The Drellis Effect in Khoras - House Rules

Started by khoras2, August 13, 2005, 10:15:03 AM

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khoras2

The Drellis Effect in Khoras - House Rules

Here is a proposed system for the effects of the two stars on spell casting. This is for the 3.0 and 3.5 versions of the Dungeons and Dragons game. This is only an optional system. You can use it if you like or create your own.

Overview
The twin stars, Karrym and Drellis, orbit and eclipsing each other in an endless cosmic dance. Because Drellis radiation interferes with magic and Karrym shields the light from Drellis, this causes the world to go through a repeating cycle of 3 stellar phases. Postive, Balanced and Negative. Magic is affecting by the varying stellar phases. Each of these stellar phases lasts 9 days. The cultures of the world have based their calendars upon this phenomena. A week is 9 days long. And a month consists of 3 weeks (3 stellar phases). Therefore a month is 27 days long.

Power of Spells
During a Karrym (positive) phase, you cast spells as if you were 1 level higher.
During a Drellis (negative) phase, you cast spells as if you were 2 levels lower.

This does not affect number of spells you have or the spells that you can choose from. It only affects the power with which spells are cast.

Control of Spells
During a Karrym phase, you get +4 on concentration rolls with regards to casting spells.

During a Drellis phase, however, you get a -4 on Concentration rolls with regards to casting spells. Furthermore, you must roll a Spell Control Roll each time you cast a spell. The control roll determines whether you are able to correctly form the spell amidst the conflicting energies of Drellis. High level spells are much more complex and delicate, therefore, they are much harder to cast than low level spells.

Spell Control Rolls
To roll a Control Roll, you must roll against a base DC of the control roll is 10. The DC is further adjusted by +4 per level of the spell attempted. It is reduced by 1 per level of the caster. For instance, a 15th level mage attempting a 5th level spell would be rolling against a DC of 15. (Base of 10 + 20 for spell level - 15 for caster level = 15 DC).

The roll is affected by intelligence or wisdom bonuses. Having a high intelligence (for wizards) or wisdom (for clerics) is a benefit.

A roll of 1 is always a spell failure, regardless of the DC.

Spell Failure Chart

Difference between Die Roll and DC Effect
Roll Fails by 1 point - Spell misfires and fizzles harmlessly. Magic expended.
Roll fails by 2 or 5 points - Spell misfires and generates altered effect.
Roll fails by more than 5 points - Spell backfires catastrophically.


phaeton

Hmmm .. I do like the idea of a spell 'backfiring' but there's no mechanism for it in D&D - unlike DQ where spells can, and do, backfire with hilarious results inflicting a possibility of effects from embarrisements to minor curses on the poor unfortunate mage.

Something else for me to look into ..