[Any / C&C] Pulses of Power -- Ley Line Energy

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serleran
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[Any / C&C] Pulses of Power -- Ley Line Energy

Post by serleran »

The world is full of magic. It flows and ebbs, drawn along intangible lines like an enormous web. Where these cross and meet, according to the legends of the eldest scrolls, are sites of incredible power, places where impossible feats are realized and even the mundane can feel the surge -- also, in the written tales, magic is given a life of its own, a sort of limited desire. Whether fueled by the gods or a force of its own, one thing is absolutely true -- magic is fluid: it can be pooled, it can be stopped, and it can be stored. But, one must know the secrets, understand the difficulties, and be willing to sacrifice... even if that means another living being.

What follows is simply a means for a Castle Keeper to modify the assumptions about magic, based on the history and purpose of a given location. Under normal circumstances, this document would not be used, as the overall world is generally considered "normal" respecting magic, and so no changes are made. However, and for example, should a Castle Keeper wish to include an adventuring location such as a site similar to Stonehenge, one known for its ties to the occult and ritual, then the following may be of use -- do not consider it canon, and do not use it too often, as these places are meant to be special, nearly unique, and should be treasured.

There are five general categories that define the flow of magic across the lines. For simplicity, they will be given numerical valuations. Again, the typical magic value for any given location, without the Castle Keeper specifically altering it, is considered 0.

-2: Dead magic zone. Spells and activating items such as rings, wands, and scrolls, are impossible to use, sapped of any energy -- charges are not expended, they simply cannot be spent. Ongoing spells, such as those cast prior to entering, are terminated -- this also prevents magical communication, including that to a familiar, if either recipient is inside the dead zone. Other items, such as those with permanent effects like weapons, boots, and armor are considered unenchanted in such environs. Artifacts and items of exceptional power can be affected, as per the Castle Keeper's wishes -- if one is unsure, simply allow the item a save to avoid the effects; if it fails, it is rendered nonmagical for the duration it remains within this zone. A creature of pure magic, such as those conjured from another world or plane, cannot enter the field but may use attacks that produce natural effects, such as igniting flammable objects and throwing them. A zone of this type should be very rare.

-1: Limited magic zone. Spells may be cast, but are more difficult, resulting in the expenditure of one spell slot higher than normal, so that a cantrip (0-level spell normally) uses a 1st level spell slot; if a caster attempts to cast their highest level spell (for example, a 5th level wizard intends to cast a fireball) and is unable to expend the needed higher-level slot (this holds true for any attempt to cast a 9th level spell as there are no 10th level spell slots), the caster suffers the loss of 4 points of Constitution which cannot be restored with magic and remains for 1 day -- this loss is cumulative. Spells with an ongoing duration have the duration reduced by half. Magically activated items, such as rings, scrolls, or wands function normally except their effects are reduced by two caster levels; charged items expend twice as much to produce the effect. Enchanted items, like weapons and armor, reduce their magical bonus by 1, which may render them nonmagical. Artifacts are unaffected, but certain abilities may be restricted, at the Castle Keeper's adjudication. Creatures that are summoned or conjured become weakened, effectively reducing their Hit Dice by 2; if this would cause a reduction to zero Hit Dice, then the creature is considered affected by a harm spell instead (reduce Hit Points to 1d4.) It is also possible the zone simply restricts casting to a particular type of magic only. These zones are rare.

0: Normal magic zone. No changes to the effects. This zone follows all normal rules and stipulations regarding magic in all its forms.

1: Increased magic zone. Spells can be cast, with their effects resolved at one level higher than normal -- this does not affect saves, however. Activated items such as scrolls, wands, and staves produce their normal effects, again at +1 effective level; charged items have a 10% chance of not expending a charge when used. Spells cast prior to entry have their duration extended by double. Magically imbued items such as weapons or armor have a 10% of increasing the effective bonus. Artifacts are not affected, save at the Castle Keeper's decision. Summoned or conjured beings are fueled with power, granting a +1 Hit Dice bonus. Lastly, spellcasters may produce any spell from their class list of a level they can ordinarily cast (that is, a 3rd level wizard can use any spell up to 2nd level), even if they do not know the spell, without the benefit of this zone, but must lose 4 points of Constitution for 1 day -- this loss must be healed naturally and is cumulative.

2: High magic zone. Spells cast are done so with both a +1 caster level increase (does not affect saves) and a reduction in spell slot needed -- a 3rd level spell would require expenditure of a 2nd level slot instead; those who are not spellcasters can concentrate and produce the effect of any cantrip, but lose 4 points of Constitution (cannot be healed magically and persists for 1 day; this is cumulative) when doing so. Spellcasters can cast any spell from their spell list, up to the level they can access, without further benefit from this zone, by losing 4 points of Constitution for 1 day (this is cumulative.) Activated items such as rods, wands, and scrolls have their normal effects, treated at +1 caster level (does not affect saves) with charged items having a 30% to not expend when used. Spells with a duration are tripled when entering the zone. Items like armor and weapons have a 30% chance to increase their enchantment by +1. Artifacts are unaffected, unless the Castle Keeper wishes otherwise. Magically called beings are treated at +1 Hit Dice and gain regeneration (1 Hit Point) while within the zone.

The above assumes a single zone effect for any given area, but it is possible for several zones to co-exist within an environment. These are traditionally called a nexus. To resolve, add the values for the overlapped areas together and assign that only to the portion that is overlapped. The value cannot exceed 2.
---
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Maliki
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Re: [Any / C&C] Pulses of Power -- Ley Line Energy

Post by Maliki »

Interesting idea, it could make for a nice twist on a "standard" adventure.
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