Saturday, May 24, 2014

The Skyrealm

Welcome back to Artheria.

Today we cover the Skyrealm, and the political/geographical hazards that occur there. I have been trying to learn how to make all my maps with computer programs, since I'm not a very good artist, and thought that would be the way to go. Alas, in the year 2014 there is still not an easy to use program that can make a wide variety of map types and make them well. So from here on out, I'm most likely going to be drawing most maps.

(If any of my players/readers know of a good program to use... let me know please. I've tried Campaign Cartographer and Dundjinni, with very limited success.)

Let us start with some basics, as I'm not a very good artist, my maps are not drawn to scale, or colored exceptionally well, but the idea should come across alright.

As far as the science goes, humans on earth can't live over 30,000 feet in the air. The pressure isn't right, the sun burns you while you're really cold, and your body's lungs can't pull enough oxygen out of the air to keep your body going. That isn't an issue on Artheria. Thanks to the reckoning, several portals to all sorts of places have opened up all over the place, and portals to the elemental plane of air have saturated the upper atmosphere with cleaner air than is found on the surface, and the general lack of cloud cover, since most islands are above or just in the clouds, allows plant life to flourish, which in turn supports animal and humanoid life of all kinds. Fresh drinking water can be hard to come by, while there are portals to the plane of water that continually dump water into the realm, there are often powerful creatures that live near such sources of pure water, keeping it under their own control. (Dragons or Storm Giants are relatively common owners of such portals.)

Overall, it is almost easier to live above the clouds of Artheria than the surface... and any monster that can fly has discovered that over the last 1000 years, and many have migrated up to this realm for that very reason.

(The Skyrealm, clicking it should make it bigger.)

Let us start with the middle, the little black spot and swirly bits are actually a perpetual cyclone/hurricane weather event over the Maelstrom, in the center of the planet. (See this post for the surface map of Artheria.) The winds around this point are constantly over 100 miles per hour, lightning, rain, hail, sleet, all of it exists in this zone, and the weather doesn't just go down towards the surface, it is not uncommon for gravity distortions, wind, or portals in this area to cause the weather to occur in very different ways. The most intense weather on the planet is in the few hundred miles around the center of the Maelstrom. This extreme weather functions in the massive planet long 'strip' that is the anti-magic zone, which brings us to the next obvious hazard...

The Anti-Magic Zone is a 1000 miles wide and 3 miles 'thick' zone where magic can not function. This zone appeared after the reckoning, starting at the center of the maelstrom and slowly spreading to the massive planet wide zone that is currently is. In the center of the maelstrom, the zone goes all the way down to the surface, 45,000 feet down to the bottom of the ocean floor, making it, at that point, 1000 miles wide by 10 miles high. The highest peaks of Entrar and the Frozen Wastes breach into this anti-magic zone on the upper right and bottom left of the map. Traveling in this zone is incredibly hazardous, as airships and planes will at some point fail, 75% failing as soon as they cross the 'line' into the zone. The safest travel is on a flying mount, like a gryphon or hippogriph.

Moving back to the center of the map, directly above the center of the Maelstrom is Zain's Island.

Zain is an incredibly powerful goblin lich necromancer, and is one of the most powerful creatures on the planet. (Zain was a level 1 goblin necromancer that was part of a monstrous humanoid party I sent against my players that all this is based on when they were level 1-2 in the very first dungeon of this game, the 3 were not meant to live, it was Zain the goblin, Griff the ogre, and a hobgoblin that died... they managed to escape my players wrath though and altered the story line forever as my players never got the upper hand on them. Ever.)

Zain's island is probably the most menacing island fortress on Artheria, and no one, not even demi-gods, have succeeded in removing Zain from his throne in the last 1000 years. His island, which exists within the anti-magic zone and the insane weather of the Maelstrom, is very near two other menacing places, Zain's Tower, which is a 9 mile high tower made from earth, coral, and the severed arm of the Adamantine Colossus, the massive construct that brought about the reckoning 1000 years ago. The other menacing landmark right by zain's tower and his island is the Adamantine Colossus itself, which has been sitting in the middle of the Maelstrom for the last 1000 years, flashing colored lights out into space through the perpetual 'eye of the hurricane' that exists there. The sea, on the surface, is always in a cyclone in that area, making approach by ship or by flying stead nearly impossible, and magical means of traveling there simply do not function, as the anti-magic zone is at its strongest there.
(The adamantine colossus is a creature of unknown origin, with powers that have never been beaten.)

