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Arklytte

Arklytte

  

Alignment Effects
  • Alignment is not in effect for this game, so any talents that have alignment specific uses are disallowed. If a talent has alignment specific effects AS WELL AS non-alignment specific effects, then the talent works as normal, except that the alignment specific effects are ignored.
Hedgewitch Poppets
  • The Hedgewitch class ability "Poppet" (and similar class abilities) has a range equal to 1 mile per Hedgewitch Class Level.
 
Radiation Damage
 

Spell Ranges

  • While on the Island of Oculus, the maximum range of any spell/ability is now limited to Long Range (400'+40'/Caster Level).  This includes spells with a listed distance of 'Unlimited'.
    • There are no exceptions to this rule, unless a spell or ability is specifically and explicitly listed and detailed on this post.
  • This ALSO includes spells that are designed to work across planar barriers.  Any spell that would normally work across planar barriers WILL NOT FUNCTION while on Oculus.
  • Note that Planar/Unlimited range spells/abilities is not Dispelled while on the island, it is Suppressed, and, once off the island, the ability will return to normal, assuming it is a permanent effect.

 

Summoned Critters
  • There is something inherent to the islandThis will be explained IC during the introduction to the adventure. Your characters are not aware of the specifics yet, but you, as the player, need to be aware of the mechanical effects. that strongly interferes with the ability of a spellcaster to control both Animated and Summoned creatures. As such, a caster may only have ONE summoned/animated creature active at a time (even if they are capable of summoning multiple creature types, or having multiple creatures summoned consecutively under normal circumstances).
  • Additionally, the magical channels that connect Summoner/Animator to their critter are severely degraded, meaning that the summoned/animated creature cannot act independently. The Summoner/Animator must directly control their critter, using their own actions to substitute for it's actions. Summoners/Animators may split their actions in any combination they wish between themselves and their critter.
  • Summoners/Animators are no longer able to control their creations at distances beyond Close. If the critter becomes separated from their creator by more than that distance, they immediately become immobile and insensate until the creator is once more within range, at which time the creator can once again 'puppet' their critter.
  • Summoners/Animators may summon/animate a second critter normally, but upon doing so, the first critter instantly is unsummoned/deanimated.
  • This does not affect Familiars/Animal Companions gained through the Beastmastery sphere or a Class Feature (unless that feature relies on the Conjuration sphere) in any way.
 
Veilweaving
  • The Veilweaving Sphere is allowed, however, Veilweaving Classes are not. The Veilweaving Sphere works as normal, subject to the following restrictions/conditions.
  • Additional Resources
    • Veilweaving Sphere
    • List of available Veils: If you can bind the appropriate slot, you can use any of the appropriate Veils on this list. This does not require prior approval.
    • Enhanced Veils: If you have the appropriate Tradition talent, you gain access to a single Enhanced Veil. You must meet all prerequisites for this Veil. This does not require prior approval.
    • Sphereshaper Veils: If you take the Sphereshaper Talent (or the Sphereshaper Talent Feat), you may, in addition to any other Veils you know, gain access to one Sphereshaper Veil. You must meet all prerequisites of the Sphereshaper Veil to choose/bind it. Each additional time you take the Sphereshaper Talent (or Feat), you can access to one additional Sphereshaper Veil. This does not require prior approval.
    • Akashic Feats: If you have taken at least one Talent in the Veilweaving Sphere, you may take Akashic Feats. Akashic Feats require prior approval.
    • Akashic Traits: If you have taken at least one Talent in the Veilweaving Sphere, you may take Akashic Traits. Akashic Traits require prior approval.
    • These are the only Veilweaving materials allowed. No exceptions...nope, not even that one.
 
Warp Talents
  • Teleportation effects are strongly affected by the the same force on the island that interferes with control of Summoned critters.
  • Max range of Warp effects is limited to Medium range.
  • Planar teleports are completely non-functional while on the island.
  • Extradimensional Storage Spaces will function on the island, but Extradimensional Rooms are completely disrupted and cannot be accessed while on the island.
  • As with all other teleport effects, Warp Beacons are also disrupted, though, due to their somewhat more stable internal matrix, they have a longer effective range than regular Warp effects. For living beings, the range of Warp Beacons is limited to Extremely Long (1000'+100'/Caster Level). For objects, the range is 1 mile per Caster Level. This is an exception to the modified Range limits in place for the Warp Sphere. All other aspects of the power are unchanged.
  • The Plane Manipulator talent works as well, but the additional interference on the island makes it both harder to overcome and to maintain. While maintaining the Plane Manipulator talent through Concentration, the caster is considered Staggered. Spending an SP to allow the talent to continue without concentration reduces the duration to 1 round per level, rather than 1 round per minute. Anyone attempting to overcome the Plane Manipulator talent suffers a -5 to their MSB roll.

 

 

Arklytte

Arklytte

  

Alignment Effects
  • Alignment is not in effect for this game, so any talents that have alignment specific uses are disallowed. If a talent has alignment specific effects AS WELL AS non-alignment specific effects, then the talent works as normal, except that the alignment specific effects are ignored.
Hedgewitch Poppets
  • The Hedgewitch class ability "Poppet" (and similar class abilities) has a range equal to 1 mile per Hedgewitch Class Level.
 
