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strawberryman
2008-12-24, 02:09 AM
I'm more of a strawberry guy, though. ;)

Well, I've been working on a Disgaea 3.5 game/kitbash for a while now, and I just finished (to my satisfaction) the Geo Effects system for it. But, having thought about it, this could probably be used outside of that setting in any magical world, so here goes.

GEOPANELS/SYMBOLS
GEOPANELS

Geopanels are, simply put, terrain irregularities that take the form of 6 different colors.

Red
Green
Blue
Yellow
Purple
Cyan

On their own, geopanels don't do anything, aside from make the field look prettier.
(Creator's Note: If you want, you can use more colors than this, obviously.)

GEOSYMBOLS

Now, for the real meat. Geosymbols are, well, symbols that interact with geopanels to provide beneficial or detrimental effects to whoever stands on the same color panel it's situated on. If it isn't on a panel at all, it's rendered inactive. Geosymbols come in 6 colors, too...

Null (Clear)
Red
Green
Blue
Yellow
Purple

(Again, you can use more, if you want, but it's my suggestion that you color-code them to match additional/different geopanel colors you use.)
Geosymbols are small-sized.
Multiple symbols on one color stack, including effects that are exactly the same, but a symbol that does damage doesn't affect itself or other symbols with their effects.
When adjacent to a geosymbol, you can take a standard action to pick up and throw it. All geosymbols have a range increment of 5 feet.


Destroying Geosymbols:

Geosymbols can be destroyed by:

Damage against it. (It has HP and hardness, just like any object, but HD like a construct despite being inanimate.)
Regardless of how much HP/HD it has, geosymbols are always immediately destroyed by damage from a color change.
Throwing it at another unit.
Throwing it at another geosymbol, which destroys the other geosymbol in the process, as well.

When geosymbols are destroyed on geopanels of a different color, the symbol explodes and creates a chain reaction, changing the color of the panel it's on across the map.

Ex1: If you destroy a red geosymbol on a green geopanel, all green panels will be changed to red.

EDIT: Having realized that other games probably won't follow the logic that the Dark Assembly uses magic seals on battlefields to limit the destruction of terrain, for other settings it'd probably work like spell range: Long/Medium/Close, with caster level being replaced by the HD of the geosymbol.
Ex1*: If you choose Medium range, and assumed the red geosymbol had 5HD, the above example would instead change all green geopanels within 150 feet red.

During this process, all units that were standing on the affected panel take 1d4 damage per HD of the destroyed symbol. This damage isn't subject to any DR or ER, though if they succeed on a Reflex save (DC 10 + 1/2 the Geosymbol's HD + 1 for every geopanel adjacent to the unit) they take half damage (Evasion isn't applicable in my game, but you can obviously choose to allow it if you so wish).



Color Chains:

As noted above, if a geosymbol is given so much as 1 point of damage from a color change, it's immediately destroyed. Color changes occur in a clockwise spiral formation from the original destruction point (though the DM will mostly have to worry about that, it's nice to know for strategic value), and when multiple symbols are destroyed, the color changes occur in the order they were destroyed, unless one of the panels was null, in which case the chain immediately ends as that branch of geopanel is cleared.
Chaining symbols deals extra damage depending on how many color changes that have been made.

Chain 1 (1 color change): 1d4 damage per HD of the destroyed symbol.
Ex2: Look at Ex1. Easy.
Chain 2 (2 color changes): 2d4 per HD of the destroyed symbol.
Ex3:
http://www.anari.cedar-rapids.ia.us/~staccato/GeoEx3-1.jpg -- You've got red and green geosymbols on blue geopanels, and destroy the red one first. Each panel has its color changed to red in the order the arrow leads.
http://www.anari.cedar-rapids.ia.us/~staccato/GeoEx3-2small.jpg -- The panels have changed to red, and the green arrows indicate the order they change. (Bigger picture, to give you a clue of the pattern the panels change in. (http://www.anari.cedar-rapids.ia.us/~staccato/GeoEx3-2big.jpg) )
http://www.anari.cedar-rapids.ia.us/~staccato/GeoEx3-3.jpg -- And the end result, all of the panels have been changed to green.
Chain 3 (3 color changes): 3d4 per HD of the destroyed symbol.
Ex4:http://www.anari.cedar-rapids.ia.us/~staccato/GeoEx4.jpg