All forces fear this area, and only the very bravest ever attempt an assault. Zain's power is unrivaled, for he possesses 3 incredibly powerful artifacts. The first is an orb of negative energy, which appears much like a dark colored crystal ball. Zain gained this artifact by besting my players at the time in an ancient gnome ruin, it amplified his powers enormously and took Zain from a fledgling wizard to a major player on the global stage.

(Zain's Orb of Negative energy.)

Next he turned his long time bodyguard and companion, Griff the Ogre, (Ogre Fighter/Rogue/Assassin/Blackguard) into a curst undead creature, granting the ogre an immortal life and even greater power... and traveled the planes, and stole an immensely powerful blade, the Soul Reaver, from Vecna, the god of secrets, magic, and undeath. With these two artifacts, Zain was able to wrest the 3rd, and final artifact, the enormous Crystal of Negative energy, an over 40 foot tall crystal that seems to help control the nature of the planes themselves, from several competitors. With this artifact under Zain's control, his power became unrivaled. None on Artheria have breached the inner sanctum of Zain in nearly 1000 years, the last to do so were the heroes of the last campaign, that all this is based on, and two out of the 3 paid for it with their lives, Rolltun, the 'avatar' of Gruumsh/Lytana, who lives in the Bastion of Light a little over 1000 miles away, is the only living creature to have entered Zain's island. 

Many attempts have been made to reclaim the negative energy crystal, all have failed. Just getting to Zain's Island is an incredibly difficult task. Airships and planes can't make it because of the anti-magic zone, and only the mightiest flying creatures can brave the extreme weather of the Maelstrom, the average gryphon, hippogriph, and even adult dragon  stands no chance against the hurricane force winds. For now, Zain's Island remains impervious... and his power continues to grow.

Now that we have spoken of Zain and the Negative Energy crystal, let us move on to Rolltun and the Positive Energy crystal. Rolltun is the last surviving player of the old game, and he is the hero of the elves, he holds the memories of Gruumsh before he became the god of the orcs, (He was an elf who fell from grace.) and is one of the mightiest beings on Artheria. He resides in The Bastion of Light, which hovers high above the Elf Lands, and houses the Positive Energy Crystal, which the elves have had control of on Artheria for eons. (This is the reason elves in my world live for thousands of years and all have the timeless body trait.)

Rolltun tends to stay in this area, protecting the preserved bodies of his friends, hoping to free their souls from Zain, and guarding the Positive Energy crystal. This general area, where Rolltun and the elves live, (Called the Noldrin Lihand on the map, or Floating Country in the common tongue.) is one of the most safest areas in the skyrealm. 

(The Bastion of Light, and some of the Noldrin Lihand.)

This area is made up of dozens of floating islands, several with permanent portals to various planes, some relatively safe, like the elemental plane of water, and others not at all, like Pandemonium. The elves, lyntanan orcs, and pegasus centaur that live in this area are constantly sending help to the surface, which is in much worse shape.

As far as the economy of the Noldrin Lihand, it is in large part based on exporting the freshest water in the sky realm, (the floating island with the twin waterfalls on the right side of the map.) and very well made goods of Elven and Orcish make. Getting to the 'Floating Country' is a bit more difficult, as it is mostly cut off from the rest of the world by the anti-magic zone, going around it is a very long process requiring you to fly around Grendar and the goblin government.

Which will move us on to Grendar. This land was once a gnome town called Gnomeweizen, (Like a Hefeweizen but Gnomish.) and was the starting point of the original campaign. The players failed horribly in protecting it from the goblins, and goblin army (Led by Darren Flamehair and Zain) conquered the town, and took control of the extensive underground ruins underneath. During the reckoning, the land started to shake, and Zain used his immense magical power to partially control the gravitational fluctuations to pull an absolutely massive hunk out of the ground, this continent was a full 40% of the old country of Mangderithon, (Where Contrador is located currently) from the earth, complete with many sets of ancient ruins and several smaller towns. This gave the goblins an enormous, isolated area to develop over time, and from here, Goblins developed their own magi-tek from the gnomish ruins, and built their massive 'trade fleet.' Which is the strongest air force on Artheria. Grendar is the largest, and most populated floating continent, housing over 700,000 creatures, the vast majority of that population goblin.  

