARCHMAGI THIS IS A MORE ADVANCED FORM OF THE STAFF OF THE MAGI. SOME FUNCTIONS USE CHARGES, SOME DO NOT. THE FOLLOWING FUNCTIONS DO NOT DRAIN ANY CHARGES: DETECT MAGIC FEATHER FALL CONTINUAL LIGHT/DARKNESS INVISIBILITY KNOCK MIRROR IMAGE WIZARD LOCK DISPEL MAGIC FLY WATER BREATHING THE FOLLOWING FUCTIONS DRAIN 1 CHARGE: FIREBALL LIGHTNING BOLT POLYMORPH SELF/OTHER ANY OF THE 5 WALL SPELLS CLOUDKILL CONE OF COLD CONJURE ELEMENTAL FEEBLEMIND TELEPORT GLOBE OF INVULNERABILITY THESE FUNCTIONS DRAIN 2 CHARGES: ANTI-MAGIC SHELL CHAIN LIGHTNING DISINTEGRATE GEAS TRUE SEEING DELAYED BLAST FIREBALL FINGER OF DEATH PRISMATIC SPRAY TELEPORT W/O ERROR MIND BLANK THIS STAFF CONFERS 20% MAGIC RESISTANCE TO THE WIELDER AND USES ARCHMAGI CUBES. IT DOES NOT ABSORB SPELLS, AND IF A RETRIBUTIVE STRIKE IS DECLARED, THE RESULTING EXPLOSION OF ENERGY WILL DESTROY ALL LIFE IN A HALF-MILE RADIUS, MAKING A MAGIC-DEAD AREA OF THE SAME SIZE. THIS STAFF OPERATES AT THE 20th LEVEL OF ABILITY.
  • Rays and Ranged Touch Attacks

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    halfgiantH
    @daermadm Who me? [image: zu6gaW5.gif]
  • Mechanic: Lightning Bolt

    lightning bolt spell
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    daermadmD
    I had not reread the 2e spell in a while, but I thought I was playing by those rules. I did not even clearly recall that the spell did mention saving again for the bounce.
  • Metamagic Feat: Split Ray

    metamagic ray
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    halfgiantH
    Split Ray ( Complete Arcane, p. 83) [Metamagic] Your ray spells can affect an additional target. Prerequisite Any metamagic feat, Benefit You can cause any ray spell tofireone additional ray beyond the number normally allowed. The additional ray requires a separate ranged touch attack roll to hit and deals damage as normal. It can be fi red at the same target as the fi rst ray or at a different target, but all rays must be aimed at targets within 30 feet of each other and fi red simultaneously. A split ray spell uses a spell slot two levels higher than the spell’s actual level.
  • Metamagic Feat: Ray Extension

    metamagic ray
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    halfgiantH
    Type: Metamagic Source: Dragon Annual 5 You maintain a ray spell for an additional round. Benefit: When the extended ray spell is cast, you can use your next action to attack with the same ray. You can designate either a different target or the same target. A successful ranged touch attack is required for the second target. If any other actions are taken, or the spell is disrupted before your next action, then you lose the extended spell (though any previous effects remain). An extended ray uses up a spell slot one level higher than the spell’s actual level.
  • Metamagic Feat: Ray Splitting

    metamagic ray
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    halfgiantH
    Type: Metamagic Source: Dragon Annual 5 You can attack three adjacent targets with a ray spell. Benefit: A split ray can hit three targets. A successful ranged touch attack is needed for each target, and each roll incurs 5-4 penalty to hit. A target cannot be attacked more than once with a given spell. A split ray uses up a spell slot two levels higher than the spell’s actual level.
  • Metamagic Feat: Ray Burst

    metamagic ray
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    halfgiantH
    Type: Metamagic Source: Dragon Annual 5 You change the effect of a ray spell to a 30-foot radius burst centered on yourself. Benefit: A ray burst hits all targets (friend or foe) within 30 feet. Targets within 30 feet are allowed a Reflex save to avoid the burst. Any targets that do not avoid the effect are treated as if they were hit by the ray spell. Any target with 100% cover with respect to the caster is not affected. A ray burst spell uses up a spell slot three levels higher than the spell’s actual level.
  • Metamagic Feat: Ray Coning

    metamagic ray
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    halfgiantH
    Type: Metamagic Source: Dragon Annual 5 You expand a ray spell to a 30-foot cone. Benefit: All targets in the area of effect receive Reflex saves to avoid the effect, but are otherwise affected as if they were hit by the ray spell. A coned ray uses up a spell slot two levels higher than the spell’s actual level.
  • Feat: Two-Handed Power Strike

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    dwarfD
    good, because Erok has been using it since the beginning
  • Harm Spell (Variant): Daerma Adventures

