html PUBLIC "-//W3C//DTD XHTML 1.1//ES" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd" SRD - Encantamientos

Arcanos desenterrados

ENCANTAMIENTOS

pict Incantations are like spells, but they can be cast by characters who are not spellcasters. This variant enables characters who know the correct ritual gestures and phrases for an incantation to achieve powerful magic effects. Incantations don’t use spell slots, you don’t have to prepare them ahead of time, and you can use an incantation an unlimited number of times per day.

Los encantamientos tienen inconvenientes: Requieren mucho tiempo y el éxito no está asegurado. A menudo son caros, y algunos requieren participantes adicionales para completar el ritual. Algunos encantamientos funcionan solo bajo ciertas condiciones específicas, como durante la luna llena.

El más importante de los inconvenientes, un encantamiento rara vez se desvanece silenciosamente si el lanzador no realiza el ritual correctamente. En cambio, se invierte sobre el lanzador, explota con una cascada de energía mágica, o debilita la barrera entre mundos, permitiendo que extraños hostiles emerjan a la Avión.

This variant gives a measure of magical power to nonspellcasters, but the incantations themselves are usually too specific in effect to increase a character’s power in the general sense. Because many incantations require academic skills such as Conocimiento, los personajes mejor De todos modos, los equipados para lanzarlos suelen ser lanzadores de hechizos.

Los encantamientos proporcionan una forma útil de introducir poderosos Efectos mágicos en un juego de nivel inferior bajo control condiciones. Los PJs seguirán usando hechizos en lugar de caros, conjuros arriesgados siempre que pueden. Los encantamientos también son más específicos que los hechizos, para que el DJ pueda introducirlos en el juego sin preocuparse de que se extiendan más allá de lo inmediato situación.

If you want characters in your low-level game to take a brief sojourn to an Outer plane, you can introduce the incantation El viaje de Hrothgar. Because it requires the construction of a thatched hut in the middle of a forest and works only during the winter solstice, you don’t have to worry about the characters exploring the Outer Planes whenever they get the urge. If you gave low-level PCs easy access to the Cambio de plano spell, on the other hand, they could wander the planes until they ran afoul of the first outsider more powerful than they are (which is almost any outsider).

DETRÁS DE LA CORTINA: CREACIÓN DE ENCANTAMIENTOS
It’s important to realize that this system for creating incantations is meant as a starting point, not the last word. Anytime you apply multiple modifiers to a single DC, the potential for accidental consequences or intentional abuse is there.

Para mantener los encantamientos bajo control en tu campaña, evita crear encantamientos con CD de prueba de habilidad inferiores a 20. Además, debe enfatizar cuánto más rápido, fácil y Los hechizos son más seguros que los encantamientos. Cada encantamiento que creas debe tener al menos un componente que sea difícil para el lanzador con el que lidiar, como un costo de XP, un material costoso o un componente de holgura significativo. Porque Los encantamientos no requieren ranuras de hechizos, ni siquiera habilidad de lanzamiento de hechizos: debes asegurarte de que Los personajes no pueden simplemente lanzar encantamientos repetidamente, deteniéndose solo para dormir.

Incantations are most effective when they’re specific; they should always be more narrowly focused than spells that accomplish similar tasks. The Encuadernación plana spell, for example, can trap and compel service from any elemental or outsider with 12 HD or less. A comparable incantation, Xecilgarasp among the bones, would call one specific Bebilith named Xecilgarasp for a specific job: guarding a tomb. If ordered to do anything else, Xecilgarasp attacks the caster instead. And if Xecilgarasp ever dies while guarding a tomb, the incantation is thereafter useless. The Xecilgarasp among the bones incantation is just as powerful as the planar binding spell in the specific instance it was designed for, but it has limited or no utility beyond that.

Descubriendo encantamientos
Obscure tomes and spellbooks filled with mystical ramblings, descriptions of magic theory, ordinary arcane spells, and utterly useless or incomprehensible magical writing often hide the instructions for performing incantations. In those dusty volumes, diligent readers can find incantations with real power — magical recipes that provide step-by-step instructions for achieving a powerful effect.