While the main continent itself is generally off limits to non-goblins, (merchants are the one exception to this rule, though there are many taxes levied specifically against outsiders, making it difficult to make a living trading with them.) connected by a massive bridge to the main continent is a smaller island that houses the Golden Mushroom Resort and Casino. (Yes, I'm pretty much ripping off Final Fantasy VII, I'll admit that.)

(Come! Spend your money!)
The Golden Mushroom Resort and Casino is truly neutral ground. It is partially owned by Zain, and he and Griff are occasionally seen here socializing and gambling. The massive magi-tek resort has all sorts of attractions, traditional gambling, (slot machines and cards) gladitorial arenas, race tracks for all manner of racing, from dogs and horses to planes and airships, cuisine from every corner of the planes, bars, roller coasters, strip clubs, prostitution, (I hope you like goblins...) all manner of recreational drugs, you name it, it is here on this absolutely massive golden colored oddly shaped building. All are welcome here, as long as you have money.

Which brings us to the primary competition of the goblins, the Darithian Federation. This is the 2nd largest floating continent, and it was once the 2nd largest city in all of Mangderithon, and it was called Darith's Bay. It was torn from Mangderithon just like the goblin home was, though unlike Grendar, it didn't have an incredibly powerful wizard assisting anything. Half the city was destroyed in the reckoning, falling into the underdark as this half floated into the sky. The survivors, finding themselves now floating 40,000 feet above the ground, had to get inventive in order to survive. Luckily for them, 20% of the towns over 500,000 people are gnomes, and the technology and innovation of the gnomish magi-tek engineers have kept the people here thriving and successful for the last 1000 years. (The population is roughly 100,000 gnomes, 200,000 halflings, and 200,000 humans) Over the years, the need for more room as forced the townsfolk to chain in two nearby floating islands. One island just so happened to be incredibly mountainous, and had many natural caverns, this island is the source of the Federation's wealth, as they mine all kinds of precious metals and gems from the floating mountains. While Grendar and the Darithian Federation aren't officially at war, skirmishes and piracy abound between the two forces, any official military ships never fire on each other, but unmarked vessels are fair game.

(The Darithian Federation is a bustling floating city.)

This brings us to the last two entries, the Sindarin Crag, and the Floating Glaciers. The Sindarin Crag is the highest floating island on the planet, the highest peaks actually exit the atmosphere and exist in the vacuum of space. There are a few castles and keeps that dot the mountains, no one knows who or what lives there, very few creatures can make it to this island, as it exists in the anti-magic zone.

The floating glaciers are exact;y as they sound... glaciers that float in the sky. There are more of them forming over time. Sometimes a glacier just rips out of the frozen wastes, sometimes snow and ice just coalesce into solid orbs and float in the sky. White dragons, frost elves, frost giants, ice elementals, and all manner of other life attempts to scratch out a living in the cold harsh environment. While there are some small settlements that trade, most creatures hunt, pillage, and grow exceptionally hardy plants in ice caves though for survival.

That concludes the general situation in the skyrealm. I look forward to airship navies battling it out.



“That which does not kill us makes us stronger.”

Friedrich Nietzsche

Tuesday, May 20, 2014

House Rules

Alright... so now that we're getting closer to starting all the main games, I am deciding to place my house rules on a page. This will be getting added too as things come up. First off, if you are a rules lawyer, you will not like me. I am very fast and loose with the rules, I've played all 4 editions of DnD that have come out, and while 3.5 is my personal favorite, I mix and match things pretty constantly. In every DMG ever written, there is a universal rule: the DM is always right. Remember that when playing in Artheria.

