https://www.dandwiki.com/w/api.php?action=feedcontributions&user=OptimizationFanatic&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T15:09:02ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=D%26D_Wiki:Requests_for_Adminship/Lord_Dhazriel&diff=291505D&D Wiki:Requests for Adminship/Lord Dhazriel2008-11-06T04:29:57Z<p>OptimizationFanatic: </p>
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<div>===[[Requests for Adminship/Lord Dhazriel|Lord Dhazriel]]===<br />
'''[{{fullurl:Requests for Adminship/Lord Dhazriel|action=edit}} Voice your opinion]'''<br />
'''(4/0/0) 100% Approval; Ending (MDT)'''<br />
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Im nominating myself because I feel the wiki need more administrators and I feel I can personally fill the position. I have a good mastery of DnD Rules and have a huge respect for the wiki policies. I have made a rational number of contributions also. <br />
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:Candidates Prelude<br />
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;Questions for the candidate<br />
Dear candidate, thank you for offering to serve D&D Wiki in this capacity. Please take the time to answer a few generic questions to provide guidance for voters:<br />
:'''1.''' What sysop chores do you anticipate helping with? Please read the page about [http://en.wikipedia.org/wiki/Wikipedia:Administrators administrators] and the [http://en.wikipedia.org/wiki/Wikipedia:Administrators%27_reading_list administrators' reading list] on Wikipedia before answering.<br />
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::'''A:''' I would delete hopeless stub, this come handy when a name is taken and you have a awesome class but every name is taken (happened to me a lot in fact). Most of the time the used name is a stub, sadly. I would also help formatting, and reverse vandalism (ive seen many, in fact once someone took a whole creation of mine [[Warwhip (DnD Equipment)|Warwhip]] and vandalizing it beyond recognition and even going as far as erasing my name and putting his). Im pretty sensible toward vandalism and spam, there nothing like working and finishing a project your proud of, but vandal damage your creations and sometime it take time before you realize it. I want to avoid banning people, preferably I would like to ignore this option unless absolutely necessary. <br />
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:'''2.''' Of your articles or contributions to D&D Wiki, are there any with which you are particularly pleased, and why?<br />
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::'''A:''' Many of my contributions, in fact most of them. If I had to choose, I would say my new Tome of the Occult, not yet finished but im working on it regularly. Also many unfinished project of mine (I will eventually complete most of them, other will be deleted.) I have made a load of races, templates, classes, deities and Prestige Classes. I would say one of my best completed work is the [[Lotus Disciple (DnD Prestige Class)|Lotus Disciple]]<br />
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:'''3.''' Have you been in any conflicts over editing in the past or do you feel other users have caused you stress? How have you dealt with it and how will you deal with it in the future?<br />
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::'''A:''' Some minor conflict on two occasion: The first was all my fault but it wasn't really a conflict, it was over the amazon, but as I said I was the one who was wrong here. The other was one Frank and K PrC, The boneblade reaper, where I argued with Surgo about the balance of the class. But I have good relation with both users and there was no real conflict, more like harmless arguing. I know how to keep my cool, especially when Stalking Ranger, a user who vandalized some page long time ago insulted me (well I guess, I still don't understand what he said) when I confronted him about his vandalism. <br />
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;General comments<br />
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I acknowledge the fact im not the best user on the wiki, but in my humble opinion I contributed nicely.<br />
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<!-- IMPORTANT: Only registered D&D Wikians may comment in the "support", "oppose" or "neutral" sections. Non-registered users or editors who are not logged in are welcome to participate in the "comments" and "questions" sections. --><br />
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'''Discussion''' <br />
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'''Support'''<br />
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* '''Support:''' I support Lord Dhazriel for his hard work on D&D Wiki. His knowledge of the rules and materials of D&D as well as having an excellent grasp on wikiformatting and longstanding record of contribution here make him a prime candidate for adminship. His objective spirit and constant attention also work in his favor. With the few number of admins on the wiki daily, and the great number of edits per day, Lord Dhazriel is certainly ready to take on the extra bit of work and responsibility that comes with the position. I can't think of a better candidate for the job. --[[User:Ganteka|Ganteka]] 19:18, 4 November 2008 (MST)<br />
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* '''Support:''' Lord Dhazriel has proven himself to be highly competent and skillful. He knows the rules of D&D well, and has proven both productive and enthusiastic in what he has posted on this wiki. I am sure that he will be an excellent admin. --[[User:Noname|Noname]] 20:21, 4 November 2008 (MST)<br />
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*'''Support''' I too support LD. He's posted a number of tasty articles (a few of my favorite being the [[Tome of the Occult (DnD Other)|Tome of Occult]], the [[Senali Hunter (DnD Prestige Class)|Senali Hunter]] prestige class, and the [[Little Brother/Sister (DnD Trait)|Little Brother/Sister]] trait), and he's a truly excellent DM. --[[User:Risek|FREAKshow]] 20:29, 4 November 2008 (MST)<br />
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*'''Support:''' Ganteka's comment speaks for itself. — [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 21:29, 5 November 2008 (MST) <br />
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'''Oppose'''<br />
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'''Neutral'''<br />
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[[Category:Admin Request]]</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=Talk:The_Wish_and_the_Word_(3.5e_Optimized_Character_Build)&diff=290036Talk:The Wish and the Word (3.5e Optimized Character Build)2008-11-01T05:02:01Z<p>OptimizationFanatic: </p>
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<div>Sublime Chord doesn't work the way listed. A sublime chord adds their SC caster levels to their existing arcane class, if there is more than one, they choose one of them. -- Draco18s [[User:144.118.51.195|144.118.51.195]] 15:42, 13 October 2008 (MDT)<br />
:This has been brought up before, and addressed before, and has also been noted: various erratas since will force a few changes to the build. [[User:Surgo|Surgo]] 18:03, 13 October 2008 (MDT)<br />
::Indeed. These are possibly the most controversial builds found, although they worked at the time of writing them. WotC, however, errataed them out of existence, so far as I can remember. — [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 23:02, 31 October 2008 (MDT)</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=D%26D_Wiki:Requests_for_Adminship/Ganteka&diff=290028D&D Wiki:Requests for Adminship/Ganteka2008-11-01T04:38:12Z<p>OptimizationFanatic: </p>
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<div>===[[Requests for Adminship/Ganteka|Ganteka]]===<br />
'''[{{fullurl:Requests for Adminship/Ganteka|action=edit}} Voice your opinion]'''<br />
'''(6/0/0) 100% Approval; Ending 3:00 (PM), 3 November 2008 (MDT)'''<br />
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I am Nominating Ganteka because he seem to fit adminship pretty well, as well as being a formitable contributor. He create a lot of nice races, classes and gods as well as helping with formatting, adopting pages and adding various template and footers to page. He is an active user, every day on the tavern --[[User:Lord Dhazriel|Lord Dhazriel]] 14:10, 27 October 2008 (MDT)<br />
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:Candidates Prelude<br />
<br />
;Questions for the candidate<br />
Dear candidate, thank you for offering to serve D&D Wiki in this capacity. Please take the time to answer a few generic questions to provide guidance for voters:<br />
:'''1.''' What sysop chores do you anticipate helping with? Please read the page about [http://en.wikipedia.org/wiki/Wikipedia:Administrators administrators] and the [http://en.wikipedia.org/wiki/Wikipedia:Administrators%27_reading_list administrators' reading list] on Wikipedia before answering.<br />
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::'''A:''' Ah, well, I'm all for trying to keep the D&D Wiki clean and trim. I've already put a lot of hours searching through [[Special:Ancientpages|the old pages]], [[Special:Lonelypages|orphans]] and [[Special:TrueOrphans|true orphan]] pages, adopting many pages, fixing poor forgotten articles. Admin rights would be good for deleting those pesky needless redirects, and unfinished forgotten pages. As an admin, I'd probably just keep doing what I'm doing now, helping people out in [[Special:TheTavern|The Tavern]], commenting on articles as much as I can, and helping out new users with formatting. <br />
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:'''2.''' Of your articles or contributions to D&D Wiki, are there any with which you are particularly pleased, and why?<br />
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::'''A:''' Oh my... well, I guess with all the time and effort I've poured into the [[Grim (DnD Class)|Grim]] class, I'd have to go that one. Though, I'm also fond of the [[Einherjar (DnD Race)|Einherjar]] race I adopted for its simple clarity.<br />
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:'''3.''' Have you been in any conflicts over editing in the past or do you feel other users have caused you stress? How have you dealt with it and how will you deal with it in the future?<br />
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::'''A:''' Yeah, saddly, with the [[Quicklings (DnD Race)|Quicklings]] which were put up for deletion, I did get into a bit of a problem with [[User:Machine X|Machine X]] about the direction the race went. Thankfully, with a compromise (and keeping near to the original as a variant), that was taken care of. Yeah, since its always a matter of give and take about an article, leaving comments on the discussion page (using MoIs as needed, or talking in the [[Special:TheTavern|The Tavern]]) has worked well for coming to solutions.<br />
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;General comments<br />
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Until about a day ago, I wasn't sure if I'd make a good admin (as there are other frequent users with a greater grasp of both formatting and D&D rules), but after reading up on it, it really does seem to suit me.<br />