(Upper left) The red geosymbol is destroyed, and destroys the green and blue symbols in the process of changing the panel color.
(Upper right) Since the green geosymbol was destroyed first by the color change, it goes first in the queue, changing all of the panels green after red.
(Lower left) Finally, the blue symbol, which changes all of the panels blue in the arrow order.
(Lower right) And the end result, all panels are blue.

Additional Chains: (Chain #/geosymbol destroyed #)d4 per HD of the destroyed symbol.
Geopanel clear: If you completely clear the map of geopanels in using one or more "Null" geopanels, you do additional damage to all enemies on the map, equal to 10d6 (you may choose to make this more or less damage, this is just my decision for my game~) per 1 color change in a chain (This INCLUDES the null panel, so it's always at least one), PLUS the actual damage from a color change. Damage can be halved with a successful Reflex save (DC 10 + 1/2 the geosymbol's HD + the chain number). (Again, not allowing Evasion to apply normally, can opt to allow it if you so choose.)
Ex5: You destroy a 1HD Null/Clear Geosymbol on a red geopanel, with red being the only remaining color geopanel on the map. All of the geopanels are removed as a normal color change, -any- units on red geopanels taking 1d4 damage. As a result of clearing the board, all enemies of the one who initiated the color change take 10d6 damage, since the color chain was only 1.

EDIT: Again, since the average game won't be using "maps", we're going to assume a range for this, but my recommendation is Long range by default.

Advanced Color Chaining:For, well, more advanced color chaining with multiple colors on a map, the geopanels don't need to start out as all the same color for a chain to commence.
Ex6:http://www.anari.cedar-rapids.ia.us/~staccato/GeoEx6.jpg
--As noted on the top, there are two different colored panels at the start of the example chain: Cyan and Green.

(Top) The green geosymbol is destroyed, and destroys the red geopanel in the process of color changing cyan geopanels to green.
(2nd down) All the panels are green now, and since the red geosymbol was destroyed in the process of the change, it commences as Color Chain #2 and destroys the blue geosymbol.
(3rd down) Fairly straightforward, the blue symbol was destroyed and changes the panels from red to blue.
(Bottom) End result, all panels are blue.



Miscellany:
These are mostly rules that I decided on for my game, so feel free to decide on omitting or editing any of them.

Geo effects affect any unit on the affected geopanel, first and foremost.

Geo effects affect units when they start their turn on an affected Geopanel. Always assume that the effects of a geosymbol end when the unit begins their turn on non-geopanels.

Any and all effects produced by geosymbols on appropriate geopanels cannot be resisted with saves, but normal immunities still apply. For you DMs, feel free to get creative, as I see it pretty much any spell affect can be placed on a geosymbol, or just a straight bonus/penalty to rolls or actions. (Alternate: Units on affected panels get saves appropriate to effect, DC 10 + 1/2 the Geosymbol's HD, OR DC 10 + 1/2 the Geosymbol's HD + the number of affected geopanels, OR anything you feel to be appropriate, if you want to tinker with it a little.)
Geopanels can be identified for what they are with a Spellcraft check. Depending on how rare they are, this may range from 30 for a "unique magical effect" to 20 for uncommon appearance, to 10 for common appearance. Geopanels affected by a geosymbol can be identified for what they are, after recieving/suffering the effects of one, with a Spellcraft check (DC 10 + 1/2 the affecting geosymbol's HD (for multiples, add the HD count together) + the spell level, if applicable), or outside of the affected area at a higher DC (20 + 1/2 the geosymbol's HD + spell level).
HD limits implied by spells like Sleep, Hypnotic Pattern, Rainbow Pattern, and the like are instead applied as a per-unit HD cap for any units on the affected geopanel. The HD limit is doubled when two of the same such effects are on the same color panel.
Most Non-stacking effects that you have on your person don't stack with non-stacking effects on a geosymbol. (AKA, can't make/use a geosymbol with Bull's Strength to get more strength out of someone with a Belt of Giant Strength+4 or more.)
Temporary HP granted by geo effects doesn't stack with itself, as normal, so while it's rolled every round, you only take the highest number of existing Temp HP and the new roll. Just like any other geo effect, the temporary HP is removed when you step off.
As an exception to the above for non-stacking effects, If you have existing Temp HP and step on a Temp-HP granting geopanel, you still gain the benefit of it, but they're treated seperately. Geo-Effect Temp HP still doesn't stack with other Geo-Effect Temp HP, and normal Temp HP doesn't stack with other normal Temp HP. Temp HP from Geopanels is lost first, then normal Temp HP.

