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2002-11-15, 10h39 | #1 |
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Magic on the plane - 3rd edition
Voici un petit article que j'ai vu. Ils parlent de la magie des prêtres sur les plans. Par contre, ils disent que ce n'est que la magie divine qui peut avoir des problèmes étant donnée que le dieu est plus loin. Pour les mages, c'est plus par rapport à la magie utilisé (selon la logique). Genre, les spells de shadow marcheraient pas sur Celestia. Pour les objets magiques, ça doit jouer avec leur nature comme les spells de mages.
************* <span style="font-size:small;">House Rule: Deities and the Clerics on the Planes (JO)</span> www.ps3e.com/houserule.cfm?id=2&rnetog=1&houseruletog=1 Summary: A revision of clerical spellcasting level loss when travelling the planes. Description: Clerics and wizards receive magical power in different ways. A cleric receives his spells from his deity, and it's simply divine will that the magic isn't affected by planar conditions. A wizard, on the other hand, learns them from books, and must contend with the fact that his spells might be altered or nullified, depending on the planar modifications when he casts a spell. Contacting their gods to receive spells isn't the problem for clerics – wandering into enemy territory is. Here's the chant – the planes – Inner, Outer, and even some of the demiplanes – are territory specifically beholden to one group of powers or another, deities that don't look kindly on interlopers, especially not provocateurs from some other plane. Some deities, especially those down on the Lower Planes, have enough trouble holding to a truce with rivals on their own plane, let aone with gods from planes that differ both morally and physically. All the sodding clerics out to impress their high–ups could make the Outer Planes a very bloody place. Still, putting every priest in the dead–book's only going to make trouble for a deity, and since it's not possible to lock all the doors to a plane, the powers find other ways to suppress the meddling agents of their rivals. When a cleric character is on a plane other than where his deity resides, his spellcasting power is reduced for every plane between himself and his deity's home plane. For each plane between the cleric and his deity's home plane, his effective casting level for his spells is reduced by 1. Furthermore, for each separating plane, the cleric loses one prepared spell of the highest level (player's choice). For example, Nayla the Righteous is a priest leading a band of faithful warriors into the heart of Pandemonium. She is normally a 7th-level cleric. The home plane of Nayla's deity is Bytopia. Moving around the outside of the Great Ring, Elysium, the Beastlands, Arborea, Ysgard, and Limbo all lie between Bytopia and Pandemonium. Therefore, while on Pandemonium Nayla's effective casting level is reduced by 5, and she loses both of her 4th-level spells, and all three of her 3rd-level spells. Nayla casts spells as a 2nd-level cleric (although she has more prepared spells than a true 2nd-level cleric can have). If Nayla the Righteous leaves Pandemonium and travels to Limbo, there are only four planes separating her from Bytopia. Thus, the penalty to her spellcasting level is reduced to –4, although she doesn't regain any lost spells. If Nayla then moves on to the Abyss, her penalty increases to –6, and she loses one more of her highest-level prepared spells. Note that Nayla's "power conduit" doesn't trace the shortest route to her home plane, like magical items do. Why? Because the gods don't want it to work that way! It stands to reason that a priest from Bytopia should have a tougher time casting spells on Pandemonium than on Limbo – not everything that powers do is unfathomable, berk. On the other hand, if a priest's deity resides on one of the Inner Planes, he only suffers a –3 penalty to his spellcasting level, as the Astral, Prime, and Ethereal lie between him and his power source. The same limitation applies to those clerics of the Outer Planes who visit the Inner Planes. Divine Plane of Divine Spellcasters It is simple to determine the home plane of a cleric's deity: Simply consult On Hallowed Ground, which contains an index of all D&D deities, their alignments, and the planes upon which their realms can be found. If this source is unavailable, the DM should choose the deity's home plane based on its alignment and cultural significance. Note that most of the Celtic deities reside on the Outlands, as do most halfling deities; most Norse deities reside in Ysgard; and most gnomish deities reside in Bytopia. Druids, rangers and paladins who devote themselves to a specific god follow these same guidelines. Characters that are devoted to a force or philosophy rather than a specific deity are usually tied to an Outer Plane that is similar in alignment to their own. The DM should determine the "divine home plane" of such characters based on the individual character's ethos, with the following points in mind: <ul>[*]Clerics are usually tied to an Outer Plane of the same alignment as their own. In some campaigns (such as the DARK SUN setting) there may exist elemental clerics that devote themselves to the primal forces of an Inner Plane. In these cases, the cleric is tied to an Inner Plane related to her chosen Domains (such as Air, Earth, Fire, Water, Healing, and Death).