Blog Archive

Showing posts with label Gravity. Show all posts
Showing posts with label Gravity. Show all posts

Thursday 28 February 2019

Gravity Domain

Can't really remember if I posted this before. But here we go!


Gravity Domain
Granted Powers: You can increase or decrease an object’s weight by 50%; you can use these abilities a total number of times per day equal to 3 + your Charisma modifier.


0. Minor Gravity Resistance
1. Delay Gravity
2. Increased Gravity
3. Negate Gravity
4. Gravity Arc
5. Null Gravity
6. Centre of Gravity
7. Reverse Gravity
8. Gravity’s Full Weight
9. Gravity Well


Minor Gravity Resistance
Transmutation
Level: Clr 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 free action
Range: Medium (100 ft. + 10 ft./level)
Targets: One Large or smaller freefalling object  
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
An object no heavier than ten pounds will float in midair. The caster can move the object by grasping it and moving it normally, but when they take their hand off the item, it will stay put. If another creature moves the object, it will move as normal, but, the spell end. Used by some spellcaster while drinking in pubs, or for reading spells from scrolls.


Delay Gravity
Transmutation
Level: Clr 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 swift action
Range: Medium (100 ft. + 10 ft./level)
Targets: One Large or smaller creature  
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
This spell leaves the target hanging in midair, for the subject is temporarily immune to the effects of gravity. Unless they are able to touch an object to direct their movement, or until acted upon by another creature or force (rope, weapon, etc) the subject is unable to move from their suspended position.


Increased Gravity
Transmutation
Level: Clr 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One Large or smaller freefalling object  
Duration: 1 min/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
This spell increases the effects from gravity, making it difficult to move. Any creature that fails it's saving throw, will have their movement reduced by ten however it can never less than 5 ft per round. It also imposes a -5 skill penalty on all movement or dexterity based skills. All missile attacks will likewise take a -2 penalty during this period. The caster affects an additional person for every three caster levels.


Negate Gravity
Transmutation
Level: Clr 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (20 ft. + 5 ft./level)
Targets: One Large or smaller freefalling object  
Duration: 10 min/level
Saving Throw: None
Spell Resistance: Yes
This spell negates gravity, or more specifically the effects of weight on any one object or all objects within a 10 feet radius as designated by the caster. The original weight affected can be no more than 100 pounds per caster level. The spells seems to be designed to assist adventurers in the looting of lairs. This spell will not reduce weight for the effects of other spell limits, such as the listed weight for teleportation. Objects affected by this spell also inflict no damage if thrown or if it falls on a creature. The material component for casting this spell is a one pound or heavier paperweight which is destroyed in the casting.


Gravity Arc
Telekinesis
Level: Clr 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 swift action
Range: Medium (100 ft. + 1 ft./level)
Targets: One Large or smaller object  
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell enables manipulation of a moving object’s gravity by increasing or decreasing its speed. If an item is sped up, such as an arrow or rock, the damage inflicted is multiplied by 1.5 and any reflex save to avoid is increased in difficulty by +4.  If used to slow an item down, it will either half damage or add +4 to a reflex saving throw as the danger becomes much easier to avoid, whichever the manifester chooses. Only objects, which have no natural means of movement, can be affected by this power, living creatures, undead or constructs are immune to the effect. The caster can affect any one object for the duration of the spell; but if they do so, they are unable to cast another spell that round as it requires all of their focus.


Null Gravity
Transmutation
Level: Clr 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 1 ft./level)
Area: Up to one 10-ft. cube per two levels (S)
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No
This spell creates an area where the effects of gravity are nullified, there is no up or down in this area of weightlessness. Objects less than twenty pounds, not affixed will start to float upwards. Creatures immediately feel lighter in weight, they gain +20 to all movement based skills (jump, climb, balance, etc). Creatures who jump for height reach their maximum height but will then hang in the air. Creatures moving in a downward direction have the effects of a featherfall spell on them. If caught midair, they are affected as if a delay gravity spell has been cast on them.  While useful in an outdoor setting, inside a building or in an underground setting the spell is devastating effect; as characters can jump off the walls or ceiling, using their momentum to inflict greater damage, or to attack and then jump upwards to get away!