For Geosymbols with effects like Charm/Dominate Person, by default affected units are under the control/influence of the unit with the highest HD+Cha nearby, or the original creator of the symbol, if they're close enough. In most cases, this will likely be a range equal to the normal casting range for the spell, dependant on the symbol's HD (Ex: For the creator of a 6HD Charm Person geosymbol to be in range of influence, they'd need to be within 40 feet of the geosymbol).
Summon Monster and similar symbols follow alike rules to the above as far as controlling them, except symbols like this use initiative to determine when (if applicable) creatures are summoned and act.

Summon Monster spells in particular summon a random monster from the chosen spells' list on a random panel when activated, and the creature lasts as long as it lives (another one is summoned afterwards). Only one monster can be summoned at a time, and the creature can't leave the color panel/area they were summoned in. Control is handled as normal.
Alternatively, the creator of a Summon Monster symbol can choose to make the geosymbol always summon a particular monster, OR as normal with the spells, multiple monsters from a lesser list (exception to the above "only one monster" rule). This can be changed at will outside of combat, or as a move-equivalent action in combat. They can also change it back to selecting a random monster from the list with the previous methods.
Animate Dead reanimates dead bodies on the appropriate geopanels. Control is handled as normal. (You can choose to enforce the rule for maximum number of HD controlled for Undead, in which case control for additional undead created by this effect falls to the next non-affected character with the highest HD+Cha mod.)
Spells like Summon Elemental Swarm summon a programmed number of monsters within limits of the spell.
Since Psionics can be used as well, Astral Constructs summoned by an appropriate symbol have to be programmed by the creator to decide which abilities they get. This can be changed with a full round of concentration.


Just the bones of the system, but I'll be adding a feat to create geosymbols, a stat block/advancement on geosymbols, and other related things when I finish with them.

EDIT: Made some spells, and a new domain to fit the system.

GEO-ENERGY DOMAIN:
Granted Powers:
You can resist the effects of geosymbols if you wish; The DC for any save is 10 + 1/2 the Geosymbols' HD. (Alternatively, if you allow saves, you get a bonus to saves against Geo effects equal to 1/4 your Cleric level, minimum +1.)

Geo-Energy Domain Spells

Geo Trick: Geopanels are created on the terrain surrounding you for a short time.
Geo Creation: Create many geopanels for a short time.
Geo Hop: Hop from one geopanel to another of the same color.
Geo Feedback: Sear an enemy standing on top of a geopanel with a varying type of energy.
Persistent Geo Creation: As geo creation, but longer and casters attempting to replace created panels must make a dispel check.
Geo Rainbow Ray: Fire multiple colored rays at foes, create geopanels below them.
Create Geosymbol: Create a geosymbol; may imbue it with an effect of a prepared spell.
Geo Genesis: Create permanent geopanels.
Geo Change: Create a random arrangement of geopanels and symbols in an area. *OR* Geo Burst: Destroy surrounding geopanels, deal damage in the area.



