1. - Top - End - #28
    Orc in the Playground
     
    MindFlayer

    Join Date
    Jul 2014
    Location
    Minnesota
    Gender
    Male

    Default Re: Base Class Contest XXVI - Flipping the Table

    Spoiler: Rule Descriptions, A-M
    Show
    A World Without Death
    Grade: Law
    Enforcement Time: 1 minute
    Duration: 1 minute/level

    Any living, corporeal creature that dies is animated as a zombie on the following turn, on its original initiative count, assuming it is still eligible for the template. Zombies created in this way are not under any individual's control by default, but may be controlled, turned, disrupted, etc. just as any other undead creature. This rule only affects what happens to the corpse at the moment of death; thus, zombies created in this fashion remain so animated even after this rule's duration has elapsed.

    A World Without Sin
    Grade: Edict
    Enforcement Time: 10 minutes
    Duration: 1 hour/level

    Characters may behave freely, without regard to consequences from violating oaths, codes of conducts, etc. In effect, any creature who loses spellcasting or other class features as a result of actions taken, whether willingly or unwilling (for example, as a result of magical compulsion), as well as any creature who has been subjected to a magical alignment change, instantly and immediately receives the benefit of an atonement spell cast upon them, except that this never results in xp loss. Of course, performing acts in violation with one's alingment consistently may lead to a natural alignment change, at the DM's discretion.

    Aligned Elements
    Grade: Guideline
    Enforcement Time: 1 round
    Duration: 1 minute/level

    The natural elements (air, earth, fire, water) naturally correspond to the four alignment extremes (chaos, evil, good, law). All water (except that naturally-occurring within creatures, except for those with the water subtype) is good-aligned, and possesses all the properties of holy water, as described in the Player's Handbook. Fire damage is evil; half of damage dealt by fire is fire damage, the other half is unholy. Acid is lawful-aligned, and deals double damage against chaotic-aligned creatures. Finally, electricity is chaotic, and deals double damage to all lawful-aligned creatures.
    Will save: A creature who saves against this guideline, if exposed to one of the four elements described, is not affected differently from normal; they do not take unholy damage, they do not take double damage from acid, etc. Materials they possess and use are likewise unaffected, though if they are part of a group that interacts with a body of water, for instance, it does not negate the effect of the material for the others in the group.

    All is Trees
    Grade: Edict
    Enforcement Time: 1 round
    Duration: 1 round/level

    All living creatures are complex variants of tree organisms. Such creatures' types change to Plant; they grow thick, bark skin, improving their natural armor bonus by +4; and their legs, or lower extremities, extend into the ground beneath them, establishing a root system and fixing the creature to its presently-occupied space. In addition, creatures grow long, knotted branches; these branches can be used to deal slam attacks (1d6 for a Medium creature) or wield weapons, but either way extend the creatures reach by 10ft.
    Flying creatures do not plummet to the earth, instead growing long and sturdy trunks to connect them as far down as necessary to establish a root system, curving around obstacles as necessary. A creature that breathes air and is underwater at the time this rule is enforced may well drown.
    Though tree creatures cannot move from their space, they can perform other move actions, and attack and cast spells as normal.

    Alunia
    Grade: Edict
    Enforcement Time: 1 minute
    Duration: 1 hour/level

    There is no moon. Tides do not rise or fall. In addition, any moon-based conditions or triggers never activate (afflicted lycanthropes do not involuntarily change, creatures that gain benefits in moonlight do not do so, etc.) and the night is much darker (visibility range for the low-light condition of the outdoors at night is reduced to 1/2 the normal distance, rounded down).

    Ambrosia
    Grade: Law
    Enforcement Time: 1 minute
    Duration: 1 minute/level

    All unspoiled food, when consumed, confers a variety of health benefits upon its consumer, depending on its nature: Any amount of fruit, ingested, will cure the consumer of all contracted diseases, as well as sickness and nausea. Vegetables cure and immunize the consumer against poison of all kinds. Grains, beans, and lentils restore 1hp for every ounce (by dry weight) consumed. Meat confers a +1 morale bonus to attack rolls and Will saves for 1 minute for every ounce of meat consumed, as well as immunity to fear effects. Any continuous effects of the food consumed (such as poison immunity and the meat morale bonus) are part of the rule effect directly and expire when its duration elapses. Consuming one ounce of food takes one full round action.

