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Chaos Magic SRD v3.5 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Divination EffectsThe Chaos Mage can, however by great trouble, produce divination effects of magic. Since divination is a field of magic based on mostly patience and concentration, this is particularly difficult to the chaotic nature of the Chaos mages. All divination effects really should have a duration, since finding the information you want will cost you time – otherwise, you would initiate your magical search for energy auras, and immediately end it. Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells. Many divination spells have cone-shaped areas. These move with you and extend in the direction you look. The cone defines the area that you can sweep each round. If you study the same area for multiple rounds, you can often gain additional information, as noted in the descriptive text for the spell. With Divination Effects with the Detect marker you should use an additional effect element, since the amount of information revealed depends on how long you study a particular area or subject, and with what additional divination information element you cast the spell, stating how much you are trying to learn about these. Detect Chaos MagicCasting DC: 5 Save: None Spell Resistance: No Duration: Required Continued Concentration: YesYou use your chaos magical powers to detect similar chaos magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.) Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two. Game Masters are advised to be unclear about functioning spell levels that are near the edges of power levels, since, after all, it is chaos magic.
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Summoned creatures are not magical in themselves, but since they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect MagicCasting DC: 10 Save: None Spell Resistance: No Duration: Required Continued Concentration: YesYou use your chaos magical powers to detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.) Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Summoned creatures are not magical in themselves, but since they are summoned, the conjuration spell registers. Each round, you can turn to detect chaos magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect Law/ChaosCasting DC: 10 Save: None Spell Resistance: No Duration: Required Continued Concentration: YesYou use your chaos magical powers to detect either lawful- or chaos-aligned auras.The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of law/chaos. 2nd Round: Number of lawful/chaos auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest lawful/chaos aura’s power is overwhelming (see below), and the HD or level of the aura’s source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Power: An evil aura’s power depends on the type of evil creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.
Lingering Aura: A lawful or chaotic aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Each round, you can turn to detect law or chaos in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect Good/EvilCasting DC: 15 Save: None Spell Resistance: No Duration: Required Continued Concentration: YesYou use your chaos magical powers to detect either good- or evil-aligned auras. This effect functions like detect law/chaos, except that it detects the auras of good or evil creatures, clerics or paladins of good or evil deities, good or evil spells, and good or evil magic items, and you are vulnerable to an overwhelming good aura if you are evil, and an overwhelming evil aura if you are good. Healing potions, antidotes, and similar beneficial items are not good. Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Detect Monster TypeCasting DC: 20 Save: None Spell Resistance: No Duration: Required Continued Concentration: YesYou use your chaos magical powers to detect auras of a specific type of monster. This monster type is defined at the casting of the spell, and cannot be changed throughout its duration. For example, Taibin, the chaos mage, casts a divination spell to find out whether the humanoid form he is speaking with actually is a humanoid. He casts the spell with a monster type (humanoid), a simple close range, and a simple presence element. If he now registers no presence of a humanoid, his doubts are confirmed. You can detect the aura that surrounds specified creatures. The amount of information revealed depends on how long you study a particular area. 1st Round: Presence or absence of specified creatures. 2nd Round: Number of specified creatures' auras in the area and the strength of the strongest specified creature's aura present. If the creature's aura’s strength is overwhelming (see below), and the creature has HD of at least twice your character level, it is mentally aware of your detection attempt, though not necessarily conscious, and if the creature wishes you must make a will save against a Difficulty Class equal to 10 + 1/2 times the creature's HD + the creature's charisma modifier, and you are stunned for 1 round, ending the spell immediatly. 3rd Round: The strength and location of each of the specified creatures' auras. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Strength: The strength of a creature's aura is determined by the HD of the creature, minus one-half your own HD, as given on the following table:
Lingering Aura: A creature's aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Each round, you can turn to detect the specified creature type in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Chaos SensesCasting DC: 20 Save: None Spell Resistance: No Duration: Required Continued Concentration: YesThe chaos senses effect represents the chaos mage’s ability to place one sense (or more, combining the chaos senses effect with another chaos senses effect for another sense, thus both sound and vision would require a multiple effect with two effects, placing the base DC at 30) out of his body, and into a magical vapour, enabling to perceive outside of his body. The vapour can move up to the maximum range of the spell from the chaos mage, and moves with 60 feet per round, flying with perfect manoeuvrability. The vapour is visible, thus the chaos mage’s spying will not go unnoticed, unless he combines the Chaos Senses effect with a transformation effect to render the vapour invisible. If place your vision within the vapour, you are susceptible to gaze attacks and visual effects as Colour Spray, and blinding effects, and monster’s special abilities based on visual effects, such as the medusa’s gaze. though the vapour. If you place your hearing within the vapour, you are susceptible to auditory effects such as sonic damage, charm and compulsion effects, deafness, and monster’s special abilities based on auditory effects, such as the gibbering mouth’s gibber, through the vapour. Detect Chaos SensesCasting DC: 25 or 30 (see text) Save: None Spell Resistance: No Duration: Required Continued Concentration: YesWith the detect chaos senses effect a chaos mage can detect whether he is being watched by a chaos senses effect, which has a base DC of 25. This effect can also be used to detect whether the mage is being watched by static magical effect, such as scrying. This has a base DC of 30. You immediately become aware of any attempt to observe you or any subject within the area of effect by means of a divination (scrying) spell or effect. The effect's’s area radiates from you and moves as you move, unless you define otherwise. You know the location of every magical sensor within the spell’s area. If the scrying attempt originates within the area of the effect, you also know its location; otherwise, you and the scrier immediately make opposed caster level checks (1d20 + caster level). If you at least match the scrier’s result, you get a visual image of the scrier and an accurate sense of his or her direction and distance from you. |
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