GEO TRICK
Transmutation [Geo-Energy]
Level: Sor/Wiz 1, Geo-Energy 1.
Components: V, S.
Casting Time: 1 standard action.
Range: Personal.
Area: 10' burst, centered on you.
Duration: 1 minute/level.

You create geopanels that envelop the terrain immediately around you. You choose the color for each affected square.

GEO CREATION
Transmutation [Geo-Energy]
Level: Sor/Wiz 2, Geo-Energy 2.
Components: V, S.
Casting Time: 1 standard action.
Range: Medium (100 ft. + 10 ft./level)
Area: One 5-ft' square/level (S)
Duration: 1 minute/level.

You summon magical energy in the chosen terrain that takes the appearance of different hues of color, known as "Geopanels". You can choose the color each square takes. This has no affect by itself other than mere aesthetics, but can be set up to coincide with geosymbols.

GEO HOP
Conjuration (Teleportation) [Geo-Energy]
Level: Geo-Energy 3.
Components: V, S.
Casting Time: 1 swift action.
Range: Medium (100 ft. + 10 ft./level)
Duration: Instantaneous.
Special: Must be standing on a "Geopanel".

You use the latent synergistic energy in a geopanel to teleport from a geopanel under you to any other of the same color in the range of the spell.

GEO FEEDBACK
Evocation [Geo-Energy]
Level: Sor/Wiz 4, Geo-Energy 4.
Components: V, S.
Casting Time: 1 standard action.
Range: Medium (100 ft. + 10 ft./level)
Duration: Instantaneous.
Saving Throw: Fortitude or Reflex half; see text.
Spell Resistance: Yes.

You use the latent synergistic energy in a geopanel to flare up onto an opponent standing on top of it. This attack deals 1d6 points of energy damage per caster level (maximum 15d6), +1 for every geopanel of the same color sequence in an area. The type of energy damage depends on what color geopanel they're standing on.

Examples:
Red: Fire damage. Reflex.
Green: Sonic (wind) damage. Reflex.
Blue: Cold (water) damage. Fortitude (Reflex).
Yellow: Electricity damage. Reflex.
Purple: Acid damage. Fortitude.
Cyan: d4's instead of d6's, Force (d6, cold) damage. Reflex (Fortitude).

PERSISTENT GEO CREATION
Transmutation [Geo-Energy]
Level: Sor/Wiz 5, Geo-Energy 5.
Duration: 10 minutes/level.

This spell functions as the spell Geo Creation, but instead of being immediately replaced when a geo-energy transmutation spell is cast by another caster is cast on the same area, they must make a dispel check to successfully replace the panel.

GEO RAINBOW RAY
Evocation [Geo-Energy]
Level: Sor/Wiz 6, Geo-Energy 6.
Components: V, S.
Casting Time: 1 standard action.
Range: Close (25 ft. + 5 ft./2 levels)
Duration: Instantaneous; 1 minute/level per geopanel.
Saving Throw: None.
Spell Resistance: Yes.

You throw colored rays at your opponents that create geopanels underneath them when they strike. You may fire one ray, plus one additional ray for every 3 levels beyond 3rd. Each ray requires a ranged touch attack to hit and deals 4d6 energy damage (depending on which color you chose, see below), and +1 for every geopanel of the same color within 30' of the intended target.

The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously. You may choose the color of each ray, and if you fire two different colored rays at the same opponent and they both hit, you can choose which of the two panels is created below them.

Red: Fire damage.
Green: Sonic (wind) damage.
Blue: Cold (water) damage.
Yellow: Electricity damage.
Purple: Acid damage.
Cyan: d4's instead of d6's, Force (d6, cold) damage.

SUMMON GEOSYMBOL
Conjuration (Creation) [Geo-Energy]
Level: Geo-Energy 7.
Components: V, S.
Casting Time: 1 round.
Range: Medium (100 ft. + 10 ft./level)
Duration: 1 minute/level.
Special: May use a prepared spell (as well as having geopanels nearby) to have further effect.

You summon a geosymbol of any chosen color. It has 1 HD per caster level (maximum 10). You may use one of your prepared spells upon summoning it to imbue it with an effect when it's placed on a geopanel.