    Anti-Doubles
    Grade: Law
    Enforcement Time: 1 round
    Duration: 1 round/level

    Each living creature has a duplicate, identical to them in almost every way but whose body is made up of a special form of matter. This double comes into being somewhere else within the rule's effect area at random, within 60ft of the original, and is fully autonomous; its alignment is directly opposed to the original, and as such the double and the original instinctively regard each other with hostility. A creature and its anti-double can never be separated by more than 60ft; both are unable to voluntarily take actions to make this situation occur - if relocated by an outside force, the double is simply relocated as well so that this distance is never violated.
    Should the two creatures make physical contact with one another (including contact of wielded equipment), both will be instantly disintegrated (reduced to -10hp and reduced to dust, as the distintegrate spell) with no save. This disintegration effect also occurs if, somehow, the 60ft restriction is violated.

    Apocalypse Burst
    Grade: Law
    Enforcement Time: 1 round
    Duration: 1 round / 3 levels

    The world begins to end, in the form of unpredictable, widespread, violent explosions. Each round, at the top of the initiative count, roll 1d4 for each space occupied by a creature. On a 1, the NE corner of that space explodes in a fiery burst explosion, dealing 3d6 fire damage and 3d6 bludgeoning damage in a 20ft radius. A successful Reflex save halves the damage dealt. Creatures of Tiny size or smaller that fail their Reflex save must also make a Fortitude save or be knocked prone by the blast. The blast sets fire to combustibles and may melt metals with low melting points, such as gold or lead. If damage caused to an interposing barrier shatters or breaks the barrier, the blast continues uninterrupted to the full extent of its area.

    Apocalypse Reset
    Grade: Truth
    Enforcement Time: 10 minutes
    Duration: 1 minute/level

    The world begins to revert to simpler organism, by way of a universal pressure on the strongest life forms. Each round, at the top of the initiative count, every creature with two or more hit dice takes 1 point of lethal damage per HD. Magical healing restores this damage at 1/2 the normal rate.

    Battle of Wills
    Grade: Law
    Enforcement Time: 1 round
    Duration: 1 minute/level

    Characters with spellcasting or psionic ability may use their power to hijack spells or powers produced by others. As a standard action, a character can attempt to wrest control of any active Concentration-maintained spell or power that they have line of effect to and that they have the necessary class levels and ability score to produce (though they need not know the spell or power themselves). The DC of the Concentration check is set by the current controller of the effect, by making their own Concentration check. The character whose check result is higher assumes control of the effect. This transfer of control does not extend or renew the maximum duration of the effect. A spell or power may be controlled by any number of different characters in this manner during its duration.

    Barriers
    Grade: Regulation
    Enforcement Time: 1 round
    Duration: 10 min/level

    The boundaries between discrete bodies of fluids, or regions of distinctly different densities, are punctuated by an infinitely-thin plane of resistance. This barrier is as hard and durable as a 1-inch thick plate of steel, having identicaly hardness, hit points, and break check DCs. Some examples of fluid-body interaction sites include a body of water and the air above it; a cloud of fog and the air around it; the ink ejected from a squid, and the surround water; and even the border around each individual rain drop in a storm. For game purposes, air exhaled is the same as environmental air, and so forth; do not pay mind to exact chemical makeup of gases.

    Binding Planar Transport
    Grade: Edict
    Enforcement Time: 1 round
    Duration: 1 hour/level

    Creatures may only use inter/extradimensional travel once per day; any creature who has already done so is barred from doing so again, as though affected by dimensional lock. A creature who uses a form of teleportation or planar travel after this rule goes into effect is likewise prohibited from further travel. Thus, attempting such travel requires much more forethought and risk-taking than ordinary.

    Biomagnetism
    Grade: Truth
    Enforcement Time: 1 round
    Duration: 10 minutes/level

    Creatures naturally possess a certain kind of magnetism, which, depending on its polarity, attracts or repels similar creatures. At will, as a standard action, a creature can choose whether to attract or repel all other creatures of the same kind as themselves or who share at least one alignment component. Thus, a NG bugbear fighter could choose to either attract or repel any neutral, good, and/or bugbear creatures. The attraction function of this ability duplicates the effects of a sympathy spell cast upon the creature choosing; the repulsion function duplicates antipathy. Saves are made against the rule save DC. A creature can attempt a Charisma check against DC 20 to extend the effects of their biomagnetism to one other kind of creature or one other alignment component of their choosing.

