Per adesso, solo un focum per gli appassionati di GfR, cui dovrebbe seguire a brave (si spara) il rosto del sito ;-)
 
 
 
 
NUOVO FORUM UP A QUESTO LINK. QUESTO FORUM E' IN MANUTENZIONE!
 [HouseRule] Spell modificate rispetto a quelle della 3.0... Successivo
Precedente

Questo forum è chiuso. Non puoi inserire, rispondere o modificare i TopicsTopic chiuso
Autore Messaggio
Ylianor Nimesin
Maestro Bladesinger
Maestro Bladesinger


Registrato: 08/02/05 23:59
Messaggi: 1069
Località: Salerno Seaside

MessaggioInviato: Sab Feb 04, 2006 7:28 am    Oggetto: [HouseRule] Spell modificate rispetto a quelle della 3.0... Rispondi citandoTorna in cima

Segue in questo topic elenco di spell le cui descrizioni vengono utilizzate in forme modificate rispetto a quelle riportate sui manuali ufficiali della 3.0.

Siete pregati di dare lettura tutti delle modifiche e di prendere visione anche dei cambi fatti su alcuni incanti di divinazione qui riportati...

_________________
Image
ProfiloMessaggio privatoInvia emailHomePageMSN MessengerNumero ICQ
Ylianor Nimesin
Maestro Bladesinger
Maestro Bladesinger


Registrato: 08/02/05 23:59
Messaggi: 1069
Località: Salerno Seaside

MessaggioInviato: Sab Feb 04, 2006 7:34 am    Oggetto: [HouseRule] Alter self, polymorph self e similia... Rispondi citandoTorna in cima

Alter Self
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)

You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself.
You retain your own ability scores. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).
You keep all extraordinary special attacks and qualities derived from class levels, but you lose any from your normal form that are not derived from class levels.
If the new form is capable of speech, you can communicate normally. You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.
You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.
You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.
You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature type and subtype (if any) remain the same regardless of your new form.
You cannot take the form of any creature with a template
, even if that template doesn’t change the creature type or subtype.
You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s kind. You are effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.
When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional.
When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can’t wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.


Polymorph
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No

This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin.
The assumed form can’t have more Hit Dice than your caster level (or the subject’s HD, whichever is lower), to a maximum of 15 HD at 15th level.
You can’t cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form .
The subject’s creature type and subtype (if any) change to match the new form.
Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.
The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities.
Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.
Material Component: An empty cocoon.

Polymorph Other (Baleful Polymorph)
Transmutation
Level: Drd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent
Saving Throw: Fortitude negates, Will partial; see text
Spell Resistance: Yes

As polymorph, except that you change the subject into a Small or smaller animal of no more than 1 HD. If the new form would prove fatal to the creature the subject gets a +4 bonus on the save.
If the spell succeeds, the subject must also make a Will save.
If this second save fails, the creature loses its extraordinary, supernatural, and spell-like abilities, loses its ability to cast spells (if it had the ability), and gains the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its new form in place of its own.
It still retains its class and level (or HD), as well as all benefits deriving therefrom (such as base attack bonus, base save bonuses, and hit points). It retains any class features (other than spellcasting) that aren’t extraordinary, supernatural, or spell-like abilities.
Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.

_________________
Image

Ultima modifica di Ylianor Nimesin il Sab Feb 04, 2006 7:40 am, modificato 1 volta in totale
ProfiloMessaggio privatoInvia emailHomePageMSN MessengerNumero ICQ
Ylianor Nimesin
Maestro Bladesinger
Maestro Bladesinger


Registrato: 08/02/05 23:59
Messaggi: 1069
Località: Salerno Seaside

MessaggioInviato: Sab Feb 04, 2006 7:38 am    Oggetto: [HouseRule] Shield Rispondi citandoTorna in cima

Shield
Abjuration [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)

Shield creates an invisible, tower shield-sized mobile disk of force that hovers beside you, trying to intercept any attack against your person. It also negates magic missile attacks directed at you.
The disk provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance, since it's not actualy wielded by the caster.
Unlike with a normal tower shield, you can’t use the shield spell for cover.

_________________
Image
ProfiloMessaggio privatoInvia emailHomePageMSN MessengerNumero ICQ
Ylianor Nimesin
Maestro Bladesinger
Maestro Bladesinger


Registrato: 08/02/05 23:59
Messaggi: 1069
Località: Salerno Seaside

MessaggioInviato: Lun Set 11, 2006 8:21 pm    Oggetto: Rispondi citandoTorna in cima

Shadow Walk
Illusion (Shadow)
Level: Brd 5, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Up to one touched creature/ level
Duration: 1 hour/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

To use the shadow walk spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.

In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.

Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10×100 feet in a random horizontal direction from your desired endpoint.
If this would place you within a solid object, you are shunted 1d10×1,000 feet in the same direction.
If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).

Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.
Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow.

They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.

_________________
Image
ProfiloMessaggio privatoInvia emailHomePageMSN MessengerNumero ICQ
Mostra prima i messaggi di:      
Questo forum è chiuso. Non puoi inserire, rispondere o modificare i TopicsTopic chiuso


 Vai a:   



Successivo
Precedente


LucisImperia Homepage

Powered by phpBB 2.0.11 © 2001/3 phpBB Group :::: Tutti i fusi orari sono GMT - 11 ore