[*]D ruids are usually tied to the Outlands. However, in campaigns such as the DARK SUN setting, druids might be tied to the primal forces of the Prime Material Plane. The DM might also decide to choose a druid's "divine home plane" according to her alignment: Neutral good: The Beastlands. Lawful neutral: Arcadia. Neutral: The Outlands. Chaotic neutral: Ysgard. Neutral evil: Carceri.[*]Rangers are tied to the natural forces of their home plane (for example, the Prime Material). "Unnatural" planes, such as Gehenna and Limbo, don't produce many rangers.[*]Paladins are tied to one of the following planes: Arcadia, Mount Celestia, or Bytopia.[/list] Reason for Submitting: The loss of cleric spellcasting levels, as described in the Planescape campaign setting boxed set, is overly harsh and requires updating for the new D&D game. Pros/Benefits: This house rule does nt incapacitate clerics quite as much, and has some similarity to the negative levels imposed upon characters who use weapons of a different alignment. Cons/Potential Problems: As with any system that penalises spellcsters, this house rule may discourage players from taking divine spellcaster characters. Shadowhal </p>Edited by: <A HREF=http://pub46.ezboard.com/bmoonzar.showUserPublicProfile?gid=shadowhal>Shado whal</A> at: 11/15/02 9:42:53 am |
2002-11-15, 10h44 | #2 |
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Date d'inscription: octobre 2002
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Re: Magic on the plane - 3rd edition
Les spells de mage sont TRÈS influencer selon les plans. Dans le livre des plans 3e edition, à chaque entête de plan il écrive si certain spells de mage sont modifier, certaines écoles sont booster d'autre totalement inéficase.
Pour les objets magique c'est simple. Lorsque tu forges une sword dans les nines hells tu prends l'énergie magique du plan des nines hells pour alimenter l'épée. Donc si tu amènes l'épée loin des nines hells elle perd beaucoup de sa puissance. C'est les règles de la deuxièmes édition qui explique beaucoup ça et je vois pas raison de pas l'appliquer si on me montre pas dans un livre officiel de la 3e que les objets magiques ne sont plus influencer par le changement de plan. |
2002-11-15, 10h52 | #3 |
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Re: Magic on the plane - 3rd edition
Je vois bien la logique là-dedans mais bon! Ils ont changé quelques affaires de la 2e à la 3e (dont la sword of the planes) mais ils ont jamais rien précisé sur les objets magiques. Ils parlent un peu de la magie mais règle générale, pour les mages y'a pas énormément de problèmes. J'ai l'impression qu'ils ne voulaient pas pénaliser un groupe qui se promène sur les plans autres que les choses divines et certaines sphères de mages.
Mais bon! Je ne faisais qu'apporter cette précision. C'est logique que certains objets perdent de leurs puissances mais peut-être que ça dépend aussi de où les objets ont été créé (quel sphere vs type de plan où l'objet se trouve). Peut importe, je ne cherches pas à faire changer des choses pour mon perso. Ça lui fait un but pis c'est bien correct. C'est juste que moi, en tant que DM, j'aurais aimé comprendre exactement ce qui se passe. Sti que j'aimerais ça qu'ils fassent les livres de PlaneScape pour la 3e edition. Ça pourrait préciser tellement de chose que le manuel des plans ne parle pas! <img src=http://www.moonzar.com/images/emoticons/coolkid.gif ALT=""> Shadowhal |
2002-11-15, 10h56 | #4 |
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Re: Magic on the plane - 3rd edition
effectivement c'est très variable d'un objet à l'autre.
C'est compliquer c'est p-e pour ça qu'ils en parlent pas... il y avait un gros tableau dans planescape pour calculer ça. En tous cas on va dire seulement ta sword a été affecté par ça puisqu'elle a été forger avec l'essence des abyss tes autres objets magiques seront pas affectés. |
2002-11-15, 12h06 | #5 |
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Date d'inscription: avril 2002
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Re: Magic on the plane - 3rd edition
On va se croiser les doigts pour qu'ils fassent dequoi de semblable qui va avec les règles de la 3e et les modifs des plans qu'ils ont fait. Gang de flagala de têteur d'argent.
Pour la sword, c'est logique. Les osti d'abysse. J'aurais du l'enculer avec ma sword au lieu de me faire enculer! Shadowhal |
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