    Biomaterials
    Grade: Guideline
    Enforcement Time: 1 round
    Duration: 1 hour/level

    Ordinary materials, such as wood, stone, and metal, are semi-organic in nature, and almost as vulnerable to elements as living creatures. All energy types deal normal damage to objects (instead of half or one-quarter damage); in addition, materials have 1/2 their listed hardness and hit points, rounded down. This may alter the break DCs at the DM's discretion.
    Will save: Attended objects or intelligent items that make their Will saves maintain their energy type resistances and full hardness and hit points.

    Blazing Sun
    Grade: Law
    Enforcement Time: 1 round
    Duration: 1 round/level

    The sun burns far brighter than it used to. Exposure to direct sunlight deals 1d6 points of damage to a creature each round; undead, fungi, molds, oozes, slimes, and any other creatures described as vulnerable to sunlight take 1d10 damage each round instead.

    Cancel Rule
    Grade: Edict
    Enforcement Time: 1 round
    Duration: see text

    An existing rule of any grade other than truth does not function. Unlike most rules, cancel rule affects a specific target - in this case, a rule already enforced in the area. When used to target a rule that you enforced, this rule automatically succeeds; against the rules of others, you must succeed on an opposed rulemaker level check (just like a caster level check). If the check fails, this rule has no effect.
    The duration of this spell copies the remaining duration of the targeted rule.

    Cascading Power
    Grade: Regulation
    Enforcement Time: 1 round
    Duration: 1 minute/level

    Creatures exposed to multiple, but similar sources of power can make use of both. Up to two instances of any individual modifier type may apply, and stack with each other. For instance, a creature being provided with both a +1 morale bonus to Will saves and a +2 morale bonus to Will saves would receive a total morale bonus of +3.
    Will save (harmless): A creature that resists this guideline with a Will save receives only the highest bonus of each type (except dodge bonuses to AC and circumstance bonuses).

    Chronoscillations
    Grade: Truth
    Enforcement Time: 1 round
    Duration: 1 round/level

    Time, rather than flowing straight forward as usual, instead oscillates back and forth, in a sort of "three steps forward, two steps back" manner. This constant perception of just into the future allows creatures to foresee the immediate consequences of their actions and adjust their plans accordingly. Before any player or the DM take any actions, all must announce the action they intend to take. Everyone is then allowed to revise their plan of action with respect to the new information; this process of announcement and re-planning occurs a maximum of three times before time progresses forward, and all actions are actually taken. The game than proceeds as normal to the next round, at which point the process repeats itself (as long as the rule's duration has not expired, of course).

    Circle of Life
    Grade: Regulation
    Enforcement Time: 1 round
    Duration: 10 minutes/level

    The multiverse is efficient at recycling life energy; whenever a creature is reduced to between -1 and -9 hit points, it immediately is reduced to -10hp and dies. The creature closest to (and within 30ft of) the now-dead creature gains hit points equal to the number of hit points inflicted by this rule in order to reduce its health to -10hp (so, between 1 and 9hp). If multiple creatures are equidistant from the deceased, donated hit points are divided evenly, and any remainder are wasted.

    Cling to Spells
    Grade: Edict
    Enforcement: 1 round
    Duration: 1 round/level

    When casting a spell, the caster may attempt to hang onto a portion of the magical energy, culturing and regenerating it for another use of that spell. When a creature casts a spell, it may choose to attempt a Spellcraft check, against a DC equal to the rule save DC plus the level of the spell to be cast. If they succeed, the spell is cast at half power (any value that could be modified by Empower Spell is halved; if a spell effect is ineligible for Empower Spell, it is ineligible for this action), but the spell slot is not expended for its casting.

    Cling to Powers
    Grade: Edict
    Enforcement: 1 round
    Duration: 1 round/level

    When manifesting a power, the manifester may attempt to hang onto a portion of the psionic energy, culturing and regenerating it for another use of that power. When a creature manifests a power, it may choose to attempt a Psicraft check, against a DC equal to the rule save DC plus the level of the power to be manifested. If they succeed, the power is manifested at half power (any value that could be modified by Empower Power is halved; if a power effect is ineligible for Empower Power, it is ineligible for this action), but the power points are not expended.