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<!-- IMPORTANT: Only registered D&D Wikians may comment in the "support", "oppose" or "neutral" sections. Non-registered users or editors who are not logged in are welcome to participate in the "comments" and "questions" sections. --><br />
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'''Discussion''' <br />
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'''Support'''<br />
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* '''Support:''' I support Gan because he has always been there to give me advice when my creations are falling apart, or to fix the pages of those who have abandoned them.-[[User:Risek|FREAKshow]] 14:16, 27 October 2008 (MDT)<br />
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* '''Support:''' I support Ganteka for all reason I listed above. --[[User:Lord Dhazriel|Lord Dhazriel]] 14:18, 27 October 2008 (MDT)<br />
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* '''Support:''' The same here. I have seen nothing but positive edits from Ganteka. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 15:20, 27 October 2008 (MDT)<br />
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* '''Support:''' Ganteka is always a helpful user in the tavern, welcoming IP users when they enter an always offering help (just look at the Tavern history and search for "Welcome to the Tavern" ''':)'''. He has undertaken a project to improve 3.5 race pages, and it has been going very well. I think he would well represent the D&D Wiki community so I am in full support. --[[User:Aarnott|Aarnott]] 16:27, 27 October 2008 (MDT)<br />
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* '''Support''': He's a cool dude. Anyone who can help delete useless/pointless pages is always welcome. And it isn't like Ganteka is untrustworthy or anything. He's a good guy, and I see no reason to oppose. [[User:Surgo|Surgo]] 18:51, 28 October 2008 (MDT)<br />
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* '''Support''': I havn't seen much of his work myself (I'll keep my eye open from now on though!), but his answers to the above questions show that he is good admin material, what I have seen is good, and having another admin would be good. --[[User:Sam Kay|Sam Kay]] 13:34, 30 October 2008 (MDT)<br />
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* '''Support''': Ganteka's a great user, honestly. Helpful, always, and just a good all-around guy. — [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 22:38, 31 October 2008 (MDT)<br />
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'''Oppose'''<br />
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'''Neutral'''<br />
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'''Support'''</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=UA:Sanity&diff=279357UA:Sanity2008-09-04T00:04:53Z<p>OptimizationFanatic: </p>
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<div>{{OGL Top}}<br />
<br />
=Sanity=<br />
<br />
This variant system allows you to introduce an element of dark horror into your d20 game. In campaigns using these rules, characters gain a new attribute called Sanity. This statistic functions like an ability score in some ways, but it has its own unique mechanics that represent the character’s descent from a stable and healthy mental state into confusion, dementia, and mental instability. As a character encounters monsters, witnesses horrible acts, masters forbidden knowledge, or casts spells, his Sanity score, and his corresponding ability to function as a normal member of his race, deteriorates. This gradual descent is balanced in part by the powers that characters gain each time they overcome a horrific foe or grow in skill and expertise, but even as those characters grow in power, they know or fear that an even greater peril lies ahead—the threat of becoming permanently insane.<br />
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===Behind the Curtain: Sanity===<br />
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Because it affects the way that characters interact with the creatures and objects that they encounter on their adventures in many different and profound ways, this variant, perhaps more than any other in Unearthed Arcana, can alter the entire feel of a campaign. If you adopt this variant in your campaign, the largest change will most likely be one of tone (this applies to an even greater extent if you adopt the entire Cthulhu Mythos that the variant is based on).<br />
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As in the Call of Cthulhu Roleplaying Game, characters feel more vulnerable, for no matter how powerful they become, the dark gods are always greater. Religion is not only a source of comfort or succor, but also a dangerous enemy. (In those games that use the Cthulhu Mythos, religion seldom provides any succor at all.) Characters are suspicious, even paranoid, for a seemingly innocent commoner could secretly serve a cult. And yet, with such dark challenges come the opportunities for greater heroism.<br />
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==What Is Sanity?==<br />
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Sanity is the natural mental state of ordinary life. Normal mental balance is endangered when characters confront horrors, entities, or activities that are shocking, unnatural, and bewildering. Such encounters cause a character to lose points from his Sanity score, which in turn risks temporary, indefinite, or permanent insanity. Mental stability and lost Sanity points can be restored, up to a point, but psychological scars may remain.<br />
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Insanity occurs if too many Sanity points are lost in too short a time. Insanity does not necessarily occur if Sanity points are low, but a lower Sanity score makes some forms of insanity more likely to occur after a character experiences an emotional shock. The character’s Sanity may be regained after a few minutes, recovered after a few months, or lost forever.<br />
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A character may regain Sanity points, and even increase her Sanity point maximum. However, increasing a character’s ranks in the Knowledge (forbidden lore) skill always lowers her maximum Sanity by an equal amount.<br />
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==Forbidden Knowledge==<br />
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The Sanity rules assume that some knowledge is so alien to human understanding that simply learning of its existence can shatter the psyche. While magic and nonhuman races form an everyday part of a d20 character’s life, even a seasoned adventurer cannot conquer or understand some things. Knowledge of these secrets and creatures is represented by a new skill that goes hand in hand with a character’s Sanity score: Knowledge (forbidden lore).<br />
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This type of knowledge permanently erodes a character’s ability to maintain a stable and sane outlook, and a character’s current Sanity can never be higher than 99 minus the modifier the character has in the Knowledge (forbidden lore) skill. This number (99 minus Knowledge (forbidden lore) ranks) is the character’s maximum Sanity.<br />
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===Knowledge (Forbidden Lore) (None)===<br />
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You know That Which Should Not Be Known. You have had horrible supernatural experiences and read forbidden tomes, learning truly dark secrets that have challenged everything you thought you knew. Since these revelations defy logic or commonly accepted fact, it does not matter how intelligent or wise you are when using this skill—only how much exposure to these dark secrets themselves you have experienced.<br />
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'''Check'''<br />
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Answering a question about the horrible deities and secrets that lurk at the edges of reality has a DC of 10 (for really easy questions), 15 (for elementary questions), or 20 to 30 (for difficult or really tough questions). Unlike in other fields of study, there are almost no really easy questions associated with this dark knowledge.<br />
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You can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s HD. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, the DM can give another piece of useful information.<br />
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The DM can decide which monsters are subject to the Knowledge (forbidden lore) skill and which monsters are subject to one of the standard Knowledge skills. For example, the DM may rule that Knowledge (the planes) is still the relevant skill for learning or knowing about outsiders, rather than allowing them to be identified by Knowledge (forbidden lore). However, in most campaigns that use the Sanity variant, aberrations and oozes should be able to be identified by Knowledge (forbidden lore) rather than by Knowledge (arcana) and Knowledge (dungeoneering) respectively.<br />
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'''Action'''<br />
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Usually none. In most cases, making a Knowledge check doesn’t take an action—you simply know the answer or you don’t.<br />
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'''Try Again'''<br />
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No. The check represents what you know, and thinking about a topic a second time doesn’t let you know something that you never learned in the first place.<br />
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'''Special'''<br />
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You cannot gain ranks in this skill by spending skill points. You can only gain ranks by reading forbidden tomes or having experiences with horrible creatures. Each rank you gain in this skill permanently reduces your maximum Sanity by 1 point: The more you know about the horrible truths underlying reality, the less capable you are of leading a normal life.<br />
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A character’s first episode of insanity (that is, an occurrence of temporary or indefinite insanity) bestows 2 ranks in the Knowledge (forbidden lore) skill, thereby lowering his maximum Sanity by 2 points. Each time a character fails a Sanity check and endures another episode of insanity, he gains an additional rank in Knowledge (forbidden lore).<br />
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For example, an elven wizard has 1 rank of Knowledge (forbidden lore) after reading a strange manuscript. She then steps outside, sees a chaos beast, and goes indefinitely insane, her raving mind failing to understand the strange creature she has encountered. Since she has never gone insane before, her player adds 2 ranks of Knowledge (forbidden lore) to an elven wizard’s character sheet. Now an elven wizard’s Maximum Sanity is 96 (99 minus 3 ranks of Knowledge (forbidden lore)).<br />
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You cannot take the Knowledge (forbidden lore) skill during character creation. However, the skill has no maximum rank; your level does not limit the number of ranks in Knowledge (forbidden lore) that you can acquire.<br />