We will start with the leveling up rules, I make 1 change here, taken from 4th edition. Every 4 levels, when you add a stat point, you get to add 2 points, they just can't be in the same stat. Example, I have a fighter/wizard who just hit level 4, I add my bonus points into strength and intelligence, but I can't add 2 points to any one stat.

Now onto feats: first off, weapon finesse is substantially more flexible. Almost any weapon you may apply finesse to, including: Any sword weapon, one or two handed, any monk weapon, (including the simple weapons on that chart, like the quarterstaff.) any spear or polearm weapon, any small weapon of any type, (including a small hand axe or hammer.) and any weapon underneath 4 pounds, period. The exceptions are shield bashing and armor spikes, no matter what the weight of the weapon/armor no weapon finesse there. I can describe almost any weapon in a finesse way, looking for weak points in the opponents defense rather than just smashing through them.

Added feats: Exotic weapon (Small Arms), and (Long Arms), Exotic weapon (Explosives), these feats allow you to use all of these weapon types. There are weapon focus and specialization feats for each of these weapon types as well.

There are also two other firearm/explosive feats, Rapid Fire (Firearms) which allow you to use the other firing options on the firearms chart, like 3 shot burst or full auto. The other is Explosives Expert. This feat adds a passive +2 to the save DCs of all artillery and explosive weapons, which increases every 5 levels. The bonus starts at +2, and increases by another +1 every 5 levels. This feat is retroactive. (+6 total at level 20)

Now we move on to my dice rolling house rules: SURGES! This is an incredibly old rule, well over a decade old now, in my sit down games. Should two NATURAL 20s be rolled in a row, you gain an extra awesome ability. This can be anything from the crit bonus increasing to gaining a permanent attack bonus to whatever you are attacking. No matter what, it will be a good bonus. If you roll 2 20's in a row, you will be allowed another roll, to get another 20. The more 20's are rolled, the better the bonus. The best in any game was 4 20's in a row, and the character that rolled that gained favored enemy and electrical resistance. (Permanent bonuses each.)

This goes the same way for critical failures, you can negative surge by rolling multiple 1's in a row. In the trial game the only player that negative surged was a gnome, and that character ended up losing their awesome magi-tek weapon. (It exploded....) The more 1's are rolled, the worse the outcome.

*8/30* Skill rules:

Alright, I've added various skills for piloting (Aeronautics and such, see the Airship post) which will still work fine for the new steampunk/final fantasy/modernish DnD game I'm currently running, but I'm also adding a lot more skills to various classes. In my first game I didn't need to do this because everyone was gestalt, so there were plenty of class skills to go around. This game is not gestalt though, and I'm still giving many skill points to players. (I like a lot of skill points) This has placed some players (Like our fighter and some of our wizards) into quite a predicament. What to do with all these skill points?

Many classes are gaining some class skills now. First off, all classes get spot and listen. It doesn't take special training to teach your eyes and ears to work better. As you go along living, and practice to pick up/observe different things, (AKA gaining experience and using skills) they naturally would be getting better. This isn't just a rogue or druid thing. All classes.

All classes also gain the 'Profession' skill. Profession is essentially a trade or day job that you are/were skilled in before you became an adventurer. Why couldn't a fighter have been an herbalist or a sailor? Why are druids, who spend their lives in the wilds, so commonly Professionals? Another weird one of the core rules. Everyone can take this skill now.

Wizards and Wu Jen now also have Forgery as a class skill, they spend a huge amount of time studying ancient script and translating it, (Decipher Script skill) copying text starts to become 2nd nature if you do that enough.  Wizards also gain Search as a class skill, picked up from all those hours searching through massive libraries for a particular tome or scroll.

Sorcerers, which have been reworked a bit in my games, gain many new skill options. I really like to emphasize the 'rugged' nature of the Sorcerer class, (which is how they're described, just not numerically set up) and as such, Sorcerers get Climb, Jump, Swim, and Survival as class skills. Instead of just getting bluff, they get to choose one single social skill (Bluff, diplomacy, or intimidate) as the social class skill. Some sorcerers are skilled liars, others use their powers to intimidate. This gives the Sorcerer plenty of skill flexibility.