Centre of Gravity
Transmutation
Level: Clr 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (200 ft.+100 ft / 3 levels higher than 12)
Area: Up to one 10-ft. cube per two levels (S)
Duration: 1 round/level
Saving Throw: None; see text
Spell Resistance: No
This spell changes the flow of gravity, instead of everything falling down, objects “fall” towards a centered point of gravity as defined by the spellcaster at the rate of 60 feet per round, even if they have to fall upwards to do so. This point must be a stationary point or person within the range of the spell. Objects of less than 20 pounds will automatically move towards the centre of gravity. Provided it has something to hold onto, a creature caught in the area can attempt a reflex save to secure itself when the spell effect happens.
Creatures gain their size adjustment to resist the effect of this spell.
If this spell is centered on a person, the subject gets a will save to avoid the effect. If cast on a creature, the feel no negative effects from gravity, however, they will take 1d10 damage from random debris hitting them. If weapons or animals fly towards them, adjudicate normally.
The spellcaster is immune to the effects of this spell for the first round only, after that point however, they can grab onto an object to prevent themselves from falling. Bracing yourself and not moving will give a +4 to a creature’s reflex saving throw.  Any round, when a creature or object is not fully tethered, they risk making the reflex check to avoid being dragged towards the centre point. Any round a character moves faster than 1/3 their normal base speed they must make an additional reflex check. Creatures who can fly or levitate can keep themselves from falling; but if they move more than 1/3 their normal fly speed, they must make the save.
There is nothing intrinsically dangerous or lethal about this spell, creatures or objects are simply forced to move towards the center of the gravity well; however, a cunning a spellcaster will position the centre of gravity down a pit where spikes, poisonous snakes or much worse awaits.
The material component for casting this spell is a small iron ball which is dropped; when the ball hits the ground the spell is cast. If the ball is caught or is prevented from hitting the ground/floor, the spell is effected negated.


Reverse Gravity: 7th lev Spell (see SRD for more details)


Gravity’s Full Weight
Transmutation
Level: Clr 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Close (20 ft. + 5 ft./level)
Targets: One Large or smaller freefalling object  
Duration: Permanent
Saving Throw: Fort Negates
Spell Resistance: Yes
This spell increases a creature and all the objects they weigh 500%, preventing most creatures from either using weapons or even moving.  This spell is often cast when their target is in water or ice, causing them to crash downwards. The material component for this spell is a bullette scale.


Gravity Well
Transmutation
Level: Clr 9, Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: 300 ft radius
Duration: Three Rounds
Saving Throw: None; see text
Spell Resistance: Yes
This spell changes the flow of gravity, similar to centre gravity, except the new gravity point is within a planar gate, and anything that fails their saving throw gets thrown into a random spot on a new plane as designated by the spellcaster. Objects of less than 20 pounds will automatically move towards the centre of gravity. Provided it has something to hold onto, a creature caught in the area can attempt a reflex save to secure itself when the spell effect happens. Creatures who can fly or levitate can gain no advantage from their flight.  Creatures gain their grapple size adjustment to resist the effect of this spell.
Characters bracing themselves and not moving will give a +4 to a creature’s reflex saving throw.  Any round, when a creature or object is not fully tethered, they risk making the reflex check to avoid being dragged towards the centre point. Any round a character moves faster than 1/3 their normal base speed they must make an additional reflex check to avoid being lost to the force of gravity. The spellcaster and anyone touching the spellcaster for the full three rounds are immune to the effects of this spell; but if the touch ends for a moment, the creature must make a saving throw as normal.
The material component for casting this spell is a small ball comprised of a material from the plane that the spell would send their victims to, otherwise, this spell material works the same as the centre gravity spell.


-------------------------------------------

On a sidenote, I used swift action and not free action because of a decision my players and I made together. Spells, like featherfall, should be considered swift, because you can cast them when it’s not your turn but this also prevents you from being able to cast more than one spell a round. If the general feeling among the critics on this board is that it should be left as a free action, I will make the change!

Thursday 29 November 2018

Grey Dwarves (or Gravity Dwarves) plus Trel Magical Ore

Have long used the fantasy trope of clouds as islands in the sky. These grey dwarves are the major inhabitant. They mine a white ore in the clouds, that enables levitation.