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==Sanity Points==<br />
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Sanity points measure the stability of a character’s mind. This attribute provides a way to define the sanity inherent in a character, the most stability a character can ever have, and the current level of sane rationality that a character preserves, even after numerous shocks and horrid revelations.<br />
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Sanity is measured in three ways: starting Sanity, current Sanity, and maximum Sanity. Starting and current Sanity cannot exceed maximum Sanity.<br />
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===Starting Sanity===<br />
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A character’s starting Sanity equals his [[SRD:Wisdom|Wisdom]] score multiplied by 5. This score represents a starting character’s current Sanity, as well as the upper limit of Sanity that can be restored by the Heal skill (see The Heal Skill and Mental Treatment, later in this section). After creation, a character’s current Sanity often fluctuates considerably and might never again match starting Sanity. A change in a character’s [[SRD:Wisdom|Wisdom]] score changes his starting Sanity in terms of what treatment with the Heal skill can restore. Current Sanity, however, does not change if [[SRD:Wisdom|Wisdom]] rises or falls.<br />
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===Current Sanity===<br />
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A character’s current Sanity score fluctuates almost as often as (and sometimes much more often than) his hit points.<br />
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====Making a Sanity Check====<br />
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When a character encounters a gruesome, unnatural, or supernatural situation, the DM may require the player to make a Sanity check using percentile dice (d%). The check succeeds if the result is equal to or less than the character’s current Sanity.<br />
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On a successful check, the character either loses no Sanity points or loses only a minimal amount. Potential Sanity loss is usually shown as two numbers or die rolls separated by a slash, such as 0/1d4. The number before the slash indicates the number of Sanity points lost if the Sanity check succeeds (in this case, none); the number after the slash indicates the number of Sanity points lost if the Sanity check fails (in this case, between 1 and 4 points).<br />
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A character’s current Sanity is also at risk when the character reads certain books, learns certain types of spells, and attempts to cast them. These Sanity losses are usually automatic (no Sanity check is allowed); the character who chooses to undertake the activity forfeits the indicated number of Sanity points.<br />
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In most cases, a new Sanity-shaking confrontation requires a new Sanity check. However, the DM always gets to decide when characters make Sanity checks. Confronting several horribly mangled corpses at one time or in rapid succession may call for just one Sanity check, while the same corpses encountered singly over the course of several game hours may require separate checks.<br />
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====Going Insane====<br />
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Losing more than a few Sanity points may cause a character to go insane, as described below. If a character’s Sanity score drops to 0 or lower, she begins the quick slide into permanent insanity. Each round, the character loses another point of Sanity. Once a character’s Sanity score reaches -10, she is hopelessly, incurably insane. The Heal skill can be used to stabilize a character on the threshold of permanent insanity; see The Heal Skill and Mental Treatment, below, for details.<br />
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A DM’s description of a Sanity-shaking situation should always justify the threat to a character’s well-being. Thus, a horde of frothing rats is horrifying, while a single ordinary rat usually is not (unless the character has an appropriate phobia, of course).<br />
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====Maximum Sanity====<br />
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Ranks in the Knowledge (forbidden lore) skill simulate a character’s comprehension of aspects of the dark creatures at the edges of reality. Once gained, this horrible knowledge is never forgotten, and the character consequently surrenders mental equilibrium. A character’s Sanity weakens as his comprehension of these hidden truths increases. Such is the way of the universe.<br />
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A character’s current Sanity can never be higher than 99 minus the character’s ranks in the Knowledge (forbidden lore) skill. This number (99 minus Knowledge (forbidden lore) ranks) is the character’s maximum Sanity.<br />
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==Loss Of Sanity==<br />
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Characters ordinarily lose Sanity in a few types of circumstances: when encountering something unimaginable, when suffering a severe shock, after casting a spell or when learning a new spell, when being affected by a certain type of magic or a particular spell, or when reading a forbidden tome.<br />
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===Sanity Resistance===<br />
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The Sanity mechanic was originally created to mimic the effect that the unspeakable horrors of the Cthulhu Mythos would have on normal folk from a world much like our own. Since d20 characters live in a world of magic and monsters, however, the DM might want to make them less susceptible to Sanity loss caused by encountering strange creatures (see Table: Sanity Loss from Creatures) by allowing them to have a measure of Sanity resistance, which is tied to one of two attributes.<br />
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Each character can be allowed to have Sanity resistance equal to his character level. Alternatively, each character can be allowed to have Sanity resistance equal to his [[SRD:Wisdom|Wisdom]] modifier. (Obviously, the second alternative will produce lower Sanity resistance figures in most cases.) This number is the amount of Sanity loss a character can ignore when he encounters a creature that requires a Sanity check.<br />
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The DM may decide that Sanity resistance also applies to certain kinds of severe shocks (although it might not apply to personally horrific experiences, such as seeing a close friend die) and to the casting or learning of spells.<br />
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===Encountering the Unimaginable===<br />
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When people perceive creatures and entities of unspeakable horror, this experience costs them some portion of their minds, since such creatures are intrinsically discomforting and repellent. We never lose awareness of their slimy, fetid, alien nature. This instinctive reaction is part and parcel of humans, elves, dwarves, and other humanoid races. In this category, we can include supernatural events or agents not always recognized as specifically devoted to these dark gods, such as hauntings, zombies, vampires, curses, and so on.<br />
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Table: Sanity Loss from Creatures provides some default Sanity loss values for encountering creatures, based on their type and size. These are only default values—the DM can and should adjust individual monsters he deems more or less horrible than others of their size. An aasimar, for instance, hardly presents a Sanity-shaking sight, and should probably be treated as a humanoid rather than an outsider. On the other hand, a vargouille—a Small outsider appearing much like a flying, bat-winged head—might provoke a much more visceral reaction than other Small outsiders.<br />
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In addition, certain types of monstrous behavior might force additional Sanity checks, much like those described under Severe Shocks, below. For instance, an aboleth is an unnerving sight, but watching one transform your best friend with it's slime should certainly force another check, with losses appropriate to the situation.<br />
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In most d20 games, no character should need to make a Sanity check when encountering an elf, dwarf, or other standard humanoid race, or for encountering domesticated or otherwise commonplace animals. In some cases, even humanoid races such as orcs and goblins might be so common as to not cause Sanity loss either.<br />
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====Specific Monsters and Sanity====<br />
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Some monsters have additional or variant special abilities when using the Sanity variant.<br />
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'''Allip'''<br />
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The allip’s madness ability causes the loss of 2d6 Sanity points rather than the normal effect.<br />
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'''Derro'''<br />
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The derro’s madness ability protects these creatures from any further Sanity loss. Sane derro (especially derro player characters) track Sanity points normally.<br />
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====Monstrous Characters and Sanity====<br />
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In most cases, the DM does not need to keep track of a monster’s Sanity score, but sometimes, especially when in the hands of a player, monsters need Sanity scores just as other characters do.<br />
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Although most campaigns that use the Sanity variant limit players to creating characters from the standard player character races, it’s still easy to envision a world where one or two monstrous races are so common or so integrated into the culture of other races that the DM wants to present them as viable player character options. In these cases, the monsters available as player character races should never provoke a Sanity loss from other characters or NPCs, and these creatures should have a Sanity score and track their Sanity losses just like characters made with the standard PC races. A monster should never lose Sanity for seeing others of its race (spectres don’t lose Sanity when encountering other spectres, and so on). In all cases, what causes Sanity loss for a specific creature is in the hands of the DM.<br />
<br />
{| id="tableSanityLossfromCreatures" class="d20"<br />
|+ Table: Sanity Loss from Creatures<br />
! rowspan="2" align="left" | Monster Type<br />
! colspan="7" | Monster Size<br />
|-<br />
! Up to Tiny<br />
! Small<br />
! Medium<br />
! Large<br />
! Huge<br />
! Gargantuan<br />
! Colossal<br />
|- class="odd"<br />
| Aberration, dragon, ooze, outsider, undead<br />
