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Author Topic: New Charm Effects  (Read 1366 times)
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Bihlbo
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« on: April 21, 2008, 10:09:23 PM »

You'll have to forgive me, I haven't been involved in the previous Tomes, so I'm not sure the best way to submit something.  But, I've been working on these for a while and I think they might make for a good addition to the next Tome. 

These are all descriptions of new charm effects.  I've kept them as close to the guidelines listed in the book for charm effects as I could, though of course situationally one might be better than another.  Help me iron these out and add more if you like.

Weapon Insight
This charm can be attached to any item, including weapons.  For the charm’s duration, you are considered proficient with it when using it to make attacks, even if it is an improvised weapon such as a stick, icicle, or shell. Typically the charm is made with a strap, buckle, or clamp to make it easy to attach.
Minor – duration is one attack made within one round.
Lesser – duration is one minute.
Greater – duration is one hour.
True – you do not suffer non-proficiency penalties.

Merciful
This charm is attached to a weapon that normally deals lethal damage, such as a short sword or crossbow.  For the charm’s duration, that weapon instead deals nonlethal damage.  This effect can be cancelled at any time, but once cancelled the duration ends.
Minor – duration is one attack made within one round.
Lesser – duration is one minute.
Greater – duration is one hour.
True – you may decide to deal either lethal or nonlethal damage with every attack without penalty.

Watchdog
This charm’s only function is to modify another charm so that it activates automatically when it is needed.  When activated it alters another charm of the same charm type so that its activation is considered “readied” at all times.  However, the charm cannot ever be activated manually.  When a specific situation occurs, such as failing a skill check by 2, the altered charm will activate in time for the outcome to be changed.  For instance, if used on a minor charm that grants an AC bonus, that charm could be used automatically if you were hit by an attacker who beat your Armor Class by just 1.  Since the AC-boosting charm’s activation was readied by this charm, it would grant you a +2 AC bonus in time to protect against the attack.
Minor – can only affect minor charms.
Lesser – can only affect lesser charms.
Greater – can only affect greater charms.

Quick Talisman
This charm reduces the spell energy cost for a specific spell.  The charm cannot reduce the spell energy cost below 1 and cannot reduce the extra spell energy required to cast within a black mirror’s radius, but it can reduce the extra spell energy spent by using metamagic feats.
Minor – reduced by 1 for one casting.
Lesser – reduced by 1 each time it’s cast in a minute.
Greater – reduced by 2 for one casting.  Or, reduced by 1 for an hour.
True – not possible, this would be a spell talisman.

Cold-Burning Flame
When activated, this charm erupts into a steady-burning deep red flame.  This flame however, creates no heat, cannot catch other things on fire, and cannot be doused without destroying the charm.  It gives off a red light as if it were a torch.
Minor – duration is one minute.
Lesser – duration is ten minutes.
Greater – duration is one hour.

Flexible Movements
This charm reduces the armor check penalty you would normally take by the listed amount.
Minor – ACP -1; duration is one round.
Lesser – ACP -1; duration is one minute.
Greater – ACP -2; duration is one minute.

Flippant Casting
This charm gives a bonus to your attempt to successfully cast a spell without suffering an arcane spell failure due to encumbering armor or a shield.  This does not grant a bonus to attempts to succeed in casting a spell while distracted.
Minor – bonus +10 on d%; duration is one spell cast.
Lesser – bonus +5 on d%; duration is one minute. 
Greater – bonus +10 on d%; duration is one minute.  Or, bonus +20 on d%; duration is one spell cast.
True – bonus +20 on d%.

Mirror Defiance
This charm pays the extra spell energy cost for casting a channeled spell within a black mirror’s radius. It can only pay the cost of one mirror at a time, even if it is capable of paying for more spell energy than one mirror requires. The charm functions on all spells you cast within the charm’s duration, but has no effect when outside the radius of a black mirror.
Minor – pays for 2 for one casting.
Lesser – pays for 1 for all spells cast in a minute.
Greater – pays for 4 for one casting.  Or, pays for 2 for a minute. Or, pays for 1 for an hour.
True – pays for 2 at all times.

Focused Spell
This charm increases the DC required to resist a spell you cast by the listed amount. This is a luck bonus to the DC and stacks with feats like Spell Focus.
Minor – resist DC +2 for a single spell cast within one round.
Lesser – resist DC +1 for all spells cast within one minute.
Greater – resist DC +4 for a single spell cast within one round, or DC +2 for all spells cast within one minute.
True – resist DC +4 for a specific spell, or DC +1 for all spells of a certain school.