    Collective Knowledge
    Grade: Regulation
    Enforcement Time: 1 round
    Duration: 1 minute/level

    Creatures close to one another naturally form a limited type of collective mind. Whenever a creature is within 30ft of another, it may select a single one of that creature's feats that it qualifies for but does not possess and make use of it as though it did possess the feat as long as it remains witin 30ft of the feat's true owner. If a creature is within 30ft of multiple creatures, it gains the use of one feat for each such creature.
    No creature can resist their knowledge being made use of in this way, and in fact, are not aware of what feat is being 'borrowed'. If two creatures separate and then again become close enough to share feats, a new feat may be selected; otherwise, the choice, once made, is final as long as the characters remain in contact. Creatures that cannot normally learn feats, such as constructs, do not benefit from this rule's effect.

    Combat Sense
    Grade: Regulation
    Enforcement Time: 1 minute
    Duration: 10 minutes/level

    All creatures possess an innate sixth sense when it comes to the presence of hostiles within the immediate vicinity. No creature is surprised or flat-footed in combat.

    Contingent Magic
    Grade: Law
    Enforcement Time: 10 minutes
    Duration: 1 hour/level

    Magic can not be used freely, and instead must be contingent on some kind of trigger. Whenever a spell is cast, the caster must assign it some sort of condition that must be met before the spell activates, as if cast alongside a contingency spell, except that it affects all spells. Spells triggered originate at the spellcaster's location at that time, if applicable, and decisions made about the way the spell executes (such as targets) are made at the time the spell is triggered; decisions about the nature of the spell (such as the energy type of a resist energy) are made at the time of casting. A creature can have only a limited number of contingencies upon their person; the total number of spell levels made contingent on a creature cannot exceed their HD, or the rulemaker's HD, whichever is less. Attempting to cast a spell with no valid target for the contingency results in the spell simply failing.

    Contingent Psionics
    Grade: Law
    Enforcement Time: 10 minutes
    Duration: 1 hour/level

    As contingent magic, but affecting psionic power manifestation instead of spellcasting.

    Curved Spacetime
    Grade: Guideline
    Enforcement Time: 1 round
    Duration: 1 minute/level

    The third spatial dimension is folded around within the fourth (and possibly) fifth to provide a hyperspherical spatial architecture. Creatures gain All-Around Vision, bestowing a +4 circumstance bonus on Spot and Search checks, and preventing the creature from being flanked.
    Will save (harmless): A creature who succeeds on a Will save agains this rule resists the contortion of their own perception, maintaining the normal architecture of spacetime with regard to their mind. They do not gain the benefits of all-around vision, and can be flanked as normal.

    Desync, Lesser
    Grade: Regulation
    Enforcement Time: 1 round
    Duration: 1 minute/level

    Time and space are slightly out of sync with one another. All creatures and objects have a 20% miss chance, regardless of the senses used to perceive them.

    Desync, Greater
    Grade: Edict
    Enforcement Time: 1 round
    Duration: 1 minute/level

    As desync, lesser, but a 50% miss chance.

    Easy Planar Travel
    Grade: Truth
    Enforcement Time: 1 round
    Duration: 1 round/level

    The boundaries between the planes are easily permeable and accessible. All creatures of Intelligence 3 or higher can use plane shift as a spell-like ability at will, with caster level equal to their HD (minimum 13) as a move action.

    Effortless Focus
    Grade: Law
    Enforcement Time: 1 round
    Duration: 1 round/level

    Maintaining a psionic focus is nearly effortless. Any act that requires a creature expend their psionic focus has an additional effect, occurring immediately at the end of the original: the creature who used the effect is now psionically focused. Thus, unless some condition prevents a creature from being psionically focused at all, they always are.

    Fast Healing
    Grade: Law
    Enforcement Time: 1 round
    Duration: 1 minute/level

    The rate of natural healing increases dramatically. All creatures without fast healing or fast healing, or whose fast healing value is less than five, gain fast healing 5.