| align="center" | 1/1d4<br />
| align="center" | 1/1d4<br />
| align="center" | 1/1d6<br />
| align="center" | 1/1d10<br />
| align="center" | 1d4/1d10<br />
| align="center" | 1d6/1d10<br />
| align="center" | 1d6/2d10<br />
|- class="even"<br />
| Elemental, fey, plant, vermin<br />
| align="center" | 0/1d4<br />
| align="center" | 1/1d4<br />
| align="center" | 1/1d6<br />
| align="center" | 1/1d8<br />
| align="center" | 1/1d10<br />
| align="center" | 1d4/1d10<br />
| align="center" | 1d4/2d6<br />
|- class="odd"<br />
| Construct, giant, magical beast, monstrous humanoid<br />
| align="center" | 0/1<br />
| align="center" | 0/1d4<br />
| align="center" | 0/1d6<br />
| align="center" | 1/1d6<br />
| align="center" | 2/2d6<br />
| align="center" | 2/2d6<br />
| align="center" | 3/3d6<br />
|- class="even"<br />
| Animal, humanoid<br />
| align="center" | 0/0<sup>1</sup><br />
| align="center" | 0/1<sup>1</sup><br />
| align="center" | 0/1<sup>1</sup><br />
| align="center" | 0/1d4<sup>1</sup><br />
| align="center" | 0/1d4<br />
| align="center" | 0/1d4<br />
| align="center" | 0/1d6<br />
|-<br />
| class="foot" colspan="8" |<br />
# Only animals or humanoids of truly bizarre or ferocious appearance force such a check.<br />
|}<br />
<br />
===Severe Shocks===<br />
<br />
A shocking sight of a more mundane nature can also cost Sanity points. Severe shocks include witnessing an untimely or violent death, experiencing personal mutilation, losing social position, being the victim of treachery, or whatever else the Game Master decides is sufficiently extreme. The following list gives some examples of severe shocks, and the Sanity loss each one provokes.<br />
<br />
{| class="d20"<br />
! align="left" | Sanity Lost<sup>1</sup><br />
! align="left" | Shocking Situation<br />
|- class="odd"<br />
| 0/1d2<br />
| Surprised to find mangled animal carcass<br />
|- class="even"<br />
| 0/1d3<br />
| Surprised to find human corpse<br />
|- class="odd"<br />
| 0/1d3<br />
| Surprised to find human body part<br />
|- class="even"<br />
| 0/1d4<br />
| Finding a stream flowing with blood<br />
|- class="odd"<br />
| 1/1d4+1<br />
| Finding a mangled human corpse<br />
|- class="even"<br />
| 0/1d6<br />
| Awakening trapped in a coffin<br />
|- class="odd"<br />
| 0/1d6<br />
| Witnessing a friend’s violent death<br />
|- class="even"<br />
| 1/1d6<br />
| Seeing a ghoul<br />
|- class="odd"<br />
| 1/1d6+1<br />
| Meeting someone you know to be dead<br />
|- class="even"<br />
| 0/1d10<br />
| Undergoing severe torture<br />
|- class="odd"<br />
| 1/d10<br />
| Seeing a corpse rise from its grave<br />
|- class="even"<br />
| 2/2d10+1<br />
| Seeing a gigantic severed head fall from the sky<br />
|- class="odd"<br />
| 1d10/d%<br />
| Seeing an evil deity<br />
|-<br />
| class="foot" colspan="2" |<br />
# Loss on a successful check/loss on a failed check.<br />
|}<br />
<br />
===Casting Spells===<br />
<br />
{| id="tableSanityLossfromSpellcasting" class="d20"<br />
|+ Table: Sanity Loss from Spellcasting<br />
|-<br />
! Spell<br />Level<br />
! Low<br />Sanity Loss<br />
! Moderate<br />Sanity Loss<br />
! Extreme<br />Sanity Loss<br />
|- class="odd"<br />
| align="center" | 1st<br />
| align="center" | 1<br />
| align="center" | 2<br />
| align="center" | 1d6<br />
|- class="even"<br />
| align="center" | 2nd<br />
| align="center" | 2<br />
| align="center" | 4<br />
| align="center" | 2d6<br />
|- class="odd"<br />
| align="center" | 3rd<br />
| align="center" | 3<br />
| align="center" | 6<br />
| align="center" | 3d6<br />
|- class="even"<br />
| align="center" | 4th<br />
| align="center" | 4<br />
| align="center" | 8<br />
| align="center" | 4d6<br />
|- class="odd"<br />
| align="center" | 5th<br />
| align="center" | 5<br />
| align="center" | 10<br />
| align="center" | 5d6<br />
|- class="even"<br />
| align="center" | 6th<br />
| align="center" | 6<br />
| align="center" | 12<br />
| align="center" | 6d6<br />
|- class="odd"<br />
| align="center" | 7th<br />
| align="center" | 7<br />
| align="center" | 14<br />
| align="center" | 7d6<br />
|- class="even"<br />
| align="center" | 8th<br />
| align="center" | 8<br />
| align="center" | 16<br />
| align="center" | 8d6<br />
|- class="odd"<br />
| align="center" | 9th<br />
| align="center" | 9<br />
| align="center" | 18<br />
| align="center" | 9d6<br />
|}<br />
<br />
Magic relies on the physics of the true universe. By casting spells, characters visualize the unimaginable, warping their minds to follow alien ways of thought. These visualizations wound the mind. Although spellcasters expose themselves to such traumas voluntarily, they are shocks all the same.<br />
<br />
In this variant, casting a spell drains a certain amount of Sanity. This rule represents the fact that spellcasting forces the mind into strange patterns and thought processes with which it is poorly equipped to deal. The DM can choose from the three options presented in the table below, deducting a low, moderate, or extreme number of Sanity points from a character who casts a spell. In a campaign featuring low Sanity loss, a spellcaster is rarely penalized for casting a spell, especially if the DM also chooses to give characters Sanity resistance (see the sidebar) in such cases. In a campaign featuring moderate Sanity loss, spellcasters face a slightly higher risk of insanity than members of other classes, even if they have Sanity resistance. When using this option, players should, for the most part, choose spellcasting levels only as multiclass options. In a campaign featuring extreme Sanity loss, spellcasters have a difficult time participating in adventures regularly because they find it hard to use their classes’ primary abilities without soon going insane.<br />
<br />
In addition to the guidelines presented for each campaign option above, the DM is free to impose additional modifiers on the Sanity loss caused by spells of a certain type, a certain school, or even individual spells. Here are some example conditions that a DM could choose to incorporate into a game.<br />
<br />
* Abjurations cost 1 less Sanity point to cast.<br />
* Divine spells cost 5 additional Sanity points to cast.<br />
* Druids suffer only half the Sanity loss from spellcasting (round fractions up).<br />
* Healing spells drain no Sanity when cast.<br />
* The invisibility spell, and any variation thereof, costs 1 additional Sanity Point to cast.<br />
* Necromancy spells cost 2 additional Sanity points to cast.<br />
* Spellcasters of some classes follow the guidelines of one campaign option, while spellcasters of other classes follow the guidelines of another campaign option.<br />
<br />
===Learning Spells===<br />
<br />
Learning spells, like casting them, exposes a character to unknowable secrets and can damage and warp the mind. In this variant, whenever a spellcaster learns a new spell, he loses Sanity points. In most cases, the Sanity loss is equal to the spell’s level, but if the spell is included in a tome of forbidden knowledge (see below), the loss can be greater.<br />
<br />
The rules for Sanity loss for learning spells work fine for wizards, sorcerers, and other arcane spellcasting classes that learn spells one at a time or in small groups, but this loss can easily overwhelm a cleric, druid, or other divine spellcaster who gains a new spellcasting level (thereby “learning” an entire level’s worth of new spells all at once). In such a case, the player and the DM should work together to determine a specific number of spells learned once access to a new spellcasting level is gained. When in doubt about how many spells to allow a spellcaster to learn at any given level, the spell acquisition rate of the wizard class serves as a good baseline.<br />
<br />
GMs wanting to add Sanity rules to a magic-rich campaign, or those wishing to preserve more of the flavor of a normal d20 game, can allow any spellcaster to learn a small number of spells at each level without losing any Sanity.<br />
<br />
===Sanity-Affecting Magic===<br />
<br />
The following types of magic and specific spells have different or additional effects when the Sanity variant is in use. For the effects of healing spells and magical means of recovering sanity, see Restoring Sanity with Magic, later in this section.<br />
<br />
====Fear Effects====<br />
<br />
{| id="tableSanityLossfromFearEffects" class="d20"<br />
|+ Table: Sanity Loss from Fear Effects<br />
! align="left" | Spell<br />
! Sanity Loss on<br />Failed Check<br />
! Sanity Loss on<br />Successful Check<br />
|- class="odd"<br />
| Bane<sup>1</sup><br />
| align="center" | —<br />
| align="center" | —<br />
|- class="even"<br />
| Cause fear<br />
| align="center" | 1d6<br />
| align="center" | 1<br />
|- class="odd"<br />
| Doom<br />
| align="center" | 1d6<br />
| align="center" | —<br />
|- class="even"<br />
| Fear<br />
| align="center" | 2d6<br />
| align="center" | 1<br />
|- class="odd"<br />
| Phantasmal killer<sup>2</sup><br />
| align="center" | —<br />
| align="center" | —<br />
|- class="even"<br />
| Scare<br />
| align="center" | 1d6<br />
| align="center" | 1<br />
|- class="odd"<br />
| Symbol of fear<br />
| align="center" | 2d6<br />
| align="center" | —<br />
|- class="even"<br />
| Weird<sup>2</sup><br />
| align="center" | —<br />
| align="center" | —<br />
|-<br />
| class="foot" colspan="3" |<br />
# Bane works normally because its effect is less severe than that of the shaken condition.<br />
# Phantasmal killer and weird work normally because those spells do not produce a shaken, frightened, or panicked effect. (The DM could rule that a Sanity check takes the place of the [[SRD:Saving Throw|Fortitude Save]] to avoid dying from fear; in such a case, failing the check results in permanent insanity.)<br />
|}<br />
<br />
Whenever a spell, creature, or other factor produces a fear effect that causes its target to become shaken, frightened, or panicked, replace the saving throw to avoid the effect (if applicable) with a Sanity check. On a failed check (and sometimes even on a successful one), the subject loses a number of Sanity points rather than experiencing the normal effect of the magic. The table below provides a summary of the Sanity loss associated with each spell that has the fear descriptor:<br />
<br />
In this variant, remove fear does not automatically suppress an existing fear effect on its subjects, but if it is cast on a creature that lost Sanity because of a fear effect within the last 24 hours, that Sanity loss is halved (to a minimum of 1 point) and the creature’s current Sanity is adjusted accordingly.<br />
<br />
====Illusions====<br />
<br />
Illusions, when they are believed, cause Sanity loss just as if the real horrific monster or event were present. The DM can reduce the Sanity loss caused by illusions (or eliminate it entirely) if such spells appear frequently in the campaign.<br />
<br />
====Bestow Curse====<br />
<br />
When using the Sanity variant, this spell can cause a Sanity check rather than a [[SRD:Saving Throw|Will Save]]. If the victim fails the Sanity check, he loses 3d6 points of Sanity. Unlike normal Sanity loss, this number is also subtracted from the character’s maximum Sanity. Magic that removes the curse (such as remove curse or break enchantment) can restore the character’s normal maximum Sanity, but separate magic or the use of the Heal skill is required to restore the character’s current Sanity.<br />