Radiation Damage
 

Spell Ranges

  • While on the Island of Oculus, the maximum range of any spell/ability is now limited to Long Range (400'+40'/Caster Level).  This includes spells with a listed distance of 'Unlimited'.
    • There are no exceptions to this rule, unless a spell or ability is specifically and explicitly listed and detailed on this post.
  • This ALSO includes spells that are designed to work across planar barriers.  Any spell that would normally work across planar barriers WILL NOT FUNCTION while on Oculus.
  • Note that Planar/Unlimited range spells/abilities is not Dispelled while on the island, it is Suppressed, and, once off the island, the ability will return to normal, assuming it is a permanent effect.

 

Summoned Critters
  • There is something inherent to the islandThis will be explained IC during the introduction to the adventure. Your characters are not aware of the specifics yet, but you, as the player, need to be aware of the mechanical effects. that strongly interferes with the ability of a spellcaster to control both Animated and Summoned creatures. As such, a caster may only have ONE summoned/animated creature active at a time (even if they are capable of summoning multiple creature types, or having multiple creatures summoned consecutively under normal circumstances).
  • Additionally, the magical channels that connect Summoner/Animator to their critter are severely degraded, meaning that the summoned/animated creature cannot act independently. The Summoner/Animator must directly control their critter, using their own actions to substitute for it's actions. Summoners/Animators may split their actions in any combination they wish between themselves and their critter.
  • Summoners/Animators are no longer able to control their creations at distances beyond Close. If the critter becomes separated from their creator by more than that distance, they immediately become immobile and insensate until the creator is once more within range, at which time the creator can once again 'puppet' their critter.
  • Summoners/Animators may summon/animate a second critter normally, but upon doing so, the first critter instantly is unsummoned/deanimated.
  • This does not affect Familiars/Animal Companions gained through the Beastmastery sphere or a Class Feature (unless that feature relies on the Conjuration sphere) in any way.
 
Veilweaving
  • The Veilweaving Sphere is allowed, however, Veilweaving Classes are not. The Veilweaving Sphere works as normal, subject to the following restrictions/conditions.
  • Additional Resources
    • Veilweaving Sphere
    • List of available Veils: If you can bind the appropriate slot, you can use any of the appropriate Veils on this list. This does not require prior approval.
    • Enhanced Veils: If you have the appropriate Tradition talent, you gain access to a single Enhanced Veil. You must meet all prerequisites for this Veil. This does not require prior approval.
    • Sphereshaper Veils: If you take the Sphereshaper Talent (or the Sphereshaper Talent Feat), you may, in addition to any other Veils you know, gain access to one Sphereshaper Veil. You must meet all prerequisites of the Sphereshaper Veil to choose/bind it. Each additional time you take the Sphereshaper Talent (or Feat), you can access to one additional Sphereshaper Veil. This does not require prior approval.
    • Akashic Feats: If you have taken at least one Talent in the Veilweaving Sphere, you may take Akashic Feats. Akashic Feats require prior approval.
    • Akashic Traits: If you have taken at least one Talent in the Veilweaving Sphere, you may take Akashic Traits. Akashic Traits require prior approval.
    • These are the only Veilweaving materials allowed. No exceptions...nope, not even that one.
 
Warp Talents
  • Teleportation effects are strongly affected by the the same force on the island that interferes with control of Summoned critters.
  • Max range of Warp effects is limited to Medium range.
  • Planar teleports are completely non-functional while on the island.
  • Extradimensional Storage Spaces will function on the island, but Extradimensional Rooms are completely disrupted and cannot be accessed while on the island.
  • As with all other teleport effects, Warp Beacons are also disrupted, though, due to their somewhat more stable internal matrix, they have a longer effective range than regular Warp effects. For living beings, the range of Warp Beacons is limited to Long. For objects, the range is 1 mile per Caster Level. This is an exception to the modified Range limits in place for the Warp Sphere. All other aspects of the power are unchanged.
  • The Plane Manipulator talent works as well, but the additional interference on the island makes it both harder to overcome and to maintain. While maintaining the Plane Manipulator talent through Concentration, the caster is considered Staggered. Spending an SP to allow the talent to continue without concentration reduces the duration to 1 round per level, rather than 1 round per minute. Anyone attempting to overcome the Plane Manipulator talent suffers a -5 to their MSB roll.

 

 

Arklytte

Arklytte

  

Alignment Effects
  • Alignment is not in effect for this game, so any talents that have alignment specific uses are disallowed. If a talent has alignment specific effects AS WELL AS non-alignment specific effects, then the talent works as normal, except that the alignment specific effects are ignored.
 
Radiation Damage
 

Spell Ranges

  • While on the Island of Oculus, the maximum range of any spell/ability is now limited to Long Range (400'+40'/Caster Level).  This includes spells with a listed distance of 'Unlimited'.
    • There are no exceptions to this rule, unless a spell or ability is specifically and explicitly listed and detailed on this post.
  • This ALSO includes spells that are designed to work across planar barriers.  Any spell that would normally work across planar barriers WILL NOT FUNCTION while on Oculus.
  • Note that Planar/Unlimited range spells/abilities is not Dispelled while on the island, it is Suppressed, and, once off the island, the ability will return to normal, assuming it is a permanent effect.

