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Post by Oniryukain on Sept 18, 2006 13:39:18 GMT -5
This is where we'll post "new" rules and features we give PCs, to avoid future issues.
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Post by Oniryukain on Sept 18, 2006 13:39:52 GMT -5
Limited Scent - Please Note the DM will be the one to determine how strong the scent is and other issues.
One with this ability can detect an usual smell upwards of 15 feet in any direction. If the scent is coming from upwind the range is doubled while downwind the range is halved (rounded down) to 7 feet. Strong smells such as smoke has double range, no matter its position while overpowering scents like skunk has triple range. The scent only determines general location not specific location, but if it is within 5 feet they can pinpoint it (barring a d20 or spot at DM's decision).
If one is able to track, limited to Barbarians (some who show RP relating to it), Druids and Rangers - (at least till NWN2), they can attempt to follow the smell by making a Wisdom Check. The DC of a typical fresh trail is 10. The DC increases or decreases depending how strong the scent is and a number of other factors - time (for each hour old +2 to DC), other smells (DC increase is up to DM), and such.
Smells can be identify if they know the smell, such as example blood, but unusual or abnormal smells a Lore check is required and is set by the DM.
Water and especially running water tends to ruin scents to a degree often to the point of covering them up, how much is again up to the DM (note Rain unless heavy has little affect).
Extremely powerful odors that are detected by one using scent to track must make a d20 or search roll (to "find" the scent they were track again) and the DC is up to the Dm.
((Rules modified from the "Scent" ability from the DM's Guide))
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Post by Oniryukain on Sept 18, 2006 13:52:51 GMT -5
The Chalice of Wilder and its Rings:
This chalice holds a powerful enchantment which allows it to act similar to a spellpool, more precisely would be a energypool, as one may draw so much energy from the pool yet must repay it within a period of two tendays or suffer a terrible and fatal curse. The chalice master can create rings for those who he permits to draw energy forth, they are bound to the curse as much as the master. The master may create a single master ring, his ring, by mixing his and the blood of a pure being (faithwise not physical/alignment-wise) in the chalice.
The chalice holds infinite supply of spells up to level 4. It is actually "energy" that can be used for spells or general powers (up to DM though on that one). A person wearing a ring, given to them by the chalice holder, can only draw a spell up to the level the ring permits (i.e. Gold is up to 4th). They can only draw ONE spell until they paid it back and this can be by any combo of spells of Level 1 or greater.
So if they used a Level 4 spell, they can pay say 4 Level 1 spells or 2 Level 2 spells.
This MUST be done before they can use any more spells from the chalice. The only exception is a Warlock, they can continously Pay for the Energy they draw, but it must be RPed (aka emoted) or its no go.
A character must pay within 10 days, yes a long time but meh. If they do not the chalice master can pay for them, if neither pay, the person will DIE as result of the curse. And the chalice master will be inflicted with some pain. Correction: Due to a misunderstanding. The caster must pay within the 10 days, if they do not THEN the Master of the Chalice can pay to avoid the curse hitting the person and him. The only exception is already handled IC.
New rule: The Chalice's magic cannot be used to counterspell, as the spells of the Chalice cannot be counterspelled. However any rules of saves, spell resistance, and what not still obviously applies.
Any other rules can be asked about directly to Oni or Dia, and each ring type has a few notes on them. So READ them if you are curious.
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Elmette
Loyal Citizen
Goddess de la Sexi
Posts: 109
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Post by Elmette on Sept 29, 2006 14:09:04 GMT -5
This is the place where all spells created by players will go. These spells are known only to their creators or those they have shown. MAJOR NOTE: ONLY SPELLS THAT ARE APROVED BY A HEAD DM MAY BE CREATED. ((Dia and Oni.))
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