<br />
====Contact Other Plane====<br />
<br />
{| id="tableContactOtherPlane" class="d20"<br />
|+ Table: Contact Other Plane<br />
|-<br />
! align="left" | Plane<br />
! Sanity Loss<br />
|- class="odd"<br />
| Elemental Plane (appropriate)<br />
| align="center" | 1<br />
|- class="even"<br />
| Positive/Negative Energy Plane<br />
| align="center" | 1<br />
|- class="odd"<br />
| Astral Plane<br />
| align="center" | 2<br />
|- class="even"<br />
| Outer Plane (demideity)<br />
| align="center" | 1d6<br />
|- class="odd"<br />
| Outer Plane (lesser deity)<br />
| align="center" | 2d6<br />
|- class="even"<br />
| Outer Plane (intermediate deity)<br />
| align="center" | 3d6<br />
|- class="odd"<br />
| Outer Plane (greater deity)<br />
| align="center" | 4d6<br />
|}<br />
<br />
When using the Sanity variant, characters casting this spell risk a lost of Sanity instead of Intelligence and Charisma. Whenever a character casts this spell, she must make a Sanity check. If the check fails, the character loses Sanity depending on the plane that the character was trying to contact, according to the table below. Unlike the Intelligence and Charisma reduction caused by the normal version of this spell, the Sanity loss does not go away after a week—the loss is permanent until restored by another spell or through the use of the Heal skill.<br />
<br />
====Commune====<br />
<br />
When using the Sanity variant, replace this spell’s XP cost with a Sanity check (1d6/3d6), made as a free action immediately after the spell’s duration expires. Insanity: Instead of experiencing this spell’s normal effect, characters who fail the saving throw to resist the spell become permanently insane as described in this variant (but suffer no Sanity loss).<br />
<br />
====Moment of Prescience====<br />
<br />
In addition to the spell’s normal benefits, a character with an active moment of prescience effect can make one Sanity check as if his current Sanity equaled his maximum Sanity. The character need not use the effect on the first Sanity check he is required to make, but he must choose whether or not to use this benefit before making any Sanity check during the spell’s duration.<br />
<br />
====Status====<br />
<br />
In addition to the spell’s normal effect, the caster can sense whenever the subject suffers Sanity loss, temporary insanity, indefinite insanity, or permanent insanity during the spell’s duration.<br />
<br />
====Summon Monster====<br />
<br />
If a character summons a monster that causes Sanity loss by means of a summon monster, summon nature’s ally, planar binding, or planar ally spell, he suffers the usual Sanity loss for casting the spell and must also make a Sanity check because of the monster’s presence.<br />
<br />
====Symbol of Insanity====<br />
<br />
Instead of experiencing this spell’s normal effect, characters who fail the saving throw to resist the symbol become permanently insane as described in this variant (but suffer no Sanity loss).<br />
<br />
===Reading Forbidden Tomes===<br />
<br />
Obscure tomes add ranks to a character’s Knowledge (forbidden lore) skill and teach arcane spells. Studying and comprehending these books causes all that we know to become like shadows. The burning power of a greater reality seizes the soul. Whether we try to retreat from the experience or hunger greedily for more, it destroys our confidence in what we once believed, opening us up to the all-encompassing truths of dark deities.<br />
<br />
For each such book encountered, the DM must set the examination period, the Knowledge (arcana) DC to understand it, the number of spells contained in it, the Sanity loss that occurs upon beginning the examination, the Sanity loss that occurs upon completion of the examination, and the ranks of Knowledge (forbidden lore) gained from studying the book. While the DM is free to set these parameters at any values that he feels are appropriate for the campaign or adventure, Table: Example Forbidden Tomes provides some suggested combinations of each of these parameters.<br />
<br />
{| id="tableExampleForbiddenTomes" class="d20"<br />
|+ Table: Example Forbidden Tomes<br />
|-<br />
! align="left" | Examination<br />Period<br />
! Knowledge (arcana) DC<br />to Understand Tome<br />
! Number of Spells<br />Contained in Tome<br />
! Initial<br />Sanity Loss<br />
! Sanity Loss<br />upon Completion<br />
! Knowledge (forbidden lore)<br />ranks gained<br />
|- class="odd"<br />
| 1 week<br />
| align="center" | 20<br />
| align="center" | 1<br />
| align="center" | 1d4<br />
| align="center" | 1<br />
| align="center" | 1<br />
|- class="even"<br />
| 1 week<br />
| align="center" | 20<br />
| align="center" | 1<br />
| align="center" | 1d4<br />
| align="center" | 1d4<br />
| align="center" | 1<br />
|- class="odd"<br />
| 1 week<br />
| align="center" | 25<br />
| align="center" | 2<br />
| align="center" | 1d4<br />
| align="center" | 2d6<br />
| align="center" | 1<br />
|- class="even"<br />
| 2 weeks<br />
| align="center" | 25<br />
| align="center" | 1d4<br />
| align="center" | 1d6<br />
| align="center" | 2d6<br />
| align="center" | 2<br />
|- class="odd"<br />
| 2 weeks<br />
| align="center" | 25<br />
| align="center" | 1d6<br />
| align="center" | 1d10<br />
| align="center" | 2d6<br />
| align="center" | 2<br />
|- class="even"<br />
| 2 weeks<br />
| align="center" | 25<br />
| align="center" | 3<br />
| align="center" | 1d6<br />
| align="center" | 2d6<br />
| align="center" | 2<br />
|- class="odd"<br />
| 2 weeks<br />
| align="center" | 30<br />
| align="center" | 1d6+1<br />
| align="center" | 1d6<br />
| align="center" | 2d6<br />
| align="center" | 3<br />
|- class="even"<br />
| 3 weeks<br />
| align="center" | 20<br />
| align="center" | 1d4+1<br />
| align="center" | 1d10<br />
| align="center" | 2d6<br />
| align="center" | 2<br />
|- class="odd"<br />
| 3 weeks<br />
| align="center" | 25<br />
| align="center" | 1d6<br />
| align="center" | 1d6<br />
| align="center" | 2d10<br />
| align="center" | 2<br />
|- class="even"<br />
| 3 weeks<br />
| align="center" | 30<br />
| align="center" | 1d4+5<br />
| align="center" | 1d10<br />
| align="center" | 3d6<br />
| align="center" | 3<br />
|}<br />
<br />
==Getting Used To Awfulness==<br />
<br />
Never underestimate the ability of the sentient mind to adapt, even to the most horrific experiences. Reading and rereading the same bit of disturbing text or seeing the same horrible image over and over eventually provokes no further loss of Sanity. Within a reasonable interval of play, usually a single session of the game, characters should not lose more Sanity points for seeing monsters of a particular sort than the maximum possible points a character could lose from seeing one such monster. For instance, the Sanity loss for seeing a single human zombie is 1/1d6. Thus, in the same game day or in the same play session, no character should lose more than 6 Sanity points for seeing any number of zombies. Keep in mind that the interpretation of “reasonable interval” must vary by DM and situation. When it feels right, the DM should rule that the horror is renewed and points must be lost again.<br />
<br />
Learning or casting spells never becomes a normal occurrence. No matter how many times a character casts a spell, no matter what the time interval between castings may be, the Sanity loss is always the same. This point is also true for anything that a character does willingly. For example, if brutally murdering a friend costs 2/1d10 Sanity, this loss is incurred each time, even if the character loses the maximum possible points (10) after the first such murder he commits.<br />
<br />
==Variant Rule: Insane Insight==<br />
<br />
At the DM’s option, a character who has just gone insane may have an insight into the situation or entity that provoked the insanity. The player needs to make a DC 15 [[SRD:Wisdom|Wisdom]] check to gain the insight. Information provided by this sudden burst of awareness is up to the DM, but it may include something about a creature’s origin or a fact about its nature (feeding habits, natural habitat, weakness), a clue to the identity of a murderer at a murder scene, or some hint at a location of great importance.<br />
<br />
==Types Of Insanity==<br />
<br />
Character insanity is induced by a swift succession of shocking experiences or ghastly revelations, events usually connected with dark gods, creatures from the Outer Planes, or powerful spellcasting.<br />
<br />
Horrifying encounters can result in one of three states of mental unbalance: temporary, indefinite, and permanent insanity. The first two, temporary insanity and indefinite insanity, can be cured. The third, permanent insanity, results when a character’s Sanity points are reduced to -10 or lower. This condition cannot be cured.<br />
<br />
===Temporary Insanity===<br />
<br />
Whenever a character loses Sanity points equal to one-half her [[SRD:Wisdom|Wisdom]] score from a single episode of Sanity loss, she has experienced enough of a shock that the DM must ask for a Sanity check. If the check fails, the character realizes the full significance of what she saw or experienced and goes temporarily insane. If the check succeeds, the character does not go insane, but she may not clearly remember what she experienced (a trick the mind plays to protect itself).<br />
<br />
Temporary insanity might last for a few minutes or a few days. Perhaps the character acquires a phobia or fetish befitting the situation, faints, becomes hysterical, or suffers nervous twitches, but she can still respond rationally enough to run away or hide from a threat.<br />
<br />
A character suffering from temporary insanity remains in this state for either a number of rounds or a number of hours; roll d% and consult Table 6-8: Duration of Temporary Insanity to see whether the insanity is short-term or long-term. After determining the duration of the insanity, roll d% and consult either Table 6-9 or 6-10 to identify the specific effect of the insanity. The DM must describe the effect so that the player can roleplay it accordingly.<br />
<br />
Successful application of the Heal skill (see The Heal Skill and Mental Treatment, below) may alleviate or erase temporary insanity.<br />
<br />
Temporary insanity ends either when the duration rolled on Table 6-8 has elapsed, or earlier if the DM considers it appropriate to do so.<br />
<br />
After an episode of temporary insanity ends, traces or even profound evidence of the experience should remain. No reason exists why, for instance, a phobia should depart from someone’s mind as quickly as a warrior draws his sword. What remains behind after a brief episode of temporary insanity should exert a pervasive influence on the character. The character may still be a bit batty, but her conscious mind once again runs the show.<br />
<br />
As a variant rule, if the amount of Sanity lost exceeds the character’s current [[SRD:Wisdom|Wisdom]] score, consider the temporary insanity to always be of the long-term variety.<br />
<br />
{| id="table68DurationofTemporaryInsanity" class="d20"<br />
|+ Table 6-8: Duration of Temporary Insanity<br />
|-<br />
!<br />
d%<br />
! Temporary Insanity Type<br />
! Duration<br />
|- class="odd"<br />
| 01-80<br />
| Short-term<br />