    Fast Time
    Grade: Regulation
    Enforcement Time: 1 round
    Duration: 1 round/level

    The flow of time is accelerated; for each second that would ordinarily pass, one and a half seconds instead elapses. Creatures and animate objects behave as if under the effects of a haste spell.

    Feed to Live
    Grade: Regulation
    Enforcement Time: 1 round
    Duration: 1 minute/level

    Creatures that are facing death can fend it off by subconsciously absorbing the life force of those around them. Any time an attack would reduce a living creature to -10hp or below, as an immediate action the creature automatically absorbs a number of hit points from creatures within 30ft of it to keep its new health total at 0hp. The amount of health is divided evenly among all creatures within range, but damage dealt in this way cannot reduce another creature's hit point total to below zero.
    Likewise, undead creatures exposed to an attack that would take them to 0hp or below can absorb negative energy from any other undead within 30ft in exactly the same way, except that its new health total ends at 1hp.

    Fixed Body, Fixed Mind
    Grade: Regulation
    Enforcement Time: 1 round
    Duration: 1 round/level

    The body and mind's basic properties are unalterable. Any existing ability damage or ability drain is suppressed (an affected creature's ability scores return to normal), and no attack, ability, spell, power, or any other kind of effect can inflict or cause ability damage or ability drain of any kind. This does not affect ability burn.

    Fixed Forms
    Grade: Edict
    Enforcement Time: 1 round
    Duration: 1 minute/level

    A creature's form is permanent and unchanging. All creatures who possess it lose the (shapechanger) subtype. All spells of the polymorph subschool, all metamorphosis powers, wild shape, alternate form, change shape, and any abilities that mimic any of these cannot function. Minor changes that maintain form, such as growing or shrinking in size, or the addition or subtraction of an individual body part such as a claw, are allowed.

    Flameless
    Grade: Regulation
    Enforcement Time: 1 round
    Duration: 1 round/level

    There is no such thing as mundane fire - all fire requires magical fuel to burn. Any existing mundane fires are extinguished, and no means can produce new mundane fire. Magical fire and fire from the Elemental Plane of Fire or its denizens are unaffected. Such fires, however, cannot ignite materials and thereby be used to produce a self-sustaining mundane fire; all magical fire effects are instantaneous.

    Flammability
    Grade: Law
    Enforcement Time: 1 round
    Duration: 1 hour/level

    All solid and liquid materials (including metal, stone, flesh, dirt, water, gold, etc.) that are not normally flammable combust as easily as dry wood. Like dry wood, any material combusted produces fire, heat, and smoke, and leaves behind nothing but a fine white ash. Whenever a character or object must make a Reflex save to avoid catching on fire, increase the save DC by +10. Evocation [cold] spells can still be used to extinguish flames, as normal.

    Fleeting Power
    Grade: Edict
    Enforcement Time: 1 round
    Duration: 1 round/level

    The psychic power reservoir all psionics draw their power from is unstable and has a tendency to slowly leak. At the beginning of a psionic character's turn, he or she immediately loses 1d4 power points. These points are simply wasted. Any effect that can prevent loss of power points functions normally.

    Fleeting Undeath
    Grade: Law
    Enforcement Time: 1 round
    Duration: 1 round/level

    The magical forces that animate the undead are incompletely bound, and slowly escape from their host. At the beginning of the initiative each round, every undead creature takes 1d4 points of damage. No effect can prevent, delay, or redirect this damage.

    Flexible Forms
    Grade: Truth
    Enforcement Time: 1 round
    Duration: 1 minute/level

    The body a creature's soul inhabits is not set in stone. All creatures gain the (shapechanger) subtype. At will, as a move action, a creature can choose to change into the form of any nonunique creature of any type, subtype, and size, whose HD does not not exceed 5 more than its own HD. (Thus, a 10HD creature could change into the form of any creature up to 15HD.) Creatures gain all extraordinary and supernatural abilities of their new form but lose their own. All equipment melds into the new form, and does not revert if separated from the creature.
    Because all creatures are known to be shapechangers, the Disguise skill is unusable.

    Fragile Steel
    Grade: Edict
    Enforcement Time: 1 round
    Duration: 10 minutes/level

    Iron and iron-based materials are brittle and fragile. Such weapons deal half the normal damage indicated, and break upon making a successful hit unless their wielder succeeds on a Reflex save. Other iron and steel objects have hardness zero and 1hp per inch of thickness.