 

Summoned Critters
  • There is something inherent to the islandThis will be explained IC during the introduction to the adventure. Your characters are not aware of the specifics yet, but you, as the player, need to be aware of the mechanical effects. that strongly interferes with the ability of a spellcaster to control both Animated and Summoned creatures. As such, a caster may only have ONE summoned/animated creature active at a time (even if they are capable of summoning multiple creature types, or having multiple creatures summoned consecutively under normal circumstances).
  • Additionally, the magical channels that connect Summoner/Animator to their critter are severely degraded, meaning that the summoned/animated creature cannot act independently. The Summoner/Animator must directly control their critter, using their own actions to substitute for it's actions. Summoners/Animators may split their actions in any combination they wish between themselves and their critter.
  • Summoners/Animators are no longer able to control their creations at distances beyond Close. If the critter becomes separated from their creator by more than that distance, they immediately become immobile and insensate until the creator is once more within range, at which time the creator can once again 'puppet' their critter.
  • Summoners/Animators may summon/animate a second critter normally, but upon doing so, the first critter instantly is unsummoned/deanimated.
  • This does not affect Familiars/Animal Companions gained through the Beastmastery sphere or a Class Feature (unless that feature relies on the Conjuration sphere) in any way.
 
Veilweaving
  • The Veilweaving Sphere is allowed, however, Veilweaving Classes are not. The Veilweaving Sphere works as normal, subject to the following restrictions/conditions.
  • Additional Resources
    • Veilweaving Sphere
    • List of available Veils: If you can bind the appropriate slot, you can use any of the appropriate Veils on this list. This does not require prior approval.
    • Enhanced Veils: If you have the appropriate Tradition talent, you gain access to a single Enhanced Veil. You must meet all prerequisites for this Veil. This does not require prior approval.
    • Sphereshaper Veils: If you take the Sphereshaper Talent (or the Sphereshaper Talent Feat), you may, in addition to any other Veils you know, gain access to one Sphereshaper Veil. You must meet all prerequisites of the Sphereshaper Veil to choose/bind it. Each additional time you take the Sphereshaper Talent (or Feat), you can access to one additional Sphereshaper Veil. This does not require prior approval.
    • Akashic Feats: If you have taken at least one Talent in the Veilweaving Sphere, you may take Akashic Feats. Akashic Feats require prior approval.
    • Akashic Traits: If you have taken at least one Talent in the Veilweaving Sphere, you may take Akashic Traits. Akashic Traits require prior approval.
    • These are the only Veilweaving materials allowed. No exceptions...nope, not even that one.
 
Warp Talents
  • Teleportation effects are strongly affected by the the same force on the island that interferes with control of Summoned critters.
  • Max range of Warp effects is limited to Medium range.
  • Planar teleports are completely non-functional while on the island.
  • Extradimensional Storage Spaces will function on the island, but Extradimensional Rooms are completely disrupted and cannot be accessed while on the island.
  • As with all other teleport effects, Warp Beacons are also disrupted, though, due to their somewhat more stable internal matrix, they have a longer effective range than regular Warp effects. For living beings, the range of Warp Beacons is limited to Long. For objects, the range is 1 mile per Caster Level. This is an exception to the modified Range limits in place for the Warp Sphere. All other aspects of the power are unchanged.
  • The Plane Manipulator talent works as well, but the additional interference on the island makes it both harder to overcome and to maintain. While maintaining the Plane Manipulator talent through Concentration, the caster is considered Staggered. Spending an SP to allow the talent to continue without concentration reduces the duration to 1 round per level, rather than 1 round per minute. Anyone attempting to overcome the Plane Manipulator talent suffers a -5 to their MSB roll.

 

 

Arklytte

Arklytte

  

Alignment Effects
  • Alignment is not in effect for this game, so any talents that have alignment specific uses are disallowed. If a talent has alignment specific effects AS WELL AS non-alignment specific effects, then the talent works as normal, except that the alignment specific effects are ignored.
 
Radiation Damage
 

Spell Ranges

  • Unless specifically noted in this post, the maximum range of any spell/ability is Long (400'+40'/Caster Level).  This includes spells with a listed distance of 'Unlimited'.
    • There are no exceptions to this rule, unless a spell or ability is specifically and explicitly listed and detailed on this post.
  • This ALSO includes spells that are designed to work across planar barriers.  Any spell that would normally work across planar barriers WILL NOT FUNCTION while on Oculus.
  • Note that Planar/Unlimited range spells/abilities is not Dispelled while on the island, it is Suppressed, and, once off the island, the ability will return to normal, assuming it is a permanent effect.

 

Summoned Critters
  • There is something inherent to the islandThis will be explained IC during the introduction to the adventure. Your characters are not aware of the specifics yet, but you, as the player, need to be aware of the mechanical effects. that strongly interferes with the ability of a spellcaster to control both Animated and Summoned creatures. As such, a caster may only have ONE summoned/animated creature active at a time (even if they are capable of summoning multiple creature types, or having multiple creatures summoned consecutively under normal circumstances).
  • Additionally, the magical channels that connect Summoner/Animator to their critter are severely degraded, meaning that the summoned/animated creature cannot act independently. The Summoner/Animator must directly control their critter, using their own actions to substitute for it's actions. Summoners/Animators may split their actions in any combination they wish between themselves and their critter.
  • Summoners/Animators are no longer able to control their creations at distances beyond Close. If the critter becomes separated from their creator by more than that distance, they immediately become immobile and insensate until the creator is once more within range, at which time the creator can once again 'puppet' their critter.
  • Summoners/Animators may summon/animate a second critter normally, but upon doing so, the first critter instantly is unsummoned/deanimated.
  • This does not affect Familiars/Animal Companions gained through the Beastmastery sphere or a Class Feature (unless that feature relies on the Conjuration sphere) in any way.
 