Swift Delivery
This charm can come in the form of a pouch, envelope, cup, or other small container.  This pouch (or a container or some other form) can support up to 20 pounds of goods (small enough to be held by the pouch – if carrying a liquid it can hold up to 2 gallons). If this pouch is thrown within range, it does not miss its target and what it carries is completely unharmed by being thrown. Because landing does not disturb the charm’s cargo it is not effective as a method of delivering grenade-like weapons. It is a Tiny item as long as it does not carry something larger, and can be seen with a DC 18 Spot check.  Once it reaches its destination the pouch is no longer a charm.
Minor – range 30 feet.
Lesser – range 50 feet.
Greater – range 100 feet.
True – range 150 feet, reusable.

Fell Sensor
When activated this charm either does nothing at all, or it burns with a heatless flame in the presence of undead creatures. The flame dances higher the more undead are around, and the stronger the undead creatures are. After a few seconds (2 rounds) small flames start to dance out of the main flame and shoot outward in the direction of each undead creature within 30 feet. This lasts about a minute.
Minor – burns for one round if it touches undeath.
Lesser – burns for 3 rounds, indicating the direction of undead within 20 feet.
Greater – burns for a minute, the flames indicating the location of undead within 40 feet, and other information similar to detect undead.
True – detect undead at will, as a free action.

Burst
This charm allows you to perform one action more quickly than you thought possible.
Minor – retrieve an item or draw a weapon as a free action.
Lesser – one additional move action during your turn.
Greater – one additional standard or move action.
True – haste, a total number of rounds per day equal to your character level, split up as you like.

Attuned Materials
This charm mimics one material component for spellcasting, such as the diamond dust required for stoneskin, or the pearl required for identify. Choose a spell before beginning to craft this charm, and once made, the charm can substitute for that spell’s material component. The value of the charm (and therefore the crafting time required to make the charm) must match the listed value of the material component the charm will emulate, even if it is possible to barter for the actual materials at a much lower value. It is not possible to make an attuned materials charm worth more than 2,500 gp (the value of a true charm).
Minor – components worth 5 gp or less.
Lesser – components worth 25 gp or less.
Greater – components worth 100 gp or less.
True – components worth 2,500 gp or less.

Spellbending
These charms are often overlooked, and confusing to most. When used, they alter the next spell cast so that it is affected as if by the metamagic feat the charm is meant to emulate, at no extra spell energy cost.
Minor – enlarge, extend, heighten +1, still, or silent.
Lesser – empower or heighten +2.
Greater – heighten +3, maximize, quicken, scentless, or widen.
True – gives the benefit of any one metamagic feat and pays 1 spell energy of the extra cost associated with that feat every time you alter a spell with the charm.

Forceful
This charm grants a bonus on caster level checks to overcome a creature’s spell resistance.
Minor – bonus +2; duration is one spell cast.
Lesser – bonus +1; duration is one minute. 
Greater – bonus +2; duration is one minute.  Or, bonus +4; duration is one spell cast.
True – bonus +2.

Rejuvinating
These charms aid in a character’s ability to recuperate during rest. Once activated, the charm has a duration of 12 hours, but its benefit is only felt if the person activating the charm sleeps a full 8 hours within this duration. Upon waking the charm restores lost abilities after the results of sleeping are calculated. For characters with multiple types of damage, randomly determine which is affected by the charm.
Minor – restores 1 additional hit point.
Lesser – restores 1 point of ability damage.
Greater – restores 1 point of ability drain and 1 point of ability damage.  Or, restores 1 negative level and 1 point of ability damage.
True – after a full night’s rest you recover hit points and ability damage at twice the normal rate, and 1 point of ability drain.
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Doomed Hero
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« Reply #1 on: April 22, 2008, 02:54:05 PM »

Those are really great! I'm going to steal a few of them.
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Bihlbo
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« Reply #2 on: April 22, 2008, 03:06:12 PM »

Those are really great! I'm going to steal a few of them.

Let me know how it works for you, please?  I'd be interested to hear about which ones are favorites, and which ones need to be fixed.
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smeagol
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« Reply #3 on: April 22, 2008, 08:39:43 PM »

I'm all for inclusion of this article into TOS3. For the rules-y side of things, please post comments here.
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nurvel
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« Reply #4 on: August 02, 2008, 06:51:22 PM »

These are really creative.  I have been looking for some new charm effects. I will try them out IMC with your blessing.
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