Grav   (Grey or Gravity or Cloud Dwarves)
Medium Sized Humanoids

Hit Dice:                         2d8+6 (17 hp)
Initiative:                        -1
Speed:                             20*
AC:                                 20 (+3 natural, +1 size, +2 Shield, +5 Breastplate), 14 Touch, 17 Flat
Base Attack/Grapple:     +2
Attack:                            Hammer +6 (1d10+3), Heavy Crossbow +2 (1d8)
Special Attacks:              Mass Manipulation, Psionics
Special Qualities:            Low-Light Vision
Saves:                              Fort  +5  Ref  -1   Will  +1
Abilities (Soldier)           Str 16, Dex 7, Con 17, Int 10, Wis 12, Cha 10
Typical                            Appraise +3, Craft (Stonecutting) +3, Craft (Mining) +3, Perception +3
Feats:                              Weapon Focus (Hammer); Stone Interaction (+5 skill bonus)
Climate/Terrain:              Cloud Isles
Organization:                   Patrol (2-7), Army (20-50), Town (500-2000)
Challenge Rating:            2
Treasure:                          Double Standard
Alignment:                       Lawful Neutral
Advancement Range:       By Class

Gray skinned dwarves, three feet tall and almost as wide, with short white beards that are over 300 pounds. Most wear light metal armor, and use either a pick or hammer for both their work and combat weapon.

Grav are best known as reclusive cloud miners, who exclusively control trel production which is a magical ore that gives the wielder levitation properties. These psionic creatures can manipulate gravity, to levitate or featherfall almost at will. When the grav are transporting their goods they become targets of raiders, so they often look to hire adventuring companions.

Society: Grav society is extremely codified; every citizen knows their exact duties.  Leaders are chosen at birth based on exhibiting greater psionic talents. They are taken away for instruction by the elder counsel, never knowing their birth families only the responsibilities that come with prestige and political power. Nobility or societal rank is rarely hereditary, higher level military station comes from success in battle, similarly, higher social rank comes from action, wealth and fame. Grav give nothing away, those who have something, have it because they earned it.

Those of the lower class usually take one of two roles: soldier or miner. Both are dangerous jobs, however, everyone in grav society has the possibility to advance upward due to performance. They may have little money, but they are a content lot and few grav would ever disobey their elders. Like their land based kin, grav enjoy pints of mead, and it is a little nervy to witness dozens of them drinking together in near perfect unison, no planned co-ordination but their natural instincts taking over.

While friendly, Grav rarely do well with strangers. They don't understand things like artistic expression that doesn't fit into pre-determined functional slots. But what many non-Grav often find most surprising is that for a codified society, they have little fear about expressing themselves or their ideas. All Grav are free to express themselves and to question the reasons for decisions their elders make, the only difference is once a group or society makes a decision, few Grav ever question it, as they trust each other.

Combat They fight using psionics to control the weight of the weapons and armor foes use, making it impossible to wield in battle or strong enough to move more than a few feet without extreme effort. Grav often grapple foes and drag them off a cliff or mountainside then safely levitating back up. They concentrate on an enemies leaders or spellcasters. Grav soldiers never surrender and willingly sacrifice their lives.

Psionics:
Miner or Soldier: mass manipulation (self) PSP: 5  (by HD)
Noble: mass manipulation, phobia amplification (heights), levitate; PSP: 15 (3 HD minimum)


Grav as Characters
+2 Constitution, +2 Strength, -4 Dexterity
Bonus Feat: Weapon Focus (Hammer)
Speed: 20 (15 in armor)
+1 Natural Armor Bonus / 3 HD or class levels
Fighter is the preferred class for soldiers;
Psion for Nobles.
Psionics: +5 PSP, Mass Manipulation

Trelline (Trel) is one of the base magical metals on Nyssa. It is mined almost entirely by the Grav dwarves in the clouds above the land. It is a pure white stone, with small cracks on its surface. The Grav must go into the deepest parts of the cloud to obtain the ore. With a processed piece of Trel, upon concentration, the user can slowly levitate upwards - speed and distance depends upon the user. Their communities are based on permanent cloud isles that must mine for Trel, they need to go to new clouds, find a line and do their work to extract the ore. Unlike traditional ground ores, Trel is always being naturally generated in new clouds. Clouds have a centralized gravity, meaning down is towards the cloud centre base.