All WARRIOR type classes gain the following skills, Knowledge (Warfare), which is the knowledge of previous battles, formations, and other formal or informal education about warfare and specifically strategy, and survival. Which is the skill of surviving on your own in the elements/wilds/city streets at night. Both of those are now class skills for every fighter type: Paladins, Fighters, Samurai, Swashbucklers, etc.

*10/4/2015* Updates on knowledge skills. Realizing that I need to add some clarification to things here. What are all the new knowledge skills and what do they cover? Here is a list!

Knowledge (Aeronautical Engineering), the knowledge of building and maintaining aircraft of all kinds. Provides synergy bonuses with Profession (Pilot). (Wizard, Bard, Rogue, Magi-tek Engineer, expert and aristocrat only.)

Knowledge (Navigation), the knowledge of cartography for all matter of travel, land, air, or sea. (Wizard, Bard, Rogue, Swashbuckler, Magi-tek Engineer, expert and aristocrat only.)

Knowledge (Warfare), the knowledge of tactics for both small and large scale battles, includes siege weaponry, and battle history. Gives synergy bonuses to Diplomacy in circumstances of negotiating before a battle.

Knowledge (Darkspawn), knowledge of Darkspawn, in their many forms. This is open to all classes.

Knowledge (Royalty and Nobility) is now (Politics), since these are pretty much the same thing.

There is of course History, but there are now two types, Local History, and Ancient History.

*That is good for now, as I think of more this list will be updated.*

*10/8/2015* Skill Expansions and other changes:

Now, as is established by now, I like tweaking a lot of rules and changing things around, I've added many kinds of knowledges and professions, and here is another universal rule: If you want a type of skill that isn't included in the skill list, you can ask me and we will either lump what you are going for in with an existing skill or we will make up a new skill. I like skills a lot, be creative.

Death, Dying, and First Aid:

Heal is an interesting skill as written. It is one of those that you need some ranks in, but not a huge amount. (Not a 'level up every time' type of skill) The reason for that is two fold, one, healing spells are relatively easy to come by in DnD, and two, all the DCs for Heal are set at 15. That is really easy. Even a level 1 character with a +1 wisdom will get that 50% of the time. By the time you're level 4-5 and you have +8-10, that DC 15 is really easy.

I am expanding a few things with this skill, one of which is going to effect everyone. When you are dying, the DC for stabilizing is now 15+ the amount of HP loss, example, if the dying character is at -3 HP, 15 + 3 is 18, so the DC to stabilize would be 18. This goes up to a maximum of DC 25. Yes, 25 at -10. I'm adding 1 extra point of HP for everyone when they are dying.

To augment your healing abilities, you may now purchase 'healing kits' like in Neverwinter Nights. (but not nearly as powerful.) Healing kits come in strengths of +1 to +6, and add that bonus to the heal skill. Healing now has another ability of emergency medical care, (AKA instant healing) this may ONLY be done with a healing kit, and heals damage depending on the result.

Heal result:

>20          None
20-25       1d8 (+ healing kit mod)
26-30       2d6 (+ healing kit mod)
31-35       2d8 (+ healing kit mod)
36-40       3d6 (+ healing kit mod)

You get the idea.

Healing kits have 4 uses per individual kit for +1-3 versions, 5 uses for +4-5, and 6 in the maximized version. Purchase prices are as follows:

Healing Kit +1 is 200 gold, +2 is 400 gold, +3 is 800, +4 is 1600, +5 is 3200, and +6 is 6400.

That covers the upgrades/changes to the heal skill.

Now we move on to Speak Language, which I am completely reworking. As written, you simply spend ranks and gain languages. This is... well... ludicrous. Language is an immensely complex device, and as such I'm implementing a new system for those with this skill, Fluency. A character is fluent in all languages they have at character creation, but it they spend skill points on this skill.

As bards are the only class with this skill open to them, I am changing that now to include all classes. (Like with search and spot) However, we now will include my new fluency system. There are 3 levels of Fluency, basic, conversational, and fluent. Someone with a basic understanding of a language can do simple things, ask for the bathroom or basic directions, what day it is, time it is, and other very basic things. Conversational level means that you know most words that you would use in a day to day fashion, and the characters grip on that particular grammatical structure. At the Fluent level, you can pass for a native of whatever the chosen language is, knowing every word and picking up on the slangs and subtleties of the language.