GEO GENESIS
Transmutation [Geo-Energy]
Level: Sor/Wiz 8, Geo-Energy 8.
Components: V, S.
Casting Time: 1 round.
Area: Four 5' squares/level (S).
Duration: Instantaneous.

This spell functions as the spell Geo Creation, except with a larger area to work with and created panels are virtually permanent.

GEO CHANGE
Transmutation [Geo-Energy]
Level: Geo-Energy 9.
Components: V, S.
Casting Time: 1 round.
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: 1 minute/level.
Special: May use multiple prepared spells to increase effect.

(Yes, the Scout ability from Hour of Darkness and Geomancer ability from Cursed Memories/Absence of Justice is this domains' level 9/trademark.)

You tap into the deepest secrets of Geo-Energy, unleashing a unpredictable wave of it in the area surrounding you.

Geopanels: The DM rolls 1d6 privately to determine how many colors of panels will be created within casting range of the spell, then rolls a d20 and multiplies it by 5 to determine the percentage of geopanels to normal terrain. The geopanels are then assigned (you should probably go and get a snack while they do this), and afterwards combat resumes.

Geosymbols: You may choose to summon one or more geosymbols of your color choice before the geopanels are assigned. You may summon one geosymbol, plus one additional symbol for every 5 levels beyond 5th. Each one has 1 HD per caster level (maximum 15). You may choose to leave them be, or imbue one or more with one of your prepared spells for the day by using them. After this process, the geopanels are placed randomly across the area during the panel assignment process.

But, for those who don't want a logistical nightmare for a 9th-level Domain spell:

GEO BURST
Evocation [Geo-Energy]
Level: Geo-Energy 9.
Components: V, S.
Casting Time: 1 round.
Range: Close (25 ft. + 5 ft./2 levels)
Duration: Instantaneous.
Saving Throw: Reflex or Fortitude half; see text.
Spell Resistance: Yes.

You destroy all geopanels within the spells' range. For each different color with at least 10 panels in the area, you deal 10d6 damage of the appropriate energy type to all creatures in the area (including yourself, you are allowed a save for half). For Geopanel colors in the area with less than 10 panels, it only deals 5d6 damage of the appropriate energy type.

Red: Fire damage. Reflex.
Green: Sonic (wind) damage. Reflex.
Blue: Cold (water) damage. Fortitude (Reflex).
Yellow: Electricity damage. Reflex.
Purple: Acid damage. Fortitude.
Cyan: d4's instead of d6's, Force (d6, cold) damage. Reflex (Fortitude).


FEATS
Craft Geosymbol[Item Creation]
Prerequisite: Caster level 12.
Benefit: You can create geosymbols, which can be imbued with any spell you know.
Crafting a geosymbol takes one day for every 1,000 gp (HL) of its base price. The base price of a geosymbol is determined by how many HD you create for it, and the level of the spell you imbue it with.
The base price for an imbued geosymbol is equal to the decided HD of the Geosymbol (up to 1/2 the creator's HD) x the spell level x 1250. To craft a geosymbol, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.
The geosymbol may be any of the 6 colors (Null/clear, red, green, blue, yellow, purple) you wish.

Craft Epic Geosymbol[Item Creation, Epic]
Prerequisite: Craft Geosymbol, Knowledge(arcana) 38 ranks, Spellcraft 38 ranks.
Benefit: You can create geosymbols that exceed the normal limit of such items.

Improved Geosymbol Crafting[Epic]
Prerequisite: Craft Geosymbol, Caster Level 21+/Knowledge(arcana) 24 ranks, Spellcraft 24 ranks.
Benefit: You can craft geosymbols with an HD 4 higher than normal.
Special: You can gain this feat multiple times. Its effects stack.

strawberryman
2008-12-26, 05:27 PM
Yeah, it's a bump, I'll admit, but actually adding some information useful to the system.

Geosymbol specifics
A few specifics on geosymbols.