Veilweaving
  • The Veilweaving Sphere is allowed, however, Veilweaving Classes are not. The Veilweaving Sphere works as normal, subject to the following restrictions/conditions.
  • Additional Resources
    • Veilweaving Sphere
    • List of available Veils: If you can bind the appropriate slot, you can use any of the appropriate Veils on this list. This does not require prior approval.
    • Enhanced Veils: If you have the appropriate Tradition talent, you gain access to a single Enhanced Veil. You must meet all prerequisites for this Veil. This does not require prior approval.
    • Sphereshaper Veils: If you take the Sphereshaper Talent (or the Sphereshaper Talent Feat), you may, in addition to any other Veils you know, gain access to one Sphereshaper Veil. You must meet all prerequisites of the Sphereshaper Veil to choose/bind it. Each additional time you take the Sphereshaper Talent (or Feat), you can access to one additional Sphereshaper Veil. This does not require prior approval.
    • Akashic Feats: If you have taken at least one Talent in the Veilweaving Sphere, you may take Akashic Feats. Akashic Feats require prior approval.
    • Akashic Traits: If you have taken at least one Talent in the Veilweaving Sphere, you may take Akashic Traits. Akashic Traits require prior approval.
    • These are the only Veilweaving materials allowed. No exceptions...nope, not even that one.
 
Warp Talents
  • Teleportation effects are strongly affected by the the same force on the island that interferes with control of Summoned critters.
  • Max range of Warp effects is limited to Medium range.
  • Planar teleports are completely non-functional while on the island.
  • Extradimensional Storage Spaces will function on the island, but Extradimensional Rooms are completely disrupted and cannot be accessed while on the island.
  • As with all other teleport effects, Warp Beacons are also disrupted, though, due to their somewhat more stable internal matrix, they have a longer effective range than regular Warp effects. For living beings, the range of Warp Beacons is limited to Long. For objects, the range is 1 mile per Caster Level. This is an exception to the modified Range limits in place for the Warp Sphere. All other aspects of the power are unchanged.
  • The Plane Manipulator talent works as well, but the additional interference on the island makes it both harder to overcome and to maintain. While maintaining the Plane Manipulator talent through Concentration, the caster is considered Staggered. Spending an SP to allow the talent to continue without concentration reduces the duration to 1 round per level, rather than 1 round per minute. Anyone attempting to overcome the Plane Manipulator talent suffers a -5 to their MSB roll.

 

 

Arklytte

Arklytte

  

 
Alignment Effects
  • Alignment is not in effect for this game, so any talents that have alignment specific uses are disallowed. If a talent has alignment specific effects AS WELL AS non-alignment specific effects, then the talent works as normal, except that the alignment specific effects are ignored.
 
Radiation Damage
 

Spell Ranges

  • Unless specifically noted in this post, the maximum range of any spell/ability is Long (400'+40'/Caster Level).  This includes spells with a listed distance of 'Unlimited'.
  • This ALSO includes spells that are designed to work across planar barriers.  Any spell that would normally work across planar barriers WILL NOT FUNCTION while on Oculus.
  • Note that Planar/Unlimited range spells/abilities is not Dispelled while on the island, it is Suppressed, and, once off the island, the ability will return to normal, assuming it is a permanent effect.

 

Summoned Critters
  • There is something inherent to the islandThis will be explained IC during the introduction to the adventure. Your characters are not aware of the specifics yet, but you, as the player, need to be aware of the mechanical effects. that strongly interferes with the ability of a spellcaster to control both Animated and Summoned creatures. As such, a caster may only have ONE summoned/animated creature active at a time (even if they are capable of summoning multiple creature types, or having multiple creatures summoned consecutively under normal circumstances).
  • Additionally, the magical channels that connect Summoner/Animator to their critter are severely degraded, meaning that the summoned/animated creature cannot act independently. The Summoner/Animator must directly control their critter, using their own actions to substitute for it's actions. Summoners/Animators may split their actions in any combination they wish between themselves and their critter.
  • Summoners/Animators are no longer able to control their creations at distances beyond Close. If the critter becomes separated from their creator by more than that distance, they immediately become immobile and insensate until the creator is once more within range, at which time the creator can once again 'puppet' their critter.
  • Summoners/Animators may summon/animate a second critter normally, but upon doing so, the first critter instantly is unsummoned/deanimated.
  • This does not affect Familiars/Animal Companions gained through the Beastmastery sphere or a Class Feature (unless that feature relies on the Conjuration sphere) in any way.
 
Veilweaving
  • The Veilweaving Sphere is allowed, however, Veilweaving Classes are not. The Veilweaving Sphere works as normal, subject to the following restrictions/conditions.
  • Additional Resources
    • Veilweaving Sphere
    • List of available Veils: If you can bind the appropriate slot, you can use any of the appropriate Veils on this list. This does not require prior approval.
    • Enhanced Veils: If you have the appropriate Tradition talent, you gain access to a single Enhanced Veil. You must meet all prerequisites for this Veil. This does not require prior approval.
    • Sphereshaper Veils: If you take the Sphereshaper Talent (or the Sphereshaper Talent Feat), you may, in addition to any other Veils you know, gain access to one Sphereshaper Veil. You must meet all prerequisites of the Sphereshaper Veil to choose/bind it. Each additional time you take the Sphereshaper Talent (or Feat), you can access to one additional Sphereshaper Veil. This does not require prior approval.
    • Akashic Feats: If you have taken at least one Talent in the Veilweaving Sphere, you may take Akashic Feats. Akashic Feats require prior approval.
    • Akashic Traits: If you have taken at least one Talent in the Veilweaving Sphere, you may take Akashic Traits. Akashic Traits require prior approval.
    • These are the only Veilweaving materials allowed. No exceptions...nope, not even that one.
 