Each level of Fluency costs 4 skill points to achieve, thus to master a language takes 12 skill points total. I feel this is far more representative of the genuine complication that is language. (Watch my European players that speak 6 languages make fun of me now...)

Spellcraft is our next contestant. I make a few changes to this skill, one, it is whatever your casting stat for the skill modifier, if you're a cleric or druid, wisdom, wizards intelligence, and sorcerers charisma. Spellcraft is the art of identifying and manipulating magical energies. (Spellcraft and Knowledge Arcana provide synergy bonuses to each other.) As written it is used for mainly identifying spells, and counterspelling, and later on, creating and casting spells. (Epic level)

But spellcraft in all my games is far more flexible. It is the art of manipulating your spells. If you want to attempt to do something similar to a metamagic feat that you do not have, (For example, shaping a fireball to avoid your friends) you can attempt this, but the DCs are very high depending on the check, and if you critically fail things will typically go bad for you. This can be done to replicate almost any metamagic feat, if the dice results are high enough.

However, like casting many epic level spells, forcefully manipulating the magical energies that tie the world together can have consequences. Damage to the caster is the most common side effect. EXAMPLE: You attempt to forcibly maximize your fireball. You do not have the required higher spell slots or feat, but you roll super high on your spellcraft check. The spell will be maximized, but the caster will take at minimum 1d6 per level of the spell modified in damage. Say the character maximized a fireball, the back damage would be anywhere from 3d6 to 6d6 depending on the spellcraft roll. (Maximize raises the spell level 3 slots, which is where that range is coming from.)

I think that covers our expanded skills for now.

Now we move onto spells I believe. THIS LIST WILL BE ADDED ON TO AS THE GAME GOES ON!

*8/28/2015: More spell updates, and item class update.

Level 0: Arcane Charge: This very basic cantrip channels raw magical energy into Magi-tek batteries. Many of today's modern conveniences run on crystal batteries that convert magical energy into electrical/heat/other types of energy. This very simple spell adds a single charge to a magi-tek item. (This can only be used to refill magi-tek wands, all you use magic device types out there) Arcane charge has one unique trait, unlike normal spells, that unless aided with a metamagic feat gain nothing by being cast with a higher level spell slot, Arcane Charge provides more item charges the higher level spell slot you use. Level 0 is 1 charge per spell, level 1 is 2, level 2 is 4, 3 is 6, so on and so forth up to 18 charges for a level 9 spell. (Skip ahead to end of post for new item class)

Level 1: Tenser's Floating Disc: This spell was one of the first I ever memorized in original 3rd edition. My Paladin/Sorcerer, Demar, (Aasimar Paladin/Sorcerer/Dragon Disciple.... My first 3.0 edition character ever.) memorized this and magic missile pretty much right away, and I would fly around on my floating disc riding it like a surfboard, I even made a 3rd level 'Fly' Equivalent called 'Demar's Flying Disc' that was in essence a slightly faster fly spell on the disc instead of on yourself. (Ok... adding that spell now...)

Anyway, back on point, Tenser's Floating Disc functions better than it is listed in the PHB. It acts as a telepathically controlled disc that can move as you will in the spells range, (Which is close range, or 25 +5 ft. every 2 levels) with the following limitations: It must stay within 5 feet of a solid wall-like structure, thick tree, etc. allowing it to act like a limited levitate spell. If you are not riding it and controlling it, you may move it at will, as long as it stays in your range.

Level 1: *New* Shocking Grasp: This is a touch spell, and it is 1d6 per level. This spell just isn't good enough to be really viable, the acid/flame/etc. orb spells do better damage at range. What were they thinking? This spell now does 1d8 per level, max 5d8 at level 5.

Level 1: *New* Lesser Orb of Fire/Sonic/Acid/etc.: All these spells, like stated above, are too powerful. 1d8 every two levels, like magic missile, at range. When these came out, especially sonic orb, every spell caster I knew was like, "Fuck burning hands/magic missile/etc. Gimme those." These are all now reworked: they are all 1d6 per two spell levels, require a ranged touch attack, but if they hit, each one has a status effect. Fire and Acid: Reflex save or half damage the following round. Cold: Fortitude save vs. Slow, Sonic and Lightning: Will save vs. Daze.