    Free Protection
    Grade: Guideline
    Enforcement Time: 1 minute
    Duration: 10 minutes/level

    Armor, when worn, seemes to produce a sort of natural buoyancy. Armor worn does not reduce running speed, impose armor check penalties or maximum Dexterity bonus, or incur arcane spell failure chance.

    Freeflowing Power
    Grade: Edict
    Enforcement Time: 1 round
    Duration: 1 round/level

    Even for the practiced, it is difficult to control the flow of energy from within oneself. Any time a psionic character attempts to manifest a power, he or she must succeed at a Concentration check against a special save DC (equal to the rule save DC plus the power level). If this check fails, manifesting the power uses up half again as much power points as it would otherwise; if the check is successful, the power uses up just one additional power point.

    Hardy Organisms
    Grade: Guideline
    Enforcement Time: 1 round
    Duration: 1 hour/level

    The creatures of the world evolved to be particularly hardy. All creatures benefit from the effects of an endure elements spell.
    Will save (harmless): A creature that saves against this rule does not benefit from it.

    Haunted World
    Grade: Truth
    Enforcement Time: 10 minutes
    Duration: 1 hour/level

    Any living humanoid that dies returns immediately from the dead as a wraith (or greater wraith, if its HD exceeds that of the rulemaker at time of enforcement). Wraiths created in this way are not under any individual's control by default, but may be controlled, turned, disrupted, etc. just as any other undead creature. This rule only affects what happens at the moment of death; thus, wraiths created in this fashion remain even after this rule's duration has elapsed.

    Healthy World
    Grade: Regulation
    Enforcement Time: 1 round
    Duration: 1 round/level

    Creatures' bodies are naturally more resistant to affliction. Any existing condition (as described on page 300 of the DMG) is suppressed. Abilities or effects may still confer these conditions upon a creature, but their effect is suppressed, and the normal duration of the effect, if applicable, continues to elapse.

    Heavy Gravity
    Grade: Guideline
    Enforcement Time: 1 round
    Duration: 1 round/level

    The effects of gravity are amplified. All creatures suffer a penalty to their Strength score of -1d6 (roll once per enforcement, for all creatures); maximum Jump height is halved (and attempts suffer a -6 penalty), and all fly speed is decreased by one maneuverability category. Objects weight twice as much as normal.
    Will save: A creature that saves experiences gravity normally, and does not benefit or suffer as a result of this rule's effect.

    Heavy Water
    Grade: Guideline
    Enforcement Time: 1 round
    Duration: 1 round/level

    Ordinary water has the same density as iron, but maintains its liquid properties. Any material less dense than iron will float in water; small containers of water can be thrown as improvised weapons, dealing damage according to its size:
    Container Size Damage
    Fine 1d3
    Diminutive 1d4
    Tiny 1d6
    Small 1d8
    Medium 2d6
    Large 2d8
    Huge 4d6
    Gargantuan 4d8
    Colossal 6d6
    Will save: A creature that saves interacts with water as though it has normal density; this means that they may sink or float as usual, and that the listed damages for water-container weapons are irrelevant - they merely get wet.

    Hologram Reality
    Grade: Truth
    Enforcement Time: 30 minutes
    Duration: 10 minutes/level

    The Astral Plane, within its infinite size, contains a full-size replica of the entire multiverse, except the Astral Plane itself. All creatures immediately astral project to their corresponding locations within this Astral multiverse. Creatures can travel between the planes of the multiverse within the Astral Plane as normal but cannot actually leave the Astral Plane in any way. A creature whose astral body is slain does not return to their original body (until the rule expires).
    Because all the planes of the multiverse are now contained within the Astral Plane, the only planar traits that apply are those of the Astral Plane.

    Honesty is the Only Policy
    Grade: Edict
    Enforcement Time: 1 round
    Duration: 1 minute/level

    It is impossible for any creature to tell a deliberate and intentional lie. They may still choose simply not to answer a question, but cannot outright lie.