| 1d10+4 rounds<br />
|- class="even"<br />
| 81-100<br />
| Long-term<br />
| 1d10×10 hours<br />
|}<br />
<br />
{| id="table69ShortTermTemporaryInsanityEffects" style="width: auto" class="d20"<br />
|+ Table 6-9: Short-Term Temporary Insanity Effects<br />
|-<br />
!<br />
d%<br />
! Effect<br />
|- class="odd"<br />
| align="center" | 01-20<br />
| style="white-space: normal" | Character faints (can be awakened by vigorous action taking 1 round; thereafter, character is shaken until duration expires).<br />
|- class="even"<br />
| align="center" | 21-30<br />
| style="white-space: normal" | Character has a screaming fit.<br />
|- class="odd"<br />
| align="center" | 31-40<br />
| style="white-space: normal" | Character flees in panic.<br />
|- class="even"<br />
| align="center" | 41-50<br />
| style="white-space: normal" | Character shows physical hysterics or emotional outburst (laughing, crying, and so on).<br />
|- class="odd"<br />
| align="center" | 51-55<br />
| style="white-space: normal" | Character babbles in incoherent rapid speech or in logorrhea (a torrent of coherent speech).<br />
|- class="even"<br />
| align="center" | 56-60<br />
| style="white-space: normal" | Character gripped by intense phobia, perhaps rooting her to the spot.<br />
|- class="odd"<br />
| align="center" | 61-65<br />
| style="white-space: normal" | Character becomes homicidal, dealing harm to nearest person as efficiently as possible.<br />
|- class="even"<br />
| align="center" | 66-70<br />
| style="white-space: normal" | Character has hallucinations or delusions (details at the discretion of the DM).<br />
|- class="odd"<br />
| align="center" | 71-75<br />
| style="white-space: normal" | Character gripped with echopraxia or echolalia (saying or doing whatever those nearby say or do).<br />
|- class="even"<br />
| align="center" | 76-80<br />
| style="white-space: normal" | Character gripped with strange or deviant eating desire (dirt, slime, cannibalism, and so on).<br />
|- class="odd"<br />
| align="center" | 81-90<br />
| style="white-space: normal" | Character falls into a stupor (assumes fetal position, oblivious to events around her).<br />
|- class="even"<br />
| align="center" | 91-99<br />
| style="white-space: normal" | Character becomes catatonic (can stand but has no will or interest; may be led or forced to simple actions but takes no independent action).<br />
|- class="odd"<br />
| align="center" | 100<br />
| style="white-space: normal" | Roll on Table 6-10: Long-Term Temporary Insanity Effects.<br />
|}<br />
<br />
{| id="table610LongTermTemporaryInsanityEffects" style="width: auto" class="d20"<br />
|+ Table 6-10: Long-Term Temporary Insanity Effects<br />
|-<br />
!<br />
d%<br />
! Effect<br />
|- class="odd"<br />
| align="center" | 01-10<br />
| style="white-space: normal" | Character performs compulsive rituals (washing hands constantly, praying, walking in a particular rhythm, never stepping on cracks, constantly checking to see if crossbow is loaded, and so on).<br />
|- class="even"<br />
| align="center" | 11-20<br />
| style="white-space: normal" | Character has hallucinations or delusions (details at the discretion of the DM).<br />
|- class="odd"<br />
| align="center" | 21-30<br />
| style="white-space: normal" | Character becomes paranoid.<br />
|- class="even"<br />
| align="center" | 31-40<br />
| style="white-space: normal" |<br />
Character gripped with severe phobia (refuses to approach object of phobia except on successful DC 20 [[SRD:Saving Throw|Will Save]]).<br />
|- class="odd"<br />
| align="center" | 41-45<br />
| style="white-space: normal" | Character has aberrant sexual desires (exhibitionism, nymphomania or satyriasis, teratophilia, necrophilia, and so on).<br />
|- class="even"<br />
| align="center" | 46-55<br />
| style="white-space: normal" | Character develops an attachment to a “lucky charm” (embraces object, type of object, or person as a safety blanket) and cannot function without it.<br />
|- class="odd"<br />
| align="center" | 56-65<br />
| style="white-space: normal" | Character develops psychosomatic blindness, deafness, or the loss of the use of a limb or limbs.<br />
|- class="even"<br />
| align="center" | 66-75<br />
| style="white-space: normal" |<br />
Character has uncontrollable tics or tremors (-4 penalty on all [[SRD:Attack Roll|attack rolls]], checks, and saves, except those purely mental in nature).<br />
|- class="odd"<br />
| align="center" | 76-85<br />
| style="white-space: normal" | Character has amnesia (memories of intimates usually lost first; Knowledge skills useless).<br />
|- class="even"<br />
| align="center" | 86-90<br />
| style="white-space: normal" | Character has bouts of reactive psychosis (incoherence, delusions, aberrant behavior, and/or hallucinations).<br />
|- class="odd"<br />
| align="center" | 91-95<br />
| style="white-space: normal" | Character loses ability to communicate via speech or writing.<br />
|- class="even"<br />
| align="center" | 96-100<br />
| style="white-space: normal" | Character becomes catatonic (can stand but has no will or interest; may be led or forced into simple actions but takes no independent action).<br />
|}<br />
<br />
===Indefinite Insanity===<br />
<br />
{| id="table611RandomIndefiniteInsanity" class="d20"<br />
|+ Table 6-11: Random Indefinite Insanity<br />
|-<br />
!<br />
d%<br />
! align="left" | Mental Disorder Type<br />
|- class="odd"<br />
| 01–15<br />
| Anxiety (includes severe phobias)<br />
|- class="even"<br />
| 16–20<br />
| Dissociative (amnesia, multiple personalities)<br />
|- class="odd"<br />
| 21–25<br />
| Eating (anorexia, bulimia)<br />
|- class="even"<br />
| 26–30<br />
| Impulse control (compulsions)<br />
|- class="odd"<br />
| 31–35<br />
| Mood (manic/depressive)<br />
|- class="even"<br />
| 36–45<br />
| Personality (various neuroses)<br />
|- class="odd"<br />
| 46–50<br />
| Psychosexual (sadism, nymphomania)<br />
|- class="even"<br />
| 51–55<br />
| Psychospecies<br />
|- class="odd"<br />
| 56–70<br />
| Schizophrenia/psychotic (delusions,<br />hallucinations, paranoia, catatonia)<br />
|- class="even"<br />
| 71–80<br />
| Sleep (night terrors, sleepwalking)<br />
|- class="odd"<br />
| 81–85<br />
| Somatoform (psychosomatic conditions)<br />
|- class="even"<br />
| 86–95<br />
| Substance abuse (alcoholic, drug addict)<br />
|- class="odd"<br />
| 96–100<br />
| Other (megalomania, quixotism, panzaism)<br />
|}<br />
<br />
If a character loses 20% (one-fifth) or more of her current Sanity points in the space of 1 hour, she goes indefinitely insane. The DM judges when the impact of events calls for such a measure. Some DMs never apply the concept to more than the result of a single roll, since this state can remove characters from play for extended periods. An episode of indefinite insanity lasts for 1d6 game months (or as the DM dictates). Symptoms of indefinite insanity may not be immediately apparent (which may give the DM additional time to decide what the effects of such a bout of insanity might be).<br />
<br />
Table 6-11: Random Indefinite Insanity is provided as an aid to selecting what form a character’s indefinite insanity takes. (The mental disorders mentioned on this table are explained later in this section.) Many DMs prefer to choose an appropriate way for the insanity to manifest, based on the circumstances that provoked it. It’s also a good idea to consult with the player of the afflicted character to see what sort of mental malady the player wishes to roleplay.<br />
<br />
The state of indefinite insanity is encompassing and incapacitating. For instance, a schizophrenic may be able to walk the streets while babbling and gesticulating, find rudimentary shelter, and beg for enough food to survive, but most of the business of the mind has departed into itself: She cannot fully interact with friends, family, and acquaintances. Conversation, cooperation, and all sense of personal regard have vanished from her psyche.<br />
<br />
It is possible for characters with indefinite insanity to continue to be played as active characters, depending on the form their madness takes. The character may still attempt to stumble madly through the rest of an adventure. However, with her weakened grasp on reality, she is most likely a danger to herself and others.<br />
<br />
As a general rule, a character suffering from indefinite insanity should be removed from active play until she recovers. At the DM’s discretion, the player of the character might be allowed to use a temporary character until the end of the story. Whether this “stand-in” character is an incidental NPC in the adventure, a character of the same level as the rest of the group, one or two levels below the rest of the characters, or even a 1st-level character, is up to the DM. Different DMs have different ways of handling this transition.<br />
<br />
If a character goes indefinitely insane near the end of an adventure, the DM may decide to set the next adventure to begin after the insane character has recovered.<br />
<br />
Characters suffering from indefinite insanity are in limbo, unable to help themselves or others. The Heal skill can be used to restore Sanity points during this period, but the underlying insanity remains.<br />
<br />
After recovery, a victim retains definite traces of madness. For example, even though a character knows he is no longer insane, she might be deathly afraid of going to sleep if her insanity manifested itself in the form of terrifying nightmares. The character is in control of her actions, but the experience of insanity has changed her, perhaps forever.<br />
<br />
===Permanent Insanity===<br />
<br />
A character whose Sanity score falls to -10 goes permanently insane. The character becomes an NPC under the control of the Game Master.<br />
<br />
A character with permanent insanity may be reduced to a raving lunatic or may be outwardly indistinguishable from a normal person; either way, she is inwardly corrupted by the pursuit of knowledge and power. Some of the most dangerous cultists in the world are characters who have become permanently insane, been corrupted by forbidden knowledge, and “gone over to the other side.”<br />
<br />
A character might be driven permanently insane by forces other than dark gods or forbidden knowledge. In such cases, moral corruption need not necessarily occur. The DM might decide to consider different sorts of permanent insanity, rolling randomly or choosing from among the mental disorders on Table 6-11: Random Indefinite Insanity, above.<br />
<br />
A character who has gone permanently insane can never be normal again (in some campaigns, a permanently insane character can be cured with the aid of powerful magic). She is forever lost in her own world. This need not mean a lifetime locked away from society, merely that the character has retreated so far from reality that normal mental functions can never be restored. She might be able to lead, within restricted bounds, a more or less normal life if kept away from the stimulus that triggers strong responses in her individual case. Yet a relapse may come quickly. Her calm facade can be destroyed in seconds if even the smallest reminder of what it was that drove her mad disturbs her fragile equilibrium. In any event, the eventual fate of a permanently insane character is a matter for individual Game Masters and players to decide.<br />