There, now they are different from magic missile, and better in some ways, not as good in others. (Magic missile ALWAYS hits, and on average will be around the same damage. But no status effect possibility.)

Level 2: Flaming Sphere: This spell is nice in the sense that it lasts multiple rounds and allows you to light people on fire.... but the 2d6 damage is really underpowered. At level 5 Burning Hands does 5d4 damage, (5-20) and this is stuck at 2-12.... so I'm enhancing it with an additional d6 every 5 caster level. (Max 5d6 at level 15)

Level 3: *NEW SPELL* Demar's Flying Disc:  This spell functions like a mixture of Fly and Tenser's Floating Disc. It creates a 5 ft. radius disc (+1 ft. per 4 caster levels) that moves at a rate of 60 ft. with a light load, 40 ft. with a medium or heavy load. The light load for the disc is 150 pounds per caster level, and the maximum allowed weight is 300 pounds per caster level. This can carry multiple characters, but a creature (like a dragon) can knock you off the disc.

Level 9: Time Stop: This spell was an absolute necessity in 2nd edition, or more importantly, Baldur's Gate II. This spell pretty much gives you 1d4+1 rounds to do whatever summoning spells and buffing spells you want. That sounds kind of nice... except in 2nd edition you had no limits on what you could do. You could spend 1d4+1 rounds casting fireballs and hitting them with your Kensai/Mage's Dual wielded Flail of the Ages +5 and Mace of Disruption +6... not that I've ever done that before. The books version in 2nd edition creates a zone where time completely stops and only the wizard may act. I am changing the spell to that version. You stop time in a 100 foot radius, and you can do anything that you want for 1d4+1 rounds. Cast any spell you want, all the quickened fireballs/chain lightnings/meteor swarms you can muster, they all go off once the spell goes off. Should someone outside of the sphere shoot an arrow or a spell into it, it stops once it hits the outer edge. This grants the wizard a +4 reflex save/ac/whatever once the spell fades. Time Stop is the end all be all of wizard might. Certain creatures are immune to this effect, like abominations or demi-gods.

*Prestige Class Changes*
Dragon Disciple: I hate the bonus spells, so I'm changing this to +1 spell level every odd numbered level, 1,3, 5 etc.
Green Star Adept: This classes spell progression is now 7/10ths, so every level except 2, 6, and 10.

*New Item Types: Magi-tek Convenience Items*

The modern era has many advantages that the standard DnD realm could never dream of. The current technological breakthrough in human civilization is magi-tek batteries. Rechargeable crystals that convert magical power into energy. This has all manner of applications, from portable radios, to skillets and plates that heat themselves. Glasses that can keep your drink always cold, wheels for your car or carriage with integrated levitate charges for those rough patches of road. (or that small river!) Overall, practically any minor enchantment can be found on any type of minor object. (Ropes and hoses that wind and unwind themselves, lanterns that require no oil, so on and so forth.)

Obviously, technology like that has all manner of military applications. The Military, (Led by the Emperor) The Templar, and the Ministry are rumored to have many secret weapons powered by magi-tek batteries, but their existence is classified, and black market trading is one of the few things all enforcement, local police, and the military will collaborate on. Stealing an arcane powered machine gun loaded military grade Golem is a surefire way to get on the top of the Empire's 'most wanted' list instantly.

Cost for these items ranges, but it is always AT LEAST base item cost + 15gp. (Example, I want a Hooded lantern that I can turn off and on at will, and has no oil, and works underwater, and has a built in radio for shits and giggles. The base cost is 7gp, then to make it arcane powered adds 15gp, then to make it waterproof with a radio adds another 15gp for each 'added use' it gives. As such, this waterproof arcane battery powered radio is 7gp + 45gp, or 52gp.

Arcane powered items are one of the most regulated pieces of technology in the empire... but recently becoming some of the most popular for day to day use.



And with that, I think this little post is done.

"Change is the law of life. And those who look only to the past or present are certain to miss the future."
John F. Kennedy