Warp Talents
  • Teleportation effects are strongly affected by the the same force on the island that interferes with control of Summoned critters.
  • Max range of Warp effects is limited to Medium range.
  • Planar teleports are completely non-functional while on the island.
  • Extradimensional Storage Spaces will function on the island, but Extradimensional Rooms are completely disrupted and cannot be accessed while on the island.
  • As with all other teleport effects, Warp Beacons are also disrupted, though, due to their somewhat more stable internal matrix, they have a longer effective range than regular Warp effects. For living beings, the range of Warp Beacons is limited to Long. For objects, the range is 1 mile per Caster Level. This is an exception to the modified Range limits in place for the Warp Sphere. All other aspects of the power are unchanged.
  • The Plane Manipulator talent works as well, but the additional interference on the island makes it both harder to overcome and to maintain. While maintaining the Plane Manipulator talent through Concentration, the caster is considered Staggered. Spending an SP to allow the talent to continue without concentration reduces the duration to 1 round per level, rather than 1 round per minute. Anyone attempting to overcome the Plane Manipulator talent suffers a -5 to their MSB roll.

 

 

Arklytte

Arklytte

CHANGES TO MAGICAL SPHERES/TALENTS
 
Alignment Effects
  • Alignment is not in effect for this game, so any talents that have alignment specific uses are disallowed. If a talent has alignment specific effects AS WELL AS non-alignment specific effects, then the talent works as normal, except that the alignment specific effects are ignored.
 
Radiation Damage
 
Summoned Critters
  • There is something inherent to the islandThis will be explained IC during the introduction to the adventure. Your characters are not aware of the specifics yet, but you, as the player, need to be aware of the mechanical effects. that strongly interferes with the ability of a spellcaster to control both Animated and Summoned creatures. As such, a caster may only have ONE summoned/animated creature active at a time (even if they are capable of summoning multiple creature types, or having multiple creatures summoned consecutively under normal circumstances).
  • Additionally, the magical channels that connect Summoner/Animator to their critter are severely degraded, meaning that the summoned/animated creature cannot act independently. The Summoner/Animator must directly control their critter, using their own actions to substitute for it's actions. Summoners/Animators may split their actions in any combination they wish between themselves and their critter.
  • Summoners/Animators are no longer able to control their creations at distances beyond Close. If the critter becomes separated from their creator by more than that distance, they immediately become immobile and insensate until the creator is once more within range, at which time the creator can once again 'puppet' their critter.
  • Summoners/Animators may summon/animate a second critter normally, but upon doing so, the first critter instantly is unsummoned/deanimated.
  • This does not affect Familiars/Animal Companions gained through the Beastmastery sphere or a Class Feature (unless that feature relies on the Conjuration sphere) in any way.
 
Veilweaving
  • The Veilweaving Sphere is allowed, however, Veilweaving Classes are not. The Veilweaving Sphere works as normal, subject to the following restrictions/conditions.
  • Additional Resources
    • Veilweaving Sphere
    • List of available Veils: If you can bind the appropriate slot, you can use any of the appropriate Veils on this list. This does not require prior approval.
    • Enhanced Veils: If you have the appropriate Tradition talent, you gain access to a single Enhanced Veil. You must meet all prerequisites for this Veil. This does not require prior approval.
    • Sphereshaper Veils: If you take the Sphereshaper Talent (or the Sphereshaper Talent Feat), you may, in addition to any other Veils you know, gain access to one Sphereshaper Veil. You must meet all prerequisites of the Sphereshaper Veil to choose/bind it. Each additional time you take the Sphereshaper Talent (or Feat), you can access to one additional Sphereshaper Veil. This does not require prior approval.
    • Akashic Feats: If you have taken at least one Talent in the Veilweaving Sphere, you may take Akashic Feats. Akashic Feats require prior approval.
    • Akashic Traits: If you have taken at least one Talent in the Veilweaving Sphere, you may take Akashic Traits. Akashic Traits require prior approval.
    • These are the only Veilweaving materials allowed. No exceptions...nope, not even that one.
 
Warp Talents
  • Teleportation effects are strongly affected by the the same force on the island that interferes with control of Summoned critters.
  • Max range of Warp effects is limited to Medium range.
  • Planar teleports are completely non-functional while on the island.
  • Extradimensional Storage Spaces will function on the island, but Extradimensional Rooms are completely disrupted and cannot be accessed while on the island.
  • As with all other teleport effects, Warp Beacons are also disrupted, though, due to their somewhat more stable internal matrix, they have a longer effective range than regular Warp effects. For living beings, the range of Warp Beacons is limited to Long. For objects, the range is 1 mile per Caster Level. This is an exception to the modified Range limits in place for the Warp Sphere. All other aspects of the power are unchanged.
  • The Plane Manipulator talent works as well, but the additional interference on the island makes it both harder to overcome and to maintain. While maintaining the Plane Manipulator talent through Concentration, the caster is considered Staggered. Spending an SP to allow the talent to continue without concentration reduces the duration to 1 round per level, rather than 1 round per minute. Anyone attempting to overcome the Plane Manipulator talent suffers a -5 to their MSB roll.
Arklytte

Arklytte

CHANGES TO MAGICAL SPHERES/TALENTS
 
Alignment Effects
  • Alignment is not in effect for this game, so any talents that have alignment specific uses are disallowed. If a talent has alignment specific effects AS WELL AS non-alignment specific effects, then the talent works as normal, except that the alignment specific effects are ignored.
 
