- Luck Points: The Three Worlds campaign will use the Luck System from the Book of Roguish Luck as modified by me. Use of this system is experimental for now, so it may be tweaked as we see how it works in practice.
- Spells: Unless otherwise noted, the spells contained in the 3.5e Player’s Handbook are generally available, and function as listed therein. Subject to review, spells found in the Spell Compendium are also generally available. Spells from other sources may exist in the campaign, but are not generally known by most casters. Such spells may become available as a result of membership in a particular group, guild, or school, or through the discovery of ancient tomes of lore, research, divine revelation, or other methods. The following spells are changed, modified, or eliminated:
- Anticipate Teleportation: This spell is one of the mysteries zealously guarded by the Navigator's Guild.
- Anticipate Teleportation, Greater: This spell is one of the mysteries zealously guarded by the Navigator's Guild.
- Astral Projection: This spell is rumored to be one of the mysteries zealously guarded by the Navigator's Guild, although if it exists, no one outside of the Guild knows exactly where this spell takes the caster.
- Bear’s Endurance: The duration of this spell is changed to “10 minutes per caster level”.
- Bull’s Strength: The duration of this spell is changed to “10 minutes per caster level”.
- Cat’s Grace: The duration of this spell is changed to “10 minutes per caster level”.
- Death Pact: This spell is generally unavailable.
- Eagle’s Splendor: The duration of this spell is changed to “10 minutes per caster level”.
- Ethereal Jaunt: This spell is rumored to be one of the mysteries zealously guarded by the Navigator's Guild. It is believed that this spell takes the caster to the Shadow Realms.
- Etherealness: This spell is rumored to be one of the mysteries zealously guarded by the Navigator's Guild. It is believed that this spell takes the caster to the Shadow Realms.
- Fox’s Cunning: The duration of this spell is changed to “10 minutes per caster level”.
- Hallow/Unhallow: In addition to the normal effects provided by these spells, they may increase the effectiveness of divine spells cast within their boundaries. A spell cast by a divine caster in a temple dedicated to their faith operates as if the caster were one level higher than his actual caster level provided the temple is properly constructed, equipped with an appropriate altar, and has been hallowed (or unhallowed) by a cleric of the same faith for a period of at least one year. This bonus to caster level even affects spells where the caster normally has achieved the highest level-based effect possible (thus a 5th level cleric could cast cure light wounds and cure 1d8+6 points of damage rather than the normal maximum of 1d8+5 points).
- Last Breath: This spell is generally unavailable.
- Neutralize Poison: Using his spell requires a caster level check. For poisons that result from a spell, the DC for the check is 11 plus the caster level of the original caster. For poisons that don’t result from a spell, the caster level check must be made against the saving throw DC of the poison.
- Owl’s Wisdom: The duration of this spell is changed to “10 minutes per caster level”.
- Plane Shift: This spell is rumored to be one of the mysteries zealously guarded by the Navigator's Guild. Scholars believe that this spell can be used to shift between Cærulus, Ilkeas, and Midrun, and some speculate that it can also be used to travel to and from Færie and possibly return from (but not travel to) the elemental planes, although this is unconfirmed.
- Raise Dead: This spell is generally unavailable.
- Reincarnate: This spell is generally unavailable.
- Remove Blindness/Deafness: Using his spell requires a caster level check. For blindness or deafness that results from a spell, the DC for the check is 11 plus the caster level of the original caster. For blindness or deafness that does not result from a spell, the caster level check must be made against the saving throw DC of the effect that caused the blindness or deafness. This spell is ineffective against blindness or deafness that result from natural causes, or otherwise does not have a saving throw DC.
- Remove Curse: Using his spell requires a caster level check. For a curse that results from a spell, the DC for the check is 11 plus the caster level of the original caster. For a curse that does not result from a spell, the caster level check must be made against the saving throw DC of the effect that caused the curse.
- Remove Disease: Using his spell requires a caster level check. For diseases that result from a spell, the DC for the check is 11 plus the caster level of the original caster. For diseases that do not result from a spell, the caster level check must be made against the saving throw DC of the disease.
- Remove Paralysis: Using his spell requires a caster level check. For paralysis that results from a spell, the DC for the check is 11 plus the caster level of the original caster. For paralysis that does not result from a spell, the caster level check must be made against the saving throw DC of the effect that caused the paralysis.
- Resurrection: This spell is generally unavailable.
- Revenance: This spell is generally unavailable.
- Spectral Hand: Your Strength modifier does not affect attacks made using the spectral hand.
- Teleport: This spell is generally unavailable.
- Teleport Object: This spell is one of the mysteries zealously guarded by the Navigator's Guild.
- Teleport, Greater: This spell is one of the mysteries zealously guarded by the Navigator's Guild.
- Teleportation Circle: This spell is one of the mysteries zealously guarded by the Navigator's Guild.
- True Resurrection: This spell is generally unavailable.
- Weapon of the Deity: Clerics of the Celestial Lords produce the following weapons when they cast this spell. When this spell is cast by clerics devoted to the Demon Lords, it will generate different results:
Celestial Effect Aíne +1 keen rapier or smallsword Brid +1 heavenly burst shuriken Caire +1 dislocating scrub knife Eiur +1 ghost touch sickle Forseti +1 holy spiked gauntlet Füllar +1 dancing sling Heim +1 defending heavy spiked shield Hler +1 frost shortspear Hlín +1 merciful heavy or light mace Hœnir +1 flaming light hammer Lódur +1 arm knife of deadly precision Rúadan +1 divine wrath battle axe Syfa +1 returning javelin or throwing spear Þunor +1 thundering greataxe Tiwas +1 axiomatic longsword Vali +1 vicious leaf spear Woda +1 spell storing staff Wünd +1 earthbound warhammer Yng +1 bow of seeking (longbow, shortbow, composite longbow, or composite shortbow)
Role-playing gaming, Game mastering musings, and campaign design. Also, chunks of information about my continuously evolving campaign settings.
Friday, August 30, 2013
Campaign Design - Campaign Specific Rules for the Three Worlds Campaign
Campaign Rules: The following campaign-specific elements will be used:
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