    Illiterate World
    Grade: Guideline
    Enforcement Time: 1 round
    Duration: 1 round / 2 levels

    A system of written language was never developed. Any instances of such are erased; no one can even attempt to write or to create a system of writing. Even magical writing, if it were to be produced somehow, would be completely unintelligible.
    Will save: A successful save indicates the creature retains the ability to read, and write. Aside from a wizard's spellcasting, if no one else can read or write, this may not help much.

    Immaculate Sustenance
    Grade: Guideline
    Enforcement Time: 1 round
    Duration: 1 minute/level

    All food and drink is clean and free from impurities and toxins. Food is not spoiled, and cannot spoil, go rotten, or grow dangerous organisms. Poison delivered via food or drink is inert (though it may still be in a creature's system after the rule expires, at which point it becomes active again).
    Will save (harmless): A creature that saves against this rule, who consumes food that would ordinarily be spoiled, poisoned, or otherwise similarly dangerous, suffers the full effect of doing so.

    Immortality
    Grade: Edict
    Enforcement Time: 1 round
    Duration: 1 minute plus 1 round/level

    All living creatures are immortal. They are immune to death effects, and even if reduced to -10hp or below or to zero Constitution, they remain standing and can fight (though a creature reduced to negative hit points under this rule is disabled). Effects that destroy the body or soul or confine either function normally, including disintegration and soul bind, and nonliving creatures (constructs and undead) can still be destroyed.

    Immunodeficiency
    Grade: Regulation
    Enforcement Time: 1 round
    Duration: 1 minute/level

    Creatures do not have any natural defenses against disease. Any time a creature would ordinarily make a Fortitude saving throw to avoid contracting a disease, that creature foregoes the save and automatically contracts the disease. The disease's damage is suffered immediately; subsequent saves can be made as normal.

    Inconsistent Geometry
    Grade: Guideline
    Enforcement Time: 1 round
    Duration: 1 minute/level

    The contours of space itself seem to expand and contract based on one's orientation. When measuring diagonal distances, each space counts as 5ft across, rather than alternating between 5 and 10ft distances. Thus, traveling 'diagonally' is approximately 50% faster than usual.
    Will save (harmless): A creature that saves against this rule travels the normal distance in all directions.

    Jumpwalking
    Grade: Edict
    Enforcement Time: 1 round
    Duration: 1 round/level

    All creatures possess the natural ability to travel short distances instantly across their current plane by jumping through the Astral Plane. At will, as a move action, a creature can travel up to 20ft away as if using dimension door.

    Life Exists Between the Seams
    Grade: Truth
    Enforcement Time: 1 round
    Duration: 1 minute/level

    All creatures are incorporeal, gaining the (incorporeal) subtype, and all equipment they possess gains the ghost touch property. Incorporeal creatures may take a full-round action to jump between the Ethereal Plane and the Material Plane (provided the creature already resides on one of these two when it does so).

    Life is Light
    Grade: Guideline
    Enforcement Time: 1 round
    Duration: 10 minutes/level

    All living creatures emanate a unique hue of light, outside the normal spectrum of colors but still fully visible to all. By observing the brightness of this light, a character can determine whether the creature it is observing is alive and well, severely wounded (below 10% of its hit points), dying (negative hp), or not alive (whether dead, undead, or artificially alive, such as constructs). Because of this light it is impossible by normal means to feign death; magic to obscure the light would be required, in addition to the normal procedure.
    Will save: A creature that resists this guideline with a Will save does not emanate a life-light, and appears 'not alive'. They also cannot perceive the light living creatures give off.

    Light Gravity
    Grade: Guideline
    Enforcement Time: 1 round
    Duration: 1 round/level

    The effects of gravity are decreased. All creatures gain a circumstance bonus to their Strength score of +1d6 (roll once per enforcement, for all creatures); maximum Jump height is doubled (and attempts gain a +6 circumstance bonus), and all fly speed is increased by one maneuverability category. Objects weight half as much as normal.
    Will save: A creature that saves experiences gravity normally, and does not benefit or suffer from this rule's effects.

    Locational Instability
    Grade: Edict
    Enforcement Time: 1 round
    Duration: 1 round/level

    A creature's position in space is not fixed. At the beginning of each creature's turn, that creature is instantly transported (as dimension door, except that it can act normally afterward) 1d10 x 10ft in a random direction (up, down, left, right, forward, or back). Creatures that would be teleported into an object or the ground do not travel, but instead take 2d6 damage from the spatial displacement; creatures teleported into the air will fall unless they can fly or glide, and creatures teleported into water must sink or swim, as normal.