Radiation Damage
 
Summoned Critters
  • There is something inherent to the islandThis will be explained IC during the introduction to the adventure. Your characters are not aware of the specifics yet, but you, as the player, need to be aware of the mechanical effects. that strongly interferes with the ability of a spellcaster to control both Animated and Summoned creatures. As such, a caster may only have ONE summoned/animated creature active at a time (even if they are capable of summoning multiple creature types, or having multiple creatures summoned consecutively under normal circumstances).
  • Additionally, the magical channels that connect Summoner/Animator to their critter are severely degraded, meaning that the summoned/animated creature cannot act independently. The Summoner/Animator must directly control their critter, using their own actions to substitute for it's actions. Summoners/Animators may split their actions in any combination they wish between themselves and their critter.
  • Summoners/Animators are no longer able to control their creations at distances beyond Close. If the critter becomes separated from their creator by more than that distance, they immediately become immobile and insensate until the creator is once more within range, at which time the creator can once again 'puppet' their critter.
  • Summoners/Animators may summon/animate a second critter normally, but upon doing so, the first critter instantly is unsummoned/deanimated.
  • This does not affect Familiars/Animal Companions gained through the Beastmastery sphere or a Class Feature (unless that feature relies on the Conjuration sphere) in any way.
 
Veilweaving
  • The Veilweaving Sphere is allowed, however, Veilweaving Classes are not. The Veilweaving Sphere works as normal, subject to the following restrictions/conditions.
  • Additional Resources
    • Veilweaving Sphere
    • List of available Veils: If you can bind the appropriate slot, you can use any of the appropriate Veils on this list. This does not require prior approval.
    • Enhanced Veils: If you have the appropriate Tradition talent, you gain access to a single Enhanced Veil. You must meet all prerequisites for this Veil. This does not require prior approval.
    • Sphereshaper Veils: If you take the Sphereshaper Talent (or the Sphereshaper Talent Feat), you may, in addition to any other Veils you know, gain access to one Sphereshaper Veil. You must meet all prerequisites of the Sphereshaper Veil to choose/bind it. Each additional time you take the Sphereshaper Talent (or Feat), you can access to one additional Sphereshaper Veil. This does not require prior approval.
    • Akashic Feats: If you have taken at least one Talent in the Veilweaving Sphere, you may take Akashic Feats. Akashic Feats require prior approval.
    • Akashic Traits: If you have taken at least one Talent in the Veilweaving Sphere, you may take Akashic Traits. Akashic Traits require prior approval.
    • These are the only Veilweaving materials allowed. No exceptions...nope, not even that one.
 
Warp Talents
  • Teleportation effects are strongly affected by the the same force on the island that interferes with control of Summoned critters.
  • Max range of Warp effects is limited to Medium range.
  • Planar teleports are completely non-functional while on the island.
  • Extradimensional Storage Spaces will function on the island, but Extradimensional Rooms are completely disrupted and cannot be accessed while on the island.
  • As with all other teleport effects, Warp Beacons are also disrupted, though, due to their somewhat more stable internal matrix, they have a longer effective range than regular Warp effects. For living beings, the range of Warp Beacons is limited to Long. For objects, the range is 1 mile per Caster Level. This is an exception to the modified Range limits in place for the Warp Sphere. All other aspects of the power are unchanged.
  • The Plane Manipulator talent works as well, but the additional interference on The Eye makes it both harder to overcome and to maintain. While maintaining the Plane Manipulator talent through Concentration, the caster is considered Staggered. Spending an SP to allow the talent to continue without concentration reduces the duration to 1 round per level, rather than 1 round per minute. Anyone attempting to overcome the Plane Manipulator talent suffers a -5 to their MSB roll.
Arklytte

Arklytte

CHANGES TO MAGICAL SPHERES/TALENTS
 
Alignment Effects
  • Alignment is not in effect for this game, so any talents that have alignment specific uses are disallowed. If a talent has alignment specific effects AS WELL AS non-alignment specific effects, then the talent works as normal, except that the alignment specific effects are ignored.
 
Radiation Damage
 
Summoned Critters
  • There is something inherent to the islandThis will be explained IC during the introduction to the adventure. Your characters are not aware of the specifics yet, but you, as the player, need to be aware of the mechanical effects. that strongly interferes with the ability of a spellcaster to control both Animated and Summoned creatures. As such, a caster may only have ONE summoned/animated creature active at a time (even if they are capable of summoning multiple creature types, or having multiple creatures summoned consecutively under normal circumstances).
  • Additionally, the magical channels that connect Summoner/Animator to their critter are severely degraded, meaning that the summoned/animated creature cannot act independently. The Summoner/Animator must directly control their critter, using their own actions to substitute for it's actions. Summoners/Animators may split their actions in any combination they wish between themselves and their critter.
  • Summoners/Animators are no longer able to control their creations at distances beyond Close. If the critter becomes separated from their creator by more than that distance, they immediately become immobile and insensate until the creator is once more within range, at which time the creator can once again 'puppet' their critter.
  • Summoners/Animators may summon/animate a second critter normally, but upon doing so, the first critter instantly is unsummoned/deanimated.
  • This does not affect Familiars/Animal Companions gained through the Beastmastery sphere or a Class Feature (unless that feature relies on the Conjuration sphere) in any way.
 