Geosymbols are Small Constructs, and have all of the immunities related to being one. (d8 hit die, +10 to HP for being a small construct.)
Geosymbols have no ability scores.
Geosymbols have hardness equal to 1/2 their HD, minimum 1.
Geosymbols don't move, act, or interact with other creatures. As an exception, symbols with Summon Monster or like spells do act in Initiative (simply rolling d20 to determine placement) and summon random or determined monsters themselves.


Examples of geosymbols with effects:


Example 1:

HD: 8.
Color: Blue.
Imbued Spell: Aid.
Effect: When on a geopanel, all creatures on the same color on the map (OR within 720' OR 180' OR 45') gain a +1 morale bonus to attack rolls and saves against fear effects for as long as they stand on the affected panel. In addition, at the beginning every round, 1d8+8 is rolled, and each creature on the panel that doesn't already have the same or more temporary HP granted from the symbol gains the rolled amount.
Market Price: 40,000 gp.
Base Price: 20,000 gp.
Creation Price: 10,000 gp, 800 XP.

Example 2:

HD: 5.
Color: Purple.
Imbued Spell: Rainbow Pattern.
Effect: When on a geopanel, all creatures on the same color on the map (OR within 600' OR 150' OR 35') are fascinated, unable to act unless an ally takes a standard action to shake them out of it (which could mean they either are standing adjacent on a non-panel or panel of a different color, or they moved within the color to get them, keeping in mind that the effects of geopanels don't begin until the creature starts their turn on it), and taking -4 on skill checks made as reactions. Since the effects of geosymbols end when creatures leave the affected geopanel, so they aren't compelled to return when they leave. (Will negates if you allow saves against the effects of geosymbols.)
Market Price: 50,000 gp.
Base Price: 25,000 gp.
Creation Price: 12,500 gp, 1,000 XP.

Example 3:

HD: 4.
Color: Blue.
Imbued Spell: Fireball.
Effect: When on a geopanel, at the beginning of every turn, each creature standing on the same color geopanel takes 4d6 fire damage. (Reflex for half if you allow saves against the effects of geosymbols.)
Market Price: 30,000 gp.
Base Price: 15,000 gp.
Creation Price: 7,500 gp, 600 gp.

Example 4:

HD: 1.
Color: Red.
Imbued Spell: Summon Monster III.
Effect: When placed on a geopanel outside of combat, the geosymbol summons a random monster on the Summon Monster III list, as determined by the DM (as in, they determine how it's rolled randomly, etc.). The summoned creature is controlled by the original creator of the geosymbol, or the creature with the highest added HD and Charisma on the map (OR within 440' OR 110' OR 25'). When placed on a geopanel during combat, the geosymbol must roll Initiative and will summon a creature when its turn begins. Only one monster may be summoned at a time with either method, and each creature stays until it is destroyed.
Market Price: 7,500 gp.
Base Price: 3,750 gp.
Creation Price: 1,875 gp, 150 XP.

Example 5:

HD: 5.
Color: Green.
Imbued Spell: Fear.
Effect: When on a geopanel, at the beginning of each turn, each creature standing on the same color geopanel is panicked, with the geosymbol being the source of their fear. The effect ends when creatures leave the same colored geopanel. (Will for partial/Shaken if you allow saves against the effects of geopanels.)
Market Price: 50,000 gp.
Base Price: 25,000 gp.
Creation Price: 12,500 gp, 1,000 XP.

Example 6:

HD: 8.
Color: Null/Clear.
Imbued Spell: Maximized Enervation.
Effect: When placed on a geopanel, at the beginning of each turn, each creature standing on the same color geopanel gains 4 negative levels. The effect of these negative levels ends when the creatures leave the same colored geopanel, but they can still die as a result of these levels if they are made equal to or greater than their HD. (Which is handled as normal.)
Market Price: 140,000 gp.
Base Price: 70,000 gp.
Creation Price: 35,000 gp, 2,800 XP.



I'll probably add rules for straight bonuses when I think of them.