Help on a few situations in the world I'm creating


Homebrew and House Rules


1) The setup I've figured out so far leads to this world having a fair number of null magic zones and wild magic zones. Places forever scarred by nearly epic magic battles. Not entirely sure how to mechanically handle some of it.
Null Magic - Should it disenchant magic items, that seems to powerful and devastating to the party. But I do want them to be risky to enter. Maybe they have to make a save?
Should it stop supernatural abilities from occurring?
If it stops a spell or power should it use up the spell slot/prepared spell or daily use of the ability?
Should it just suppress or actually stop ongoing magics?
What do you think about a hard caster level check to be able to use magic anyway?
Wild Magic - I was thinking the player rolls a d4. On a 4 it performs better than expected (+1 to DC, CL, or ?), on a 3 normal effects, on a 2 nothing happens (spell lost), on a 1 something bad happens. What do you think? Have any better ideas?

2) One of the climactic final battles will involve an extremely powerful aberration. The party should be primary, but not fighting it all on their own. What is the most difficult to defeat aberration in any of the bestiaries? I will still probably modify it from that point.

3) For odd RP reasons, I have a feeling one of the PC's will chose to worship a deity and have a domain/inquisition that he knows will not be available in the demi-plane to which they are traveling. What would the effects to the PC? I don't want to nerf him too completely because it is a kinda quirky likable idea. But it seems like there should be at least some cost/problems associated with that choice.


1. null zones should function as per anti magic zone, wild zone should make the die bigger perhaps a d20 have 19-20 be the 4 result, 8-18 be the 3 result, 2-7 be the 2 result and 1 be the 1 result

2. forget premade aberration custom make it from the ground up make it feel unique and this will allow you to throw in some never before seen abilities

3. mechanically probably not, only thing that would be a problem would be he wouldn't be able to call oppon the inquisition for help so no extra bodies to throw at the problem but class abilities and spells should remain un effected


"An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration." --if you want there to be some kind of risk involved, you could try adding some areas (maybe in the center of null-magic zones) where, say, spellcasters have to make a save every hour or lose a spell slot? Wands and staves could lose charges in the same way. Maybe permanently enchanted items could be "drained", so that they remain surpressed even after you leave the area, got a number of hours?

I think wild magic areas should feel more...wild. And not purely beneficial or punitive (25% chance spell is just brutal). Maybe something like:

01-10 the spell fails. The caster increases further Wild Magic rolls by 2 for the next hour.
11-25 the spell is treated as normal.
26-35 the spell is Empowered, without taking up a higher spell slot. If the spell cannot be Empowered, it is Hightened three levels.
36-50 as 26-35. After the spell is resolved, the caster looses 3 levels with of spell slots.
51-60 the caster must succeed at a DC20 Fortitude save or be stunned for one round. The caster's spells are Quickened for 1d2+1 rounds without taking up higher spell slots.
61-70 the spell is duplicated somewhere else within range of the caster, determined randomly.
71-85 the spell is Maximized without taking up a higher spell slot. If the spell cannot be Maximized, it is Hightened three levels. The caster takes 1d4 damage per spell level.
86-95 the spell is Maximized and Empowered without taking up a higher spell slot. If the spell cannot be Maximized or Empowered, it is Hightened five levels. The caster takes 1d6 damage per spell level.
96-100 the spell fails. The caster takes 2d8 damage per spell level and regains 1d8 levels worth of spell slots. The Wild Magic effect is surpressed in this area for 24 hours.

As for the "final boss", what are you looking for exactly?


That's not a bad list. I think I will start with it. I want more chance of some bad things happening though.

Quixote wrote:

...

As for the "final boss", what are you looking for exactly?

Not sure exactly to be honest. I don't want to get too specific since I know some of my players do frequent the boards. However, it should definitely be something(s) they can not take on by themselves. There will be a long fight going on between epic beings. The 'good' side is slowly losing. The group will be adding their weight trying to tip the scales back to favorable results.

I was thinking about maybe changing or increasing defenses. Things like hit by a slashing weapon and it has DR 20/piercing for 5 rounds. Damaged by fire and it gains resist fire 20 for a while. Force damage gives it blink for a few rounds. Things like that.
Also needs to have some quickened/swift actions or some other way to do more things in a round. I don't want an 'epic' foe defeated by simple action economy.


It will be easier to use standard dead magic zones.
Maybe the messed up places are a result of a failed ritual to summon your aberration. If the thing gets summoned by the PCs killing a cultist in mid ritual, it will add irony.

More extensive Wild magic tables.

http://paizo.com/threads/rzs2rygk?Magic-Flash-Tables#1


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Another fun way of running the random chance of spells behaving wildly is to look at the numerical outcome of d% dice rolls differently. Instead of judging any outcome in different sequential ranges, you can apply certain effects when the outcome of the d% is prime, odd but not prime, or even and not prime (2 being the prime even number).

This way of reading d% outcomes breaks potential outcomes into three uneven likelihoods; 25% are prime numbers, 26% are odd not prime numbers, and 49% are even not prime numbers. These likelihoods are evenly distributed as possibilities across a d% roll range which forces players out of their comfort zone in terms of reading dice.

I used this technique to determine the reactions of a Chaotic Fey Prince my group was trying to placate. I had my players roll a d% after every point they made to determine his reaction without telling them what I was judging the rolls on. The first player rolled a 100% after her first point which to her surprise generated a neutral reaction. The party figured out the trick after a couple of rolls and watching them work out the math of prime numbers while convincing a being of pure Chaos was sublime.

Quixote wrote:

"An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration." --if you want there to be some kind of risk involved, you could try adding some areas (maybe in the center of null-magic zones) where, say, spellcasters have to make a save every hour or lose a spell slot? Wands and staves could lose charges in the same way. Maybe permanently enchanted items could be "drained", so that they remain surpressed even after you leave the area, got a number of hours?

I think wild magic areas should feel more...wild. And not purely beneficial or punitive (25% chance spell is just brutal). Maybe something like:

01-10 the spell fails. The caster increases further Wild Magic rolls by 2 for the next hour.
11-25 the spell is treated as normal.
26-35 the spell is Empowered, without taking up a higher spell slot. If the spell cannot be Empowered, it is Hightened three levels.
36-50 as 26-35. After the spell is resolved, the caster looses 3 levels with of spell slots.
51-60 the caster must succeed at a DC20 Fortitude save or be stunned for one round. The caster's spells are Quickened for 1d2+1 rounds without taking up higher spell slots.
61-70 the spell is duplicated somewhere else within range of the caster, determined randomly.
71-85 the spell is Maximized without taking up a higher spell slot. If the spell cannot be Maximized, it is Hightened three levels. The caster takes 1d4 damage per spell level.
86-95 the spell is Maximized and Empowered without taking up a higher spell slot. If the spell cannot be Maximized or Empowered, it is Hightened five levels. The caster takes 1d6 damage per spell level.
96-100 the spell fails. The caster takes 2d8 damage per spell level and regains 1d8 levels worth of spell slots. The Wild Magic effect is surpressed in this area for 24 hours.

As for the "final boss", what are you looking for exactly?

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