    Magic is Blind
    Grade: Guideline
    Enforcement Time: 1 round
    Duration: 1 round/level

    Magic, though powerful, does not and cannot change based on the nature of its target. Any spells which require the target to be a specific creature type cannot function; any that require the target not be a specific creature type always function, regardless of the target's creature type.
    Will save: A creature that successfully saves against this rule can still cast spells which target specific creatures, but cannot affect the wrong types of creatures with spells that specify against certain creature types. The creature can receive the benefit of any type-specific spells cast by another who resisted the rule's effect, but as no one who did not can cast such spells, anyone that resisted the rule effect cannot be the target of those spells.

    Magic is Hard
    Grade: Edict
    Enforcement Time: 1 round
    Duration: 1 round/level

    The flow of arcane and divine energy is impeded. Successfully casting a spell requires a caster level check against the rule save DC. A failure indicates the spell slot or prepared spell is wasted, to no effect.

    Magic is Very Hard
    Grade: Truth
    Enforcement Time: 1 round
    Duration: 1 minute/level

    The flow of magical energy is severely impeded, and interacting with it is a risky endeavor even for the most practiced magicians. Casting a spell requires a successful caster level check against the rule save DC. If the check, fails, not only is the spell slot or prepared spell lost, wasted to no effect, but the caster takes 1d6 damage per spell level. In addition, non-artifact magic items function as their mundane counterparts, losing all enhancement and enchantments.

    Magic is Visible
    Grade: Guideline
    Enforcement Time: 1 round
    Duration: 1 minute/level

    Magic energy gives off a distinct glow that all creatures who are not blind can perceive. By studying the nuances of the glow closely, more information about the magic itself can be gleaned. Effectively, all creatures are under the effect of a detect magic spell, except that the information listed in that spell's description that requires 1 round of concentration is available immediately, and additional information is gained as though the creature had concentrated for 1 round longer than they actually have. (So 2nd-round information is available with one round of concentration, and so on.)
    Will save: A creature that makes its save against this guideline cannot see magic, as described in the spell, but any magic on their person or which they use or create does not put off the distinctive glow.

    Martyrs
    Grade: Regulation
    Enforcement Time: 1 round
    Duration: 1 hour/level

    Any time that a creature takes hit point damage, regardless of its source, any other creature within 50ft can volunteer (a free action, out of turn) to take any portion of that damage themselves. This damage cannot be avoided or negated in any way (such as with fast healing, regeneration, or a stoneskin spell), and a creature cannot take more damage this way than would kill or destroy it, but can take exactly enough to perish. Any number of creatures can absorb damage from a single target; the damage is dealt out to the martyrs according to their initiative order. Conversely, a creature can absorb damage from any number of targets in a single turn.

    Material Standard
    Grade: Edict
    Enforcement Time: 1 minute
    Duration: 1 hour/level

    The natural laws of the Material Plane are the standard for all planes. Every plane, including demiplanes such as those created through the use of genesis, possesses the same planar traits as the Material Plane (Normal Gravity, Normal Time, Alterable Morphic, Normal Magic, etc. as applicable for the campaign setting).

    Metal is Wood
    Grade: Law
    Enforcement Time: 1 round
    Duration: 10 minutes/level

    Metalworking was never developed; as such, all objects that would be made of metal are instead made of wood. In effect, all metal objects and metal portions of objects are affected as if targeted by transmute metal to wood.

    Mindless
    Grade: Law
    Enforcement Time: 1 minute
    Duration: See text

    All manner of creatures, from hiveminded vermin to great wizards, have no more cognition or sense of self than an ordinary stone. Every creature's Intelligence, Wisdom, and Charisma scores all become zero. When enforcing this rule, you may choose from one of three durations: 1 minute/level, 10 minutes/level, or 1 hour/level.
    Last edited by ezkajii; 2015-02-10 at 04:01 PM.
    Behold! The Monster Compendium

    My Homebrew.

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
    Mine started with the intrepid heroes whisked away to a battle gauntlet in the sky by a mystery deity! It was meant to be strictly a playtest but quickly devolved.