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we play with a homebrew polyglot 3.5 system (heavily influenced by pathfinder) plus we tend for the more complex option if it adds individuality. Here's what we use for light and darkness.
hopefully the formating will come through.

Darkness
Evocation [Darkness]
Level: Brd, Clr, Sor/Wiz 1-9 (special adjustable)
Components: V, M/DF
Casting Time: 1 standard action
Range: variable
Target: Object touched
Duration: variable
Saving Throw: None
Spell Resistance: No
Depending what level darkness spell you cast you gain that many ‘darkness points’ to spend on the table below. No more than 5 points may be spent in any one column. This spell causes an object to radiate shadowy illumination out to a variable -foot radius. All creatures in the area gain concealment (variable miss chance). Even creatures that can normally see in such conditions (such as with darkvision* or low-light vision) have the miss chance in an area shrouded in magical darkness. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher or equal level light spells are not affected by darkness. If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.
Darkness counters or dispels any light spell of equal or lower spell level.
Arcane Material Component: A bit of bat fur and either a drop of pitch or a piece of coal.
*see darkvision

Darkness point Table
points range duration Concealment radius
(miss chance)
O (default) touch 10 min/level 10% 10’
1 Close (25 ft. + 5 ft./2 levels) 30 min/level 20% 20’
2 Short (50 ft. + 5 ft./level) 1 hour/level 30% 30’
3 Medium (100 ft. + 10 ft./level) 1 day/level 40% 50’
4 Medium (100 ft. + 10 ft./level) Permanent 50% 70’
5 Long (400 ft. + 40 ft./level) Permanent 70% 90’

Darkvision
Evocation [Darkness]
Level: Brd, Clr, Sor/Wiz 2-9 (special adjustable)
Components: V, M/DF
Casting Time: 1 standard action
Range: variable
Target: creature(s) touched
Duration: variable
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Depending what level dark sight spell you cast you gain that many ‘sight points’ to spend on the table below. These points may be spent on one or more targets. This spell allows the creature touched to see in normal or magical darkness. Darkvision is black and white only but otherwise like normal sight.
Typically a creature with darkvision gets (Hit Dice/3) vision modification. (A 9 HD ogre [with darkvision] gets a 30% modification)
Material Component: Either a pinch of dried carrot or an agate.

points Vision Sight
range duration
O (default) See in normal darkness 30’ 30 min/level
1 See in normal darkness plus magical darkness. Reduce darkness concealment by 10% 40’ 1 hour/level
2 See in normal darkness plus magical darkness. Reduce darkness concealment by 20% 50’ 1 hour/level
3 See in normal darkness plus magical darkness. Reduce darkness concealment by 30% 60’ 1 day/level
4 See in normal darkness plus magical darkness. Reduce darkness concealment by 50% 90’ 1 day/level
5 See in normal darkness plus magical darkness. Reduce darkness concealment by 70% 120’ Permanent ( 500 gp. agate and 1000 exp cost to caster)

Light
Evocation [Light]
Level: Brd, Clr, Drd, Sor/Wiz 1-9
Components: V, M/DF
Casting Time: 1 standard action
Range: variable
Target: Object touched or target
Duration: variable
Saving Throw: None or Reflex partial
Spell Resistance: No
Depending what level light spell you cast you gain that many ‘light points’ to spend on the table below. No more than 5 points may be spent in any one column. This spell causes an object to glow like a torch, shedding bright light in a variable-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function. A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.
Arcane Material Component: A firefly or a piece of phosphorescent moss.

Light point Table
points range duration light damage radius
O
(default) touch 10 min/level none 5’
1 Close (25 ft. + 5 ft./2 levels) 30 min/level none 10’
2 Short (50 ft. + 5 ft./level) 1 hour/level none 20’
3 Medium (100 ft. + 10 ft./level) 1 day/level -2 to checks (light sensitive creatures) 30’
4 Medium (100 ft. + 10 ft./level) Permanent Undead 1D6(10 max) / caster level 50’
5 Long (400 ft. + 40 ft./level) Permanent all 1D6 / caster level (10 max)(undead X2, 20d6 max) 70’

well the tables didnt work so well. anyone who would like me to email them a word or pdf file, send me an email kcconway@qwest.net


Set wrote:
Kevin Conway wrote:
The question is; does he have control over his contagiousness? Do the members of his party have to save every day vs. getting all the diseases' he has internalized?

I would suspect he has no control over the 'contagiousness' of the disease, but as long as the party members avoid too close of contact, they might be able to avoid most touch-based diseases. (Granted, it's going to be an issue if he has to touch them to heal them regularly, or if they have to grab each other to haul someone out of a pit or up a ledge or something....)

The choice disease to get infected with would be something blood-borne, so that it will generally only infect things that bite you.

Airborne diseases are going to pretty much be a threat to everyone, even if he wears a mask.

That's pretty much what I was thinking. Maybe allow a feat to be able to turn the contagion on/off.

the cleric is the party's cook. I allow a cooking skill check (takes 1 hour to cook a meal) (DC 25) to gain a +1 morale bonus similar to "heroes feast".
A roll of 1 on the cooking check means the eaters get food poisoning.
He wants to take pale master as a prestige class (I'm not sure if I want to allow this abomination).

The cleric loved the write-up on Urgathoa. He is planning on building an undead army.
They just made 5th level yesterday. The first thing the group did was go to a local farm and use ghoul touch, then ghoul hunger, to create the raw material for his first animated skeletons.


Clerics of Urgathoa

I have a question.
One of my players is playing a cleric of Urgathoa.
When he cures a disease on himself it says he can take the disease into himself and become a carrier but suffer no ill effects.
I am assuming this is like 'Typhoid Mary'.

The question is; does he have control over his contagiousness?
Do the members of his party have to save every day vs. getting all the diseases' he has internalized?