Nature Magic Differences


Homebrew and House Rules

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Hey everybody. I've been mulling over the rules for a homebrew world I'm working on. One thing I'm trying to rectify is the fact arcane magic is only slightly different from Divine (arcane spell failure chance, etc.) there isn't anything differentiating the naturally based magic of the ranger and druid. While I understand there are probably very specific reasons for this, I set about to try and make a couple of rules to make nature magic slightly different and flavorful. One or two small twists to it.

I'm wondering if anybody here on these wonderful forums have used rules like this in their own home games. Any help would be greatly appreciated.

Thanks in advance.


Perhaps Nature magic could be augmented or hindered by the environment.

For example an entangle spell would be at -50% duration and area of effect in a sandy or stony desert, but fire spells in the same area would be +50% area of effect and duration.

You could even put in a Nature Attunement feat for Fey & Elemental sorcerers, whose Arcane magic would be effected as above once they have taken the feat.

Alternatively Druids, Rangers and NPC animals and plants can choose a favoured terrain, so a desert ranger in the desert terrain gains +50% area of effect and duration for all magics.

The plants and animals in the area where nature magic has been performed could grow quicker and healthier, so nature magic users can spot where other nature magic users have been.

You may also wish to strengthen the social aspect, say 90% of Rangers work for the Druid circles, who sent them on missions against devatators of nature. Likewise nature churches all have a non aggression pact for first encounters.


Be very descriptive about the magic as it works. Ok, Overly Descriptive then.

..................................

Ranger have Favored terrain, when in that terrain let the spell work as if +1 caster level, also let them select an Un-Favored terrain which gives them -1 caster level. ((not to much effect, but easy to figure out and not overly powerful)).

Druids... Well could do the same for them also (really think they should have gotten favored terrains anyway, if for nothing else, than to let you know which creatures they could wild shape into). again +1 caster level for favored and -1 caster level for unfavored.

.................................

ok that all i could think off at moment,


Blake Ryan wrote:
For example an entangle spell would be at -50% duration and area of effect in a sandy or stony desert, but fire spells in the same area would be +50% area of effect and duration.

Entangle is already impossible to cast in a desert. You need plants in the area. And it already gets bonuses for particularly relevant plants like thorns.


Umbral Reaver wrote:
Blake Ryan wrote:
For example an entangle spell would be at -50% duration and area of effect in a sandy or stony desert, but fire spells in the same area would be +50% area of effect and duration.
Entangle is already impossible to cast in a desert. You need plants in the area. And it already gets bonuses for particularly relevant plants like thorns.

That's not entirely true. In many deserts there are all forms of plant life that has developed to live in the desert setting. Cacti, succulents, and many forms of desert grass are incredibly common.


Oliver McShade wrote:
Ranger have Favored terrain, when in that terrain let the spell work as if +1 caster level, also let them select an Un-Favored terrain which gives them -1 caster level. ((not to much effect, but easy to figure out and not overly powerful)).

Did this as +/-2 to the DC of spells based on terrain, etc. Also based the animal choices for Shapechange on the terrain. Using Caster levels might be a great alternative!


K.G The Mathlete wrote:

Hey everybody. I've been mulling over the rules for a homebrew world I'm working on. One thing I'm trying to rectify is the fact arcane magic is only slightly different from Divine (arcane spell failure chance, etc.) there isn't anything differentiating the naturally based magic of the ranger and druid. While I understand there are probably very specific reasons for this, I set about to try and make a couple of rules to make nature magic slightly different and flavorful. One or two small twists to it.

I'm wondering if anybody here on these wonderful forums have used rules like this in their own home games. Any help would be greatly appreciated.

Thanks in advance.

You could make arcane magic use the defiler magic rules in the Darksun setting. That would set the two apart.

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