If the characters have access to a well-stocked library of magical information, finding a set of instructions for a particular incantation requires a successful Conocimiento (arcana) check with a DC 10 lower than the DC for casting the incantation. Just being aware of the existence of a particular incantation requires a Knowledge (arcana) check with a DC 15 lower than the incantation’s casting DC.

LANZAR UN CONJURO
At its simplest, casting an incantation is akin to preparing and cooking something according to a recipe. You must have the ingredients in hand, then use your skill in cooking to perform each step in order. In game terms, this means having the required incantation components, then succeeding on a number of skill checks — often Conocimiento (arcana) checks — during the incantation’s casting time.

Cada descripción de encantamiento indica cuántas habilidades exitosas Se requieren cheques para lanzar el encantamiento. A menos que se indique lo contrario especificado, el lanzador realiza una prueba de habilidad cada 10 minutos. Si comprobaciones que impliquen más de una habilidad, las comprobaciones pueden se puede hacer en cualquier orden, según lo desee el lanzador. Fallar una habilidad check significa que han pasado 10 minutos y el conjuro es en peligro de fracasar. Si se produce un error en dos comprobaciones de aptitud seguidas, El encantamiento falla. Cada conjuro tiene una consecuencia asociado con el fracaso. Incluso si el conjuro falla, el La fundición sigue consumiendo todos los componentes (incluidos los costosos componentes materiales y puntos de experiencia).

Because of the unusual outcomes possible on a failure, the GM may choose to make these skill checks in secret. Doing this prevents the player of the caster from knowing whether an incantation has succeeded or failed. If the consequence of failure is immediate and severe (such as death resulting from a failed fuegos de Dis incantation), the effect is obvious, and concealing it serves no purpose.

Many incantations have a backlash component, which is an ill effect suffered by the caster at the conclusion of the casting or upon failure of the incantation (see Reacción, infra).

Guardados y resistencia a hechizos
If an incantation allows a save, the formula to calculate the save is included in the incantation’s description. For checks to overcome spell resistance, divide the incantation’s skill check DC by 2 to get the effective caster level for the spell resistance check. For example, the caster of a Fuegos de Dis incantation (DC 23) would add +11 to a d20 roll when attempting to overcome the spell resistance of the target.
Interrumpir encantamientos
Incantations take a long time to cast, but they aren’t as delicate and exacting as traditional spells. Casting an incantation does not provoke an attack of opportunity, and a caster can even pause the ritual for a short time in order to fight, cast a spell, or take some other action. For each round the incantation is interrupted, the DC of all subsequent skill checks to complete the casting increases by 1. Time spent during the interruption of an incantation does not count toward the incantation’s casting time.
Tomando 10
As long as the caster of an incantation is not threatened or distracted, he may take 10. Incantations with backlash components or similarly harmful aspects count as threats that prevent the caster from taking 10. A caster may never take 20 when attempting to complete an incantation.
COMPONENTES DE ENCANTAMIENTO
Most incantations require components not unlike those of spells, including verbal, somatic, focus, and material components. In addition, some require secondary casters (abbreviated SC in the Components line of a description), or cause some sort of backlash (abbreviated B), or cost the caster some amount of experience points (abbreviated XP).
Ruedas secundarias
Some incantations require multiple participants to have any hope of succeeding. These secondary casters are indispensable to the success of the incantation. However, no matter how many people are gathered in the dark room, chanting with candles, only one character — most commonly the one with the highest modifier in the relevant skill — is the primary caster who makes the relevant checks. Secondary casters can’t help the primary caster succeed by means of the aid another action, but their presence is required for certain aspects of the ritual nonetheless.

Often, an incantation is hosted with more than the minimum number of casters. If the primary caster or a secondary caster is killed or Deshabilitado, uno de estos Los transeúntes pueden asumir un papel.

If an incantation requires a check involving a skill other than Conocimiento (arcana), any secondary caster can make that check if he or she has a higher skill modifier than the primary caster. Casters who favor the De Hrothgar viaje incantation, for example, keep bards on hand if they aren’t highly skilled in Realizar (oratory) themselves.