<br />
==Gaining Or Recovering Sanity==<br />
<br />
A character’s Sanity score can increase during the events of a campaign. Although a character’s Sanity score can never exceed 99 minus her Knowledge (forbidden lore) ranks, her maximum Sanity and current Sanity can exceed her starting Sanity.<br />
<br />
====Level Advancement====<br />
<br />
A character’s current Sanity can become higher than her starting Sanity as a result of gained levels: Whenever a character gains a new level, she rolls 1d6 and adds the result to her current Sanity. Some DMs may feel such self-improvement to be antithetical to this variant’s dark tone, and thus may not allow it. Others may allow it if the player can roll over her character’s current Sanity points after the character gains a level. Most Game Masters should find the question to be of no consequence, since characters continue to go insane regardless of how many Sanity points they gain. This is a point for players to be aware of, but not to worry about.<br />
<br />
====Story Awards====<br />
<br />
The DM may decide to award increases in character’s current Sanity if they foil a great horror, a demonic plan, or some other nefarious enterprise.<br />
<br />
===The Heal Skill And Mental Treatment===<br />
<br />
The Sanity rules presented here provide a new use for the Heal skill, allowing trained healers to help characters recover lost Sanity points. The DC and effect of a Heal check made to restore lost Sanity depend on whether the therapist is trying to offer immediate care or long-term care.<br />
<br />
====Immediate Care====<br />
<br />
When someone suffers an episode of temporary insanity, a therapist can bring him out of it—calming his terror, snapping him out of his stupor, or doing whatever else is needed to restore the patient to the state she was in before the temporary insanity—by making a DC 15 Heal check as a full-round action.<br />
<br />
A therapist can also use immediate care to stabilize the Sanity score of a character whose current Sanity is between -1 and -9. On a successful DC 15 check (requiring a full-round action), the character’s Sanity score improves to 0.<br />
<br />
====Long-Term Care====<br />
<br />
Providing long-term care means treating a mentally disturbed person for a day or more in a place away from stress and distractions. A therapist must spend 1d4 hours per day doing nothing but talking to the patient. If the therapist makes a DC 20 Heal check at the end of this time, the patient recovers 1 Sanity point. A therapist can tend up to six patients at a time; each patient beyond the first adds 1 hour to the total time per day that must be devoted to therapy. The check must be made each day for each patient. A roll of 1 on any of these Heal checks indicates that the patient loses 1 point of Sanity that day, as she regresses mentally due to horrors suddenly remembered.<br />
<br />
===Variant—Knowledge (Mental Therapy)===<br />
<br />
A new skill called Knowledge (mental therapy) can serve as the primary way to treat those who have suffered Sanity loss. Knowledge (mental therapy) is a [[SRD:Wisdom|Wisdom]]-based skill that cannot be used untrained. If you use this variant, characters with the Heal skill can only offer immediate care, and cannot offer long-term care. The Knowledge (mental therapy) skill allows both types of treatment.<br />
<br />
'''Note'''<br />
<br />
If magical means of restoring Sanity are present in the campaign, the Knowledge (mental therapy) skill is generally not worth including as a separate skill, because characters are better off simply using magic rather than devoting precious skill points to such a narrow-focus skill. If magic cannot restore Sanity, the ability to restore Sanity by other means is much more important, and Knowledge (mental therapy) should probably exist as a separate skill.<br />
<br />
===Mental Therapy===<br />
<br />
To give useful mental therapy, a therapist must have the Heal skill. Intensive treatment can return Sanity points to a troubled character. However, Sanity points restored in this manner can never cause the patient’s Sanity score to exceed her starting Sanity or maximum Sanity, whichever is lower. A character can have only one healer at a time. See The Heal Skill and Mental Treatment sidebar for a detailed description of how this works.<br />
<br />
Such treatment can also be used to help a character snap out of an episode of temporary insanity (for example, from an acute panic attack). It does not speed recovery from indefinite insanity, but it can [[SRD:Strength|Strength]]en a character by increasing her Sanity points.<br />
<br />
Recovery from indefinite insanity only comes with time (typically, 1d6 months). It is not dependent upon the character’s Sanity points and is not connected to them. A character can be sane with 24 Sanity points and insane while possessing 77 Sanity points.<br />
<br />
===Restoring Sanity with Magic===<br />
<br />
The way that Sanity loss and magic healing interact can greatly affect the feel of your game. At one extreme, the DM can rule that magic can easily cure Sanity loss, in which case Sanity becomes little more than a specialized version of “mental hit points” that includes some neat side effects (insanity). In such a case, characters can usually restore themselves to full Sanity with a day or two of rest and spellcasting.<br />
<br />
At the other extreme, the campaign might be structured so that magical healing can do little or nothing to restore Sanity, and even powerful divine spellcasters capable of curing the most deadly physical malady shy away from those encounters that might drain away Sanity points. The spells that can potentially restore Sanity points are discussed below. The DM should feel free to choose which of these spell effects are present in the game, but once established, these effects should not be changed in mid-campaign.<br />
<br />
====Atonement====<br />
<br />
Although this spell does not usually restore Sanity, it can be used in those rare cases when a character’s own actions inadvertently lead to an evil act that causes the character to lose Sanity points. If a quest or geas is combined with the atonement spell, Sanity points are not restored until the task is completed. A successful use of the atonement spell can restore all Sanity lost through the direct result of the evil acts for which the character atones.<br />
<br />
====Calm Emotions====<br />
<br />
This spell cannot restore Sanity directly, but it can temporarily mitigate the effects of temporary or permanent insanity. While the spell is in effect, the targets act calmly and ignore behavior changes caused by Sanity loss.<br />
<br />
====Heal====<br />
<br />
In addition to its normal effects, heal restores 10 Sanity points and removes all forms of temporary insanity.<br />
<br />
====Mind Blank====<br />
<br />
While the spell is in effect, the subject is immune to Sanity loss.<br />
<br />
====Miracle====<br />
<br />
This spell can restore a character to maximum Sanity even if his current Sanity has dropped to -10. Miracle even heals permanent insanity.<br />
<br />
====Restoration====<br />
<br />
If the caster chooses, restoration can restore 1d6 Sanity points per two levels to the target creature (max 5d6) instead of having its normal effect.<br />
<br />
====Restoration, Greater====<br />
<br />
If the caster chooses, greater restoration can restore the target creature to its maximum Sanity instead of having its normal effect.<br />
<br />
====Restoration, Lesser====<br />
<br />
If the caster chooses, lesser restoration can restore 1d4 Sanity points to the subject instead of having its normal effect.<br />
<br />
====Wish====<br />
<br />
This spell can restore a character to maximum Sanity even if his current Sanity has dropped to -10. Wish even heals permanent insanity.<br />
<br />
====Wish, Limited====<br />
<br />
This spell can restore a character to maximum Sanity even if his current Sanity has dropped to -10. Limited wish does not heal permanent insanity.<br />
<br />
===Alchemical Treatments===<br />
<br />
In the real world, psychiatric drugs play a key role in the modern treatment of many mental disorders. Although psychiatric drugs were administered to patients in the early part of the 20th century, only in the 1940s and later were they broadly and consistently effective in treating the symptoms of emotional trauma.<br />
<br />
In a fantasy game, the DM should decide whether rare herbs and alchemical substances can provide the same benefits that modern psychiatric drugs can deliver. It is quite believable, for example, that the Red Wizards of Thay in the FORGOTTEN REALMS Campaign Setting discovered alchemical means of isolating substances that affect the mind in profound ways, offering many of the same benefits of modern medicine. Therefore, the DM need only decide how easily he wants characters to overcome Sanity loss and insanity effects. Once the desired tone of the campaign is known, the DM can determine whether alchemical treatment is available. The Sanity variant assumes that skilled alchemists can create substances that offer the same benefits that psychiatric drugs can provide.<br />
<br />
As long as a character can afford the correct herbs and alchemical substances and is able to ingest them, the symptoms of indefinite insanity can be ignored. Ingesting these alchemical substances and drugs does not make a character immune or even particularly resistant to further Sanity losses. A DC 25 Craft (alchemy) check is needed to accurately prepare the correct herbs and substances and administer the correct dosage.<br />
<br />
Long-term alchemical treatment can restore lost Sanity points, just as use of the Heal skill can. For each month the character takes an accurately prescribed psychiatric medication, she regains 1d3 Sanity points. As with treatment through the Heal skill, long-term drug therapy can never raise a character’s current Sanity above her starting Sanity.<br />
<br />
A character cannot regain Sanity from both treatment with the Heal skill and alchemical treatment in the same month.<br />
<br />
===Drugs and Sanity===<br />
<br />
Drugs in the d20 game follow many of the same rules as poisons, allowing the imbiber saving throws to resist their initial and secondary effects. Delay poison, neutralize poison, and similar effects negate or end a drug’s effects, but they do not restore hit points, ability damage, or other damage caused by the substance.<br />
<br />
A creature that willingly takes a drug automatically fails both saving throws. It is not possible to intentionally fail the initial save but attempt to save against the secondary effect, or vice versa. Save DCs are provided for situations in which a character is unwillingly drugged.<br />
<br />
Drugs also have some uses in treating insanity. The drugs described below all affect a character’s Sanity to some extent.<br />
<br />
For more details on drugs and advice on appropriate inclusion of drugs in a campaign, see Book of Vile Darkness or Lords of Darkness.<br />
<br />
====Sample Drugs====<br />
<br />
{| id="tableDrugs" class="d20"<br />
|+ Table: Drugs<br />
! align="left" | Name<br />
! align="left" | Type<br />
! Price<br />
! Craft<br />(Alchemy)<br />DC<br />
! align="left" | Addiction<br />Rating<sup>1</sup><br />
|- class="odd"<br />
| Arthorvin<br />