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    daermadmD
    @halfgiant said in Harm Spell (Variant): Daerma Adventures: The 3.5 Harm (link) is a will save, just kept it the same. That works. Fixed the first post.
  • Spellbreakers

    spellbreakers magic items
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    halfgiantH
    @dwarf Well that was depressing, i had hoped over time maybe 5e would have had enough power creep to become interesting. Similar to 3.0E in the day, after a few years some of their later products started producing some interesting ideas. With that said, the 3.5E metamagic rods i never really found interesting or thematically liked. Just seemed lame, and Kargin did investigate what he called meta crystals that you could embed in wands, rods, and staffs. However shortly after that @dwarf brought up the concepts of lens’s and amp’s … and we just ran with that. Kargin also flirted with psicrystals, i do believe he has some prototypes specific for melee types, and some specific for caster types. There was a lot of interest but it typically fades fairly quickly because in order for them to work they need to be implanted into their spine or at the base of their skulls to hide the crystal, while others implant the crystal shard in their forehead, forming a mythical “third eye.” Some warriors tend to have them implanted into the hand or chest, often sporting custom-made armor to show off the crystal to their enemies. To implant and integrate the crystals into the various systems of the body (i.e. nervous, immune, etc…) requires the skills of an alchemist… and that is where Kargin loses them. Back to the drawing board.
  • Powermaster Prestige Class Notes

    powermaster
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    dwarfD
    the initial build of the powermaster had 3 primary processors - one for each “spellcasting” class, mage cleric and psion. i think it was the 3rd or 4th gen where a “physical” processor was added - for melee, movement or whatnot. a few generations after that, a set of 4 co-processors was added, taking the load off the main brains for minor actions like ongoing spell concentration, shifting targets, gem actions, refreshing stoneskins, etc. the co-processors are limited to self/personal effects only - fiddling and diddling with things running in the background on the powermaster himself. so, for example, if Daren was casting a prismatic spray at some lich that pissed him off, triggering the lich’s dim-door contingency - a coprocessor could re-target the ongoing spell and hit the bastard anyway (provided he was in range, obviously), but the coprocessor isn’t “smart” enough to initiate the casting in the first place as it involves both casting and targeting (a non-personal effect).
  • The Ancient - Epic Prestige Class

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    halfgiantH
    @dwarf said in The Ancient - Epic Prestige Class: Ignore Level Limits: When an Ancient picks up a magic item that’s spell affect uses the Ancient level, not the level limit imposed on the magic item. now here’s where things get a smidge hairy… see, magic items are created around a base core item - then modified to hold a magical “charge” or effect. when built correctly, you wind up with a wand/weapon/ring/whatever thats balanced to exude said effect for a limited time. when you try to FORCE more magic thru that item, bad things often happen. kinda like trying to push a .50 cal into a .22 rifle - or a cannon ball outta a bb gun. she just ain’t made to handle that kind of charge. an epic level item, sure - they’re overbuilt to unleash great honking swathes of magic… so they’ll hold together without complaint but non-epic items ? you could probably (ie safely) push about twice the level of spell thru one (so a 12 dice fireball outta a 6-dice wand, for example) but i don’t know much further you’d go before KABOOM happens… (i reposted the End of the Powermaster story that talked about when Daren tried it) 3.5 Pre-Epic staffs are able to do this, admittedly wands do not, at least not without a lot of feat twiddling. Didn’t seem like it would be a big stretch for a Ancient to do it. Under Staff Descriptions - https://www.d20srd.org/srd/magicItems/staffs.htm Staffs use the wielder’s ability score and relevant feats to set the DC for saves against their spells. Unlike with other sorts of magic items, the wielder can use his caster level when activating the power of a staff if it’s higher than the caster level of the staff.
  • Battle Ogre Template

    Moved
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    daermadmD
    This is the 3.0 conversion of the monster. I had originally ruled it as a +4 ECL accoring to a @dwarf note. battleogre3e.doc
  • 10E Magic Discussion

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    dwarfD
    Quasi-elemental Radiance - described as searing white light or shimmering COLORS… tho a little tweaking of Solar/Sun could work too (since that plus water makes rainbows in the first place). like most efx in 10e, there’s most always several “paths” to generate whatever effect you’re lookin for
  • Item Creation [ Notes from the Artificer ]

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    halfgiantH
    [image: nWrheWL.png]
  • Tier 2 / Epic Dragon Breath Weapon Types

    dragons breath weapons
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    daermadmD
    General Save DC 35 Reflex (+1 for every spell point added to power up damage) Damage 2*XdX per point save missed by. XdX is same as caster power level options, the default is +0 (Base), Dragon can use spell points to up it from there. Breath Types Power Cone 5x5x5000 resizable within that max capacity Power Line: Common breath weapon style of more powerful dragons. A power line has an area of effect that fills a space of 125,000 cubic feet. This can take the form a line begining at the dragons snout and continuing a distance until it fills a volume of 125,000 cubic feet. The Height by width by length ranges from 5’ high by 5’ wide by 5000’ feet long to an almost wall like 500’ high by 500’ wide by 5’ long. Power Gas: No clue yet.
  • Attacking the Manaverse

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    halfgiantH
    [image: NTKwoJS.jpg]
  • Managanger

    managanger
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    halfgiantH
    @dwarf I know we have talked about the mechanics of the managanger many different ways over the years. Mostly about their ability to manipulate their entire being down to the molecular level, tune and adapt themselves to different magic sources, etc. The details are blurry i don’t remember if that included being able to unravel existing enchantments, even draining them away. And that there are only two Managangers roaming around, but has anything more than that been jotted down? Probably should throw down what you remember while we can still remember to put pants on in the morning.