Reacción
Some incantations damage or drain the caster in some way when they are cast. They have a backlash component: damage, negative levels, or some other effect. The caster experiences the backlash effect regardless of the success or failure of the incantation.
ENCANTAMIENTOS FALLIDOS
When two skill checks in a row result in failure (whether or not they’re made by the same character), the incantation as a whole fails. The character who failed the second check experiences the effect indicated in the incantation’s description. In general, the consequences of failure can be divided into the following categories. (Many of these effects are not mentioned in the sample incantations that follow; they are provided here for use in incantations that could be developed for a campaign.)

Atacar: A creature is called from elsewhere to battle the caster (and often any bystanders and secondary casters). The incantation’s description tells the GM what Challenge Rating the creature should have, how it behaves, and how long it persists.

Aumentar: The incantation was supposed to weaken or destroy its target, but it makes the target more powerful instead. An incantation that deals damage might heal its target or cause it to grow in power, for example.

Traición: The incantation seemingly succeeds, but the subject of the incantation (or, in rare cases, the caster) undergoes a dramatic alignment change. Over the next 1d6 minutes, the subject’s alignment becomes the extreme opposite of what it was previously (for instance, lawful good becomes chaotic evil, or chaotic neutral becomes lawful neutral; a neutral subject randomly becomes lawful good, lawful evil, chaotic good, or chaotic evil). The subject generally tries to keep its new outlook a secret.

Daño: Either the caster or the target takes damage as the consequence of failure.

Muerte: Someone — usually the caster or the target — dies. Some incantations allow a saving throwto avoid this consequence of failure.

Ilusión: The caster believes the incantation had the desired effect, but in fact it had no effect or a very different one.

Falsedad: The incantation (typically a divination) delivers false results to the caster, but the caster believes the results are true.

Hostil Ortografía: The caster of the incantation is targeted by a harmful spell. The incantation description gives the specific spell, save DC, and other particulars.

Mirrorcast: The incantastion has the opposite effect of what was intended.

Inversión: The incantation affects the caster rather than the intended target.

EJEMPLOS DE ENCANTAMIENTOS
The following incantations are among the better-known incantations in existence — which means that no more than a few eldritch scholars know about them. Characters can learn of their existence during the course of an adventure by making a Conocimiento (arcana) check (see Descubriendo encantamientos, above).
Invoca al Morador
Divination
Nivel efectivo: 6th
Prueba de habilidad: Conocimiento (arcana) DC 20, 6 successes
Fracaso: Falsehood
Componentes: V, S, M, F, XP, B
Tiempo de lanzamiento: 60 minutes
Gama: Personal
Blanco: You
Duración: Instantaneous
Tirada de salvación: None
Resistencia a hechizos: No

Este conjuro contacta con lo enigmático, extradimensional siendo conocido como el Morador en el Umbral, una entidad que imparte conocimientos sobre su obsesión específica: puertas y otros Entradas.

Para lanzar la llamada al Morador, el lanzador debe inscribir cuarenta y dos símbolos místicos alrededor de una puerta abierta, luego comienza la cantos y súplicas requeridas para el conjuro.

Si el conjuro tiene éxito, una imagen del Morador... una masa de tentáculos y bocas— aparece en el otro lado de la puerta. El Morador en el Umbral con sinceridad Responde a cualquier pregunta que se le haga sobre una puerta en particular. Para ejemplo, el Morador puede proporcionar una contraseña mágica que desbloquea una puerta, indicar cómo desarmar una trampa en una puerta, revelar el debilidades del guardián de una puerta, o describir la habitación que se encuentra más allá de la puerta. Sus respuestas son claras y bastante específicas, aunque algo lacónico. El lanzador bien puede apreciar tal concisa respuestas, porque uno de los cuarenta y dos símbolos inscritos alrededor La puerta durante el lanzamiento del encantamiento se desvanece con cada palabra que pronuncia el Morador del Umbral, y cuando todos los símbolos se han ido, el Morador desaparece.

Si el lanzador le hace una pregunta al Morador del Umbral que no involucra puertas, el Morador responde con un insultos cortantes, a menudo sobre algo que el lanzador pensaba que era secreto. Cada palabra del insulto también hace desaparecer un símbolo desde el perímetro de la puerta.