Veilweaving
  • The Veilweaving Sphere is allowed, however, Veilweaving Classes are not. The Veilweaving Sphere works as normal, subject to the following restrictions/conditions.
  • Additional Resources
    • Veilweaving Sphere
    • List of available Veils: If you can bind the appropriate slot, you can use any of the appropriate Veils on this list. This does not require prior approval.
    • Enhanced Veils: If you have the appropriate Tradition talent, you gain access to a single Enhanced Veil. You must meet all prerequisites for this Veil. This does not require prior approval.
    • Sphereshaper Veils: If you take the Sphereshaper Talent (or the Sphereshaper Talent Feat), you may, in addition to any other Veils you know, gain access to one Sphereshaper Veil. You must meet all prerequisites of the Sphereshaper Veil to choose/bind it. Each additional time you take the Sphereshaper Talent (or Feat), you can access to one additional Sphereshaper Veil. This does not require prior approval.
    • Akashic Feats: If you have taken at least one Talent in the Veilweaving Sphere, you may take Akashic Feats. Akashic Feats require prior approval.
    • Akashic Traits: If you have taken at least one Talent in the Veilweaving Sphere, you may take Akashic Traits. Akashic Traits require prior approval.
    • These are the only Veilweaving materials allowed. No exceptions...nope, not even that one.
 
Warp Talents
  • Teleportation effects are strongly affected by the the same force on the island that interferes with control of Summoned critters.
  • Max range of Warp effects is limited to Medium range.
  • Planar teleports are completely non-functional while on the island.
  • Extradimensional Storage Spaces will function on the island, but Extradimensional Rooms are completely disrupted and cannot be access while on the island.
  • As with all other teleport effects, Warp Beacons are also disrupted, though, due to their somewhat more stable internal matrix, they have a longer effective range than regular Warp effects. For living beings, the range of Warp Beacons is limited to Long. For objects, the range is 1 mile per Caster Level. This is an exception to the modified Range limits in place for the Warp Sphere. All other aspects of the power are unchanged.
  • The Plane Manipulator talent works as well, but the additional interference on The Eye makes it both harder to overcome and to maintain. While maintaining the Plane Manipulator talent through Concentration, the caster is considered Staggered. Spending an SP to allow the talent to continue without concentration reduces the duration to 1 round per level, rather than 1 round per minute. Anyone attempting to overcome the Plane Manipulator talent suffers a -5 to their MSB roll.
Arklytte

Arklytte

CHANGES TO MAGICAL SPHERES/TALENTS
 
Alignment Effects
  • Alignment is not in effect for this game, so any talents that have alignment specific uses are disallowed. If a talent has alignment specific effects AS WELL AS non-alignment specific effects, then the talent works as normal, except that the alignment specific effects are ignored.
 
Radiation Damage
 
Summoned Critters
  • There is something inherent to the islandThis will be explained IC during the introduction to the adventure. Your characters are not aware of the specifics yet, but you, as the player, need to be aware of the mechanical effects. that strongly interferes with the ability of a spellcaster to control both Animated and Summoned creatures. As such, a caster may only have ONE summoned/animated creature active at a time (even if they are capable of summoning multiple creature types, or having multiple creatures summoned consecutively under normal circumstances).
  • Additionally, the magical channels that connect Summoner/Animator to their critter are severely degraded, meaning that the summoned/animated creature cannot act independently. The Summoner/Animator must directly control their critter, using their own actions to substitute for it's actions. Summoners/Animators may split their actions in any combination they wish between themselves and their critter.
  • Summoners/Animators are no longer able to control their creations at distances beyond Close. If the critter becomes separated from their creator by more than that distance, they immediately become immobile and insensate until the creator is once more within range, at which time the creator can once again 'puppet' their critter.
  • Summoners/Animators may summon/animate a second critter normally, but upon doing so, the first critter instantly is unsummoned/deanimated.
  • This does not affect Familiars/Animal Companions gained through the Beastmastery sphere or a Class Feature (unless that feature relies on the Conjuration sphere) in any way.
 
Veilweaving
  • The Veilweaving Sphere is allowed, however, Veilweaving Classes are not. The Veilweaving Sphere works as normal, subject to the following restrictions/conditions.
  • Additional Resources
    • Veilweaving Sphere
    • List of available Veils: If you can bind the appropriate slot, you can use any of the appropriate Veils on this list. This does not require prior approval.
    • Enhanced Veils: If you have the appropriate Tradition talent, you gain access to a single Enhanced Veil. You must meet all prerequisites for this Veil. This does not require prior approval.
    • Sphereshaper Veils: If you take the Sphereshaper Talent (or the Sphereshaper Talent Feat), you may, in addition to any other Veils you know, gain access to one Sphereshaper Veil. You must meet all prerequisites of the Sphereshaper Veil to choose/bind it. Each additional time you take the Sphereshaper Talent (or Feat), you can access to one additional Sphereshaper Veil. This does not require prior approval.
    • Akashic Feats: If you have taken at least one Talent in the Veilweaving Sphere, you may take Akashic Feats. Akashic Feats require prior approval.
    • Akashic Traits: If you have taken at least one Talent in the Veilweaving Sphere, you may take Akashic Traits. Akashic Traits require prior approval.
    • These are the only Veilweaving materials allowed. No exceptions...nope, not even that one.
 
