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    Default Re: 3.X Ancillary Contest VIII - Life Springs Eternal

    Alternate Rule: Vivimancy
    "But what if you could control life itself?"

    This rule system not only removes Necromancy as a school, but strengthens the least powerful schools (Evocation and Enchantment) and weakens the most powerful (Conjuration and Transmutation).

    Under this alternate rule system, Necromancy is not a school of magic. It is instead a subschool of Vivimancy, a new school whose description reads "Vivimancy spells are ones that give, take or move vital energy". Under the School list:

    • Move Healing to Vivimancy and change its description to "Certain vivimancy spells heal creatures or even bring them back to life"; remove "Heal (Healing" from the conjuration description.
    • Necromancy is moved under Vivimancy, and its description becomes "Necromancy spells manipulate the power of death and unlife. Spells involving undead creatures make up a large part of this subschool."
    • Copy Summoning and its description under Vivimancy.
    • Another subschool of Vivimancy is Harming. The description of Harming is "Harming spells reduce a creature's hit points, levels, or vital energy."
    • Move Teleportation to Evocation
    • Remove the sentence "All enchantments are mind-affecting spells" from the enchantment description, and add "All charms, compulsions and inspirations are mind-affecting spells."
    • Below this, add two subschools, Inspiration ("An inspiration spell inspires your allies to do better or inspires awe or fear in your enemies. Inspirations use the target's emotions") and Curse ("A curse, unlike other enchantments, isn't a mind-affecting ability. Curses impede enemies, or threaten them with punishment if they don't obey.")



    Spoiler: Updated Conj/Ench/Evoc/Vivi Descriptions
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    Conjuration

    Each conjuration spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands.

    A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.

    The creature or object must appear within the spellís range, but it does not have to remain within the range.

    Calling

    A calling spell transports a creature from another plane to the plane you are on. The spell grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature canít be dispelled.

    Creation

    A creation spell manipulates matter to create an object or creature in the place the spellcaster designates (subject to the limits noted above). If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.

    Summoning

    A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower. It is not really dead. It takes 24 hours for the creature to reform, during which time it canít be summoned again.

    When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have, and it refuses to cast any spells that would cost it XP, or to use any spell-like abilities that would cost XP if they were spells.

    Enchantment

    Enchantment spells affect the minds of others, influencing or controlling their behavior.

    All charms, compulsions and inspirations are mind-affecting spells. Two types of enchantment spells grant you influence over a subject creature.

    Charm

    A charm spell changes how the subject views you, typically making it see you as a good friend.

    Compulsion

    A compulsion spell forces the subject to act in some manner or changes the way her mind works. Some compulsion spells determine the subjectís actions or the effects on the subject, some compulsion spells allow you to determine the subjectís actions when you cast the spell, and others give you ongoing control over the subject.

    Curse

    A curse, unlike other enchantments, isn't a mind-affecting ability. Curses impede enemies, or threaten them with punishment if they don't obey.

    Inspiration

    An inspiration spell inspires your allies to do better or inspires awe or fear in your enemies. Inspirations use the target's emotions.

    Evocation

    Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.

    Teleportation

    A teleportation spell transports one or more creatures or objects a great distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable.

    Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.

    Vivimancy

    Vivimancy spells are ones that give, take or move vital energy.

    Harming

    Harming spells reduce a creature's hit points, levels, or vital energy.

    Healing

    Certain vivimancy spells heal creatures or even bring them back to life.

    Necromancy

    Necromancy spells manipulate the power of death and unlife. Spells involving undead creatures make up a large part of this subschool.

    Summoning

    A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower. It is not really dead. It takes 24 hours for the creature to reform, during which time it canít be summoned again.

    When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have, and it refuses to cast any spells that would cost it XP, or to use any spell-like abilities that would cost XP if they were spells.


    These general changes are made to large numbers of spells:

    • Any Conjuration (Healing) spell becomes Vivimancy (Healing).
    • Any spell that animates one or more corpses or creates undead in some other way is now Vivimancy (Necromancy).
    • Any spell that deals negative energy damage, ability damage or drain, or negative levels, as well as any [Death] spell except Phantasmal Killer, Weird and Power Word: Kill is Vivimancy (Harming).
    • Any spell that summons one or more undead creatures is Vivimancy (Summoning).
    • Any enchantment that provides morale bonus is an (Inspiration).
    • Spells which curse creatures, such as Bestow Curse and Mark of Justice are now Enchantment (Curse).
    • Any Conjuration (Teleportation) spell, or any spell which moves you to another plane (including making you ethereal), is now Evocation (Teleportation).
    • Any Conjuration with an energy descriptor that only deals damage is now an evocation.
    • Any spell that grants telekinetic ability except for Prestidigitation is now an evocation.
    • Spells with the word "Animate" in them which animate one or more objects are Vivimancy.
    • Any spell which allows you to Command or Control one or more creatures is Enchantment (Compulsion) unless it allows you to Command or Control mindless creatures, in which case it is just Enchantment.
    • [Fear] spells are now Enchantment (Inspiration).
    • Any spell that lets you communicate with one or more creatures except for Demand is now a Divination.
    • All power word spells are (Curse) spells.


    The following spells are specifically changed:

    • Air Walk is an Evocation.
    • Atonement is Universal.
    • Awaken is a Vivimancy.
    • Blight is a Vivimancy (Harming)
    • Blindness/Deafness is an Enchantment (Curse).
    • Blink is an Evocation (Teleportation).
    • Calm Emotions is an Abjuration.
    • Consecrate and Hallow are Vivimancy spells.
    • Crushing Despair is an Enchantment (Inspiration) and the penalty is a morale penalty.
    • Darkvision is a Divination.
    • Death Ward is an Abjuration.
    • Deathwatch is a Divination and isn't [Evil]. Ignore the first subordinate clause in its text.
    • Desecrate and Unhallow are Vivimancy (Necromancy) spells.
    • Disintegrate is an Evocation.
    • Erase is an Abjuration.
    • Eyebite is an Enchantment (Curse).
    • Feather Fall is an Evocation.
    • Fire Seeds is a Transmutation.
    • Fire Shield is an Abjuration.
    • Gate is Evocation (Teleportation). Ignore the Calling Creatures function.
    • Lesser Geas and Geas are both (Curse) spells. Neither now forces the creature to perform the task, but Geas now applies the ability score penalties as well as dealing damage and possibly sickening the creature.
    • Ghoul Touch is (Harming).
    • Glibness is an Enchantment.
    • Goodberry is Vivimancy (Healing).
    • Halt Undead is an Abjuration.
    • Invisibility Purge is an Abjuration.
    • Knock is an Evocation [Sonic].
    • Levitate is an Evocation.
    • Mage Armor is Abjuration.
    • Miracle is Universal.
    • Pass Without Trace is an Abjuration.
    • Phantom Steed is an Illusion (Shadow).
    • Phase Door is Evocation (Teleportation).
    • Poison is Conjuration (Creation).
    • Prayer is (Inspiration) and the modifiers are Morale.
    • Pyrotechnics is Evocation [Fire].
    • Quench is Abjuration.
    • Rope Trick is Evocation (Teleportation).
    • Secret Chest is Evocation (Teleportation).
    • Secret Page is Illusion (Glamer).
    • Water Walk is an Evocation.
    Last edited by Jormengand; 2016-03-04 at 12:58 PM.