La naturaleza exacta del Morador en el Umbral está envuelta en el misterio. Algunos sostienen que de alguna manera está conectado con el dios de secretos, aunque nadie ha encontrado nunca pruebas concluyentes que el Morador del Umbral es malvado.

Opción: If the doorway used as the focus is one that the Dweller has been asked about in the past, the caster gains a +4 bonus on the Conocimiento (arcana) checks during the incantation. For example, if Boredflak uses call forth the Dweller to learn about the Gateway to Despair, then when he reaches the Gateway, he can use the Gateway as the focus and gain a +4 bonus when he uses the incantation to ask about the Arches of Certain Doom.

Fracaso: If the caster fails two consecutive Knowledge (arcana) checks, the Dweller on the Threshold gleefully lies, employing falsehoods that demonstrate its inclination toward mischief and cruelty.

Componente material: Forty-two mystic symbols inscribed around the perimeter of the focus doorway (requiring materials costing 500 gp). As described above, these symbols gradually disappear during the time the incantation is in effect.

Centro de atención: An open doorway large enough to allow a Medium creature to pass through it.

Componente XP: 400 XP.

Reacción: After speaking with the Dweller on the Threshold, the caster is exhausto.

Uso de la campaña: This incantation is an obvious solution for characters who are "stuck"” by an especially impenetrable door. The exhaustion backlash makes it less likely they immediately try the door after casting the incantation, and the XP cost ensures that they won’t try to use call forth the Dweller on every door they face. If you introduce this incantation in your game, you’re giving the PCs occasional access to a powerful divination. But because it’s rather specific, it doesn’t make the characters more powerful. Typically, getting through a door lands PCs in trouble more quickly than if they were unable to pass the portal.

Fuegos de Dis
Conjuration (Calling)
Nivel efectivo: 6th
Prueba de habilidad: Conocimiento (arcana) DC 23, 6 successes; Conocimiento (religion) DC 23, 2 successes; Conocimiento (the planes) DC 23, 1 success
Fracaso: Death
Componentes: V, S, M, XP, SC, B
Tiempo de lanzamiento: 90 minutes
Gama: Touch
Efecto: 80-ft.-radius burst centered on caster
Duración: Instantaneous
Tirada de salvación: Reflex half (DC 19 + caster's Cha modifier)
Resistencia a hechizos: Yes

Este conjuro, soñado por cultistas dementes, abre una grieta entre el Plano Material y Dis, la segunda capa ardiente de los Nueve Infiernos. Esta grieta provoca una conflagración masiva que destruye casi todo en el área inmediata, entonces libera a un poderoso demonio que hace cabriolas sobre las ruinas humeantes y comienza a arrasar el campo. Los fuegos de Dis encienden todo lo que tocan, excepto el lanzador, que es transportado a Dis como resultado del encantamiento reacción.

When the incantation is complete, the fires of Dis fill an 80-foot-radius spread around the caster’s former location, dealing 18d6 points of fire damage (Reflex half) to all creatures and objects. Additionally, everything flammable in that radius is now on fire (as described in Poniéndose de moda Fuego).

In the following round, a Demonio del foso comes through the rift, which then closes. The creature begins to destroy everything in sight.

Fracaso: Death of the character who failed the second consecutive skill check.

Componente material: Rare unguents and dark alchemical concoctions worth 5,000 gp.

Componente XP: 1,000 XP.

Reacción: The caster is knocked inconsciente and transported to Dis (no save).

Ruedas adicionales: Six required; they chant choruses and supplications to various dark deities throughout the incantation.

Uso de la campaña: Obviously, the backlash component is significant enough that most PCs will not seriously consider casting this incantation. But even a low- to mid-level character has a decent chance of making all the skill checks without failing twice in a row, so the incantation could show up in a campaign in a number of different circumstances. For instance, the PCs may be tipped off that suicidal cultists are trying to bring the fires of Dis to their city, and they have to disrupt the incantation. The fires of Dis might also have a place in a mystery adventure, where the PCs must discover who stole rare alchemical compounds. A routine investigation takes on new urgency when the PCs find out that the missing vials can be the material component for a fires of Dis incantation.