Warp Talents
  • Teleportation effects are strongly effected by the the same force on the island that interferes with control of Summoned critters.
  • Max range of Warp effects is limited to Medium range.
  • Planar teleports are completely non-functional while on the island.
  • Extradimensional Storage Spaces will function on the island, but Extradimensional Rooms are completely disrupted and cannot be access while on the island.
  • As with all other teleport effects, Warp Beacons are also disrupted, though, due to their somewhat more stable internal matrix, they have a longer effective range than regular Warp effects. For living beings, the range of Warp Beacons is limited to Long. For objects, the range is 1 mile per Caster Level. This is an exception to the modified Range limits in place for the Warp Sphere. All other aspects of the power are unchanged.
  • The Plane Manipulator talent works as well, but the additional interference on The Eye makes it both harder to overcome and to maintain. While maintaining the Plane Manipulator talent through Concentration, the caster is considered Staggered. Spending an SP to allow the talent to continue without concentration reduces the duration to 1 round per level, rather than 1 round per minute. Anyone attempting to overcome the Plane Manipulator talent suffers a -5 to their MSB roll.
Arklytte

Arklytte

CHANGES TO MAGICAL SPHERES/TALENTS
 
Alignment Effects
  • Alignment is not in effect for this game, so any talents that have alignment specific uses are disallowed. If a talent has alignment specific effects AS WELL AS non-alignment specific effects, then the talent works as normal, except that the alignment specific effects are ignored.
 
Radiation Damage
 
Summoned Critters
  • There is something inherent to the islandThis will be explained IC during the introduction to the adventure. Your characters are not aware of the specifics yet, but you, as the player, need to be aware of the mechanical effects. that strongly interferes with the ability of a spellcaster to control both Animated and Summoned creatures. As such, a caster may only have ONE summoned/animated creature active at a time (even if they are capable of summoning multiple creature types, or having multiple creatures summoned consecutively under normal circumstances).
  • Additionally, the magical channels that connect Summoner/Animator to their critter are severely degraded, meaning that the summoned/animated creature cannot act independently. The Summoner/Animator must directly control their critter, using their own actions to substitute for it's actions. Summoners/Animators may split their actions in any combination they wish between themselves and their critter.
  • Summoners/Animators are no longer able to control their creations at distances beyond Close. If the critter becomes separated from their creator by more than that distance, they immediately become immobile and insensate until the creator is once more within range, at which time the creator can once again 'puppet' their critter.
  • Summoners/Animators may summon/animate a second critter normally, but upon doing so, the first critter instantly is unsummoned/deanimated.
  • This does not affect Familiars/Animal Companions in any way.
 
Veilweaving
  • The Veilweaving Sphere is allowed, however, Veilweaving Classes are not. The Veilweaving Sphere works as normal, subject to the following restrictions/conditions.
  • Additional Resources
    • Veilweaving Sphere
    • List of available Veils: If you can bind the appropriate slot, you can use any of the appropriate Veils on this list. This does not require prior approval.
    • Enhanced Veils: If you have the appropriate Tradition talent, you gain access to a single Enhanced Veil. You must meet all prerequisites for this Veil. This does not require prior approval.
    • Sphereshaper Veils: If you take the Sphereshaper Talent (or the Sphereshaper Talent Feat), you may, in addition to any other Veils you know, gain access to one Sphereshaper Veil. You must meet all prerequisites of the Sphereshaper Veil to choose/bind it. Each additional time you take the Sphereshaper Talent (or Feat), you can access to one additional Sphereshaper Veil. This does not require prior approval.
    • Akashic Feats: If you have taken at least one Talent in the Veilweaving Sphere, you may take Akashic Feats. Akashic Feats require prior approval.
    • Akashic Traits: If you have taken at least one Talent in the Veilweaving Sphere, you may take Akashic Traits. Akashic Traits require prior approval.
    • These are the only Veilweaving materials allowed. No exceptions...nope, not even that one.
 
Warp Talents
  • Teleportation effects are strongly effected by the the same force on the island that interferes with control of Summoned critters.
  • Max range of Warp effects is limited to Medium range.
  • Planar teleports are completely non-functional while on the island.
  • Extradimensional Storage Spaces will function on the island, but Extradimensional Rooms are completely disrupted and cannot be access while on the island.
  • As with all other teleport effects, Warp Beacons are also disrupted, though, due to their somewhat more stable internal matrix, they have a longer effective range than regular Warp effects. For living beings, the range of Warp Beacons is limited to Long. For objects, the range is 1 mile per Caster Level. This is an exception to the modified Range limits in place for the Warp Sphere. All other aspects of the power are unchanged.
  • The Plane Manipulator talent works as well, but the additional interference on The Eye makes it both harder to overcome and to maintain. While maintaining the Plane Manipulator talent through Concentration, the caster is considered Staggered. Spending an SP to allow the talent to continue without concentration reduces the duration to 1 round per level, rather than 1 round per minute. Anyone attempting to overcome the Plane Manipulator talent suffers a -5 to their MSB roll.
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