El viaje de Hrothgar
Conjuration (Teleportation)
Nivel efectivo: 6th
Prueba de habilidad: Conocimiento (arcana) DC 20, 2 successes; Realizar (oratory) DC 20, 4 successes
Fracaso: 5d6 points of fire damage to caster
Componentes: V, S, M, SC, B
Tiempo de lanzamiento: 60 minutes
Gama: Touch
Objetivo o objetivos: Caster plus four to twelve other creatures
Duración: Instantaneous
Tirada de salvación: Will negates (harmless) (DC 16 + caster's Cha modifier)
Resistencia a hechizos: Yes (harmless)

El viaje de Hrothgar es un conjuro basado en el cuento de Hrothgar, un poderoso héroe bárbaro de épocas pasadas. Cuando el epopeya de Hrothgar se recita en el calor sofocante de una durante el solsticio de invierno, el orador y su oyentes reciben la misma recompensa final que Hrothgar: una viaje de ida a un plano exterior mítico, donde pueden beber y diviértete con los más grandes guerreros del mito.

Para lanzar el conjuro, el lanzador debe construir un pequeño, cabaña sin ventanas en medio del bosque, luego enciende una hoguera en el centro de la cabaña. Al menos cuatro y hasta otros doce Acompaña al lanzador a la cabaña. Entonces se encienden las llamas y comienza la narración de la historia de Hrothgar.

Because the bonfire is large and the hut is small, the atmosphere inside quickly gets stiflingly hot. This is the incantation’s backlash; unlike most backlash components, it affects the incantation’s other targets as well as the caster. Any creature inside the hut must make a Fortitude save every 10 minutes or suffer the effects of severe heat (as described in Calor Peligros).

Justo cuando el cuento de Hrothgar se acerca a su conclusión (cerca de el final del tiempo de lanzamiento), las llamas de la hoguera se encienden la cabaña en llamas, lo que crea una gran cantidad de humo, pero no calor o daños adicionales. Si la prueba de aptitud final se realiza correctamente, el Las llamas consumen el techo y las paredes de la cabaña, revelando la Leyenda mítica de la llanura og.

Componente material: A windowless, thatched hut in a forest.

Componente de holgura: Severe heat.

Ruedas adicionales: Four required; they provide the dialogue for other characters in the epic of Hrothgar.

Uso de la campaña: Hrothgar’s journey is well within the reach of mid-level PCs, especially bards. Of all the Outer Planes, this chaotic neutral/chaotic good plane is perhaps the most hospitable to PCs and the easiest to work into an ongoing campaign, so the incantation may be a good way to whet the players’ appetite for planar travel without opening up the entire cosmology. In the hands of NPCs, Hrothgar’s journey can be an escape route for the barbarian raiders the characters have been chasing for months. Or a mischievous NPC bard can beckon the PCs into a warm hut on a cold winter’s night, promising them a wondrous reward if they just listen to a tale…

CREACIÓN DE NUEVOS ENCANTAMIENTOS
Making unique incantations for your campaign is a tricky balancing act. Incantations are intentionally constructed to be much more idiosyncratic than spells are. And because incantations hinge on skill checks, it’s possible for a character to get access to powerful magic before he — or the campaign — is ready for it. The following guidelines will help you balance the benefit of an incantation with its negative aspects, and also determine how difficult the incantation is to cast.
  1. Determinar la escuela: When you design an incantation, first decide which school or schools the incantation would fit into if it were a spell. Each school has a specific DC, which serves as the base skill check DC for the incantation you’re designing. Consult the descriptions of the Escuelas de magia if you aren’t sure which school an incantation should belong to. If you’re designing an incantation that could qualify for more than one school, choose the most important one to provide the base DC. Other schools add one-third their DC to the total. For example, the fuegos de Dis incantation has conjuration as its most important school (because of the hoyo demonio it calls) and evocation as a second school (because of the fiery burst it creates). Thus, the fires of Dis incantation has a base DC of 41 (30 + 11) for all skill checks made during its casting.

    Cada resumen a continuación especifica el rango, el objetivo, la duración y Otros aspectos de un conjuro asociados con un escuela.

    Abjuración: DC 32; Range: Close; Target: One or more creatures, no two of which can be more than 30 ft. apart; Duration: Minutes; Saving Throw: Will negates; Spell Resistance: Yes.

    Conjuro: DC 30; Range: Close; Target: One creature; Duration: Hours (Instantaneous for teleportation subschool); Saving Throw: Will negates (harmless); Spell Resistance: Yes (harmless).

    Adivinación: DC 30; Range: Long; Target: Personal; Duration: Minutes; Saving Throw: None; Spell Resistance: No.

    Encantamiento: DC 32; Range: Close; Target: One living creature; Duration: Minutes; Saving Throw: Will negates; Spell Resistance: Yes.

    Evocación: DC 34; Range: Medium; Area: 5-ft.-wide bolt or 20-ft.-radius burst; Duration: Instantaneous; Saving Throw: Reflex half; Spell Resistance: Yes.

    Ilusión: DC 32; Range: Touch; Target: One living creature or 20 cu. ft. of matter; Duration: Minutes; Saving Throw: Will disbelief; Spell Resistance: No.

    Necromancia: DC 34; Range: Close; Target: One or more creatures or corpses; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No.

    Transmutación: DC 32; Range: Medium; Target: One creature or 20 cu. ft. of matter; Duration: Rounds; Saving Throw: Fortitude half (often harmless); Spell Resistance: Yes.

  2. Modificar DC: Next, determine modifications to the base DC based on the specifics of your ritual; see the table below for a list of general factors and how they change the skill check DC. Increasing the base range of an incantation, for example, is a factor that increases the DC. Reducing the duration of an incantation, on the other hand, is a factor that reduces the DC.
  3. Nivel de conjunto: Finally, set the effective level of the incantation. Incantations are like 6th- through 9th-level spells, so you can set the effective level of the incantation by comparing what the incantation does to what spells of that level can accomplish. The effective level determines a number of aspects of the incantation: how many total successes are required, the exact save DC of the incantation, and sometimes the incantation’s precise range and duration.

    Éxitos totales: Equal to the incantation’s effective level.

    Guardar DC: 10 + incantation’s effective level + caster’s Cha modifier.

    Duración y alcance Assume a caster level of twice the incantation’s level, using the same formula a spell would. For example, an incantation with a duration of "minutes" would last 12 minutes if it’s effectively a 6th-level spell. The same incantation with a range of medium can affect a target up to 220 feet away.

Tabla: General Factores para los encantamientos
Factor Comprobar CC
Modifier
Pruebas de habilidad
Requiere comprobaciones que involucran a más de un habilidad -1
Requiere una habilidad que no esté en la habilidad de clase de mago lista -1
Tiempo de lanzamiento
1 hora entre controles -1
El tiempo de lanzamiento está restringido
(only during full moon, for example)
-4
El tiempo de lanzamiento está severamente restringido
(only during lunar eclipse, for example)
-8
Gama
Toque para cerrar/cerrar para tocar +2/-2
Cerca de medio/medio a cerca +2/-2
Medio a largo/largo a medio +2/-2
Área
Área de duplicación/área de reducción a la mitad +3/-3
Blanco
El objetivo reacio debe estar indefenso -2
Objetivos limitados (por HD, tipo de criatura, etc.) en) -3
De un solo objetivo a varios objetivos +4
Duración
Redondeos a minutos/minutos a redondeos +2/-2
De minutos a horas/de horas a minutos +4/-2
Horas a días/días a horas +6/-2
Días a permanentes o instantáneos/
permanent or instantaneous to days
+10/-4
Enfoque y componentes materiales
Componente de material caro (500 gp) -1
Componente de material caro (5.000 gp) -2
Componente de material caro (25.000 gp) -4
Enfoque caro (5.000 gp) -1
Enfoque caro (25.000 gp) -2
Componente XP
Por cada 100 XP (máximo 1.000 XP) -1
Ruedas adicionales
10 o menos ruedas secundarias -2
11-100 ruedas secundarias -6
101 o más ruedas secundarias -10
Reacción
Por cada 2d6 puntos de daño -1
El lanzador está agotado -2
Ganancias de lanzador por nivel negativo -2
Lanzador reducido a -1 hp -3
Lanzador infectado con la enfermedad -4
La holgura también afecta a los lanzadores secundarios -1