| Ingested DC 12<br />
| align="center" | 5 gp<br />
| align="center" | 25<br />
| Low<br />
|- class="even"<br />
| Carthagu<br />
| Ingested DC 13<br />
| align="center" | 5 gp<br />
| align="center" | 25<br />
| Low<br />
|- class="odd"<br />
| Mertoran leaf<br />
| Ingested DC 13<br />
| align="center" | 10 gp<br />
| align="center" | 25<br />
| Negligible<br />
|- class="even"<br />
| Zixalix<br />
| Ingested DC 16<br />
| align="center" | 15 gp<br />
| align="center" | 25<br />
| Medium<br />
|-<br />
| class="foot" colspan="5" |<br />
# Discussed in the following section.<br />
|}<br />
<br />
Below are examples of drugs that can be introduced into a campaign; many of them are effective against some sorts of mental disorders. Table: Drugs provides some specifics for each drug, and the text description for each one provides the following additional information.<br />
<br />
'''Initial Effect'''<br />
<br />
The effect of the drug if the initial [[SRD:Saving Throw|Fortitude Save]] is failed.<br />
<br />
'''Secondary Effect'''<br />
<br />
The effect of the drug if the secondary [[SRD:Saving Throw|Fortitude Save]] is failed 1 minute after ingestion.<br />
<br />
'''Side Effect'''<br />
<br />
The side effect (if any) that occurs immediately upon taking the drug.<br />
<br />
'''Overdose'''<br />
<br />
What (if anything) constitutes an overdose and its effect on the character.<br />
<br />
=====Arthorvin=====<br />
<br />
A fragrant gray powder made from rare magical plants, the drug called arthorvin is an appropriate alchemical treatment for anxiety, mood disorders, and dissociative disorders.<br />
<br />
'''Initial Effect'''<br />
<br />
1 point of Charisma damage.<br />
<br />
'''Secondary Effect'''<br />
<br />
The user is in a calm, peaceful mental state for 2d4 hours and gains a +1 alchemical bonus on [[SRD:Saving Throw|Will Save]]s.<br />
<br />
'''Side Effect'''<br />
<br />
Arthorvin causes a general dulling of the imbiber’s emotions and reactions. While the drug is in effect, the user takes a -1 penalty on all initiative checks.<br />
<br />
'''Overdose'''<br />
<br />
n/a.<br />
<br />
=====Carthagu=====<br />
<br />
Carthagu is a thin green tea served warm. It is an appropriate alchemical treatment for impulse control problems, eating disorders, and sleep disorders.<br />
<br />
'''Initial Effect'''<br />
<br />
2 points of [[SRD:Strength|Strength]] damage.<br />
<br />
'''Secondary Effect'''<br />
<br />
Carthagu soothes a wide range of mental disorders, providing relief from the symptoms of the indicated disorders for up to 8 hours.<br />
<br />
'''Side Effect'''<br />
<br />
n/a.<br />
<br />
'''Overdose'''<br />
<br />
n/a.<br />
<br />
=====Mertoran Leaf=====<br />
<br />
When mertoran leaf is dried, treated, and chewed, it provides appropriate alchemical treatment for personality disorders, and substance abuse disorders.<br />
<br />
'''Initial Effect'''<br />
<br />
1 point of [[SRD:Dexterity|Dexterity]] damage.<br />
<br />
'''Secondary Effect'''<br />
<br />
The user becomes more confident, gaining a +2 alchemical bonus to Charisma for 1 hour.<br />
<br />
'''Side Effect'''<br />
<br />
While the drug is in effect and for 12 hours thereafter, mertoran leaf relieves the most severe symptoms of the listed disorders.<br />
<br />
'''Overdose'''<br />
<br />
n/a.<br />
<br />
=====Zixalix=====<br />
<br />
A potent combination of many rare herbs and alchemical substances, zixalix provides appropriate alchemical treatment for somatoform disorders, psychotic disorders (including schizophrenia), and psychosexual disorders.<br />
<br />
'''Initial Effect'''<br />
<br />
1d4 points of Intelligence damage.<br />
<br />
'''Secondary Effect'''<br />
<br />
Zixalix staves off the most severe symptoms of the indicated disorders.<br />
<br />
'''Side Effect'''<br />
<br />
n/a.<br />
<br />
'''Overdose'''<br />
<br />
If more than three doses are taken in a 24-hour period, the imbiber takes 1d4 points of [[SRD:Constitution|Constitution]] damage.<br />
<br />
====Drug Addiction====<br />
<br />
{| id="tableAddictions" class="d20"<br />
|+ Table: Addictions<br />
|-<br />
! align="left" | Addiction<br />Rating<br />
! Fort<br />DC<br />
! align="left" | Satiation<br />Period<br />
! align="left" | Damage<br />
|- class="odd"<br />
| Negligible<br />
| align="center" | 4<br />
| 1 day<br />
| 1d3-2 Dex (can be 0)<br />
|- class="even"<br />
| Low<br />
| align="center" | 6<br />
| 10 days<br />
| 1d3 Dex<br />
|- class="odd"<br />
| Medium<br />
| align="center" | 10<br />
| 5 days<br />
| 1d4 Dex, 1d4 Wis<br />
|- class="even"<br />
| High<br />
| align="center" | 14<br />
| 1 day<br />
| 1d6 Dex, 1d6 Wis, 1d6 Con<br />
|- class="odd"<br />
| Extreme<br />
| align="center" | 25<br />
| 1 day<br />
| 1d8 Dex, 1d8 Wis, 1d6 Con, 1d6 Str<br />
|}<br />
<br />
Drug addiction functions much like diseases. The characteristics of certain forms of addiction are summarized on the table below. Upon initial exposure (any time a character imbibes or applies a drug with an addiction rating), the character must succeed on a [[SRD:Saving Throw|Fortitude Save]] or become addicted. Instead of having an incubation period as a disease does, a drug has a satiation period, which is the length of time a single dose remains effective in a character’s system. Addiction, if not satisfied by further doses of the drug, proceeds like a disease—the character takes ability damage each day unless he succeeds on a [[SRD:Saving Throw|Fortitude Save]].<br />
<br />
=====Addiction Rating=====<br />
<br />
Each drug is rated according to its addictive potential, from lowest (negligible) to highest (extreme). Sometimes, an individual’s long-term addiction raises a drug’s addiction rating for that individual. Drugs with a negligible rating are not subject to this change. Stronger drugs increase their addiction rating by one step for every two full months a character remains addicted to the drug. A character who recovers from an addiction and later becomes addicted again to the same drug does so at the addiction rating the drug had just prior to his earlier recovery.<br />
<br />
=====Satiation=====<br />
<br />
Each time a user takes a drug to which he is addicted, he is satiated and staves off withdrawal symptoms for the period of time indicated on the table. Whenever the satiation period expires before the user takes another dose, the DC of the [[SRD:Saving Throw|Fortitude Save]] to resist damage (see below) increases by 5. The dose that causes a character to becomes addicted counts for the purpose of tracking the satiation period.<br />
<br />
=====Damage=====<br />
<br />
An addicted user who is not satiated takes the indicated amount of ability damage each day unless the character succeeds on a [[SRD:Saving Throw|Fortitude Save]].<br />
<br />
=====Recovery=====<br />
<br />
If a character makes two successful saving throws in a row, he has fought off his addiction and recovered, and takes no more damage from withdrawal symptoms.<br />
<br />
A lesser restoration or restoration spell might negate some or all of the ability damage caused by an addiction, but the next day the victim may take more ability damage if he continues to fail his [[SRD:Saving Throw|Fortitude Save]]s. Remove disease immediately causes a user to recover from an addiction, but it does not heal ability damage. Greater restoration or heal causes recovery and restores all ability damage from the addiction.<br />
<br />
==Treatment Of Insanity==<br />
<br />
Temporary insanity ends so quickly that schedules of treatment are essentially pointless; it runs its course soon enough that one merely need protect a deranged character from further upset or harm. On the other hand, treatment of permanent insanity has no real meaning. By definition, a permanently insane character never recovers, no matter how good the therapist or the facility. Thus, indefinite insanity is the only form of mental illness that might be addressed by intervention and treatment.<br />
<br />
After 1d6 months, if undisturbed by further trauma and with the agreement of the Game Master, an indefinitely insane character finds enough mental balance to reenter the world. Three kinds of nonmagical care may help the character regain Sanity points during this recovery period. When choosing among them, the DM and player should consider the character’s resources, her friends and relatives, and how wisely she has behaved in the past. In most campaigns, the magical treatments described above (see Restoring Sanity with Magic) allow the character to reenter play after a shorter time or with less expense.<br />
<br />
===Private Care===<br />
<br />
The best care available is at home or in some friendly place (perhaps a small church or the home of a wealthy friend) where nursing can be tender, considerate, and undistracted by the needs of competing patients.<br />
<br />
If mental healing or alchemical medications are available, roll d% for each game month that one or the other is used. A result of 01-95 is a success: Add 1d3 Sanity points for either mental therapy or alchemical medications, whichever is used (a charac ter cannot benefit from both in the same month). On a result of 96-100, the healer fumbles the diagnosis or the character rejects the alchemical treatments. She loses 1d6 Sanity points, and no progress is made that month.<br />
<br />
===Institutionalization===<br />
<br />
The next best alternative to private care is commitment to a good insane asylum, but these are extremely rare in most d20 campaigns, if they are present at all. DMs are free to rule that institutionalization is simply not available.<br />
<br />
In those campaigns that include such institutions (usually located within the bounds of a temple devoted to a deity of healing), asylums may be said to have an advantage over home care in that they are relatively cheap or even a free service provided by a government or a powerful church. These institutions are of uneven quality, however, and some may be potentially harmful. Some are creative places of experiment and magic-assisted therapy, while others offer mere confinement. In any setting, concentrated and nourishing treatment by strangers is rare.<br />
<br />
Therapy using the Heal skill is usually the only treatment available, but in most cases, primitive institutions offer no treatment at all. Sometimes an institution can convey an uncaring sense that undermines the useful effects of alchemical medications, leaving the character with a sense of anger and loss. He is likely to be distrustful of the organization and its motives. Escape attempts are common by inmates, even in the most enlightened fantasy settings.<br />
<br />
Roll d% for each game month a character is in the care of an institution. A result of 01-95 is a success; add 1d3 Sanity points if therapy with the Heal skill was available, or 1 Sanity point if no treatment was present. On a result of 96-100, the character rebels against the environment. He loses 1d6 Sanity points, and no progress can be made that month.<br />
<br />
===Wandering and Homeless===<br />
<br />
If no care is available, an insane character may become a wandering derelict struggling for survival. Such a wanderer gains no Sanity points unless he is able to join a group of the homeless and find at least one friend among them. To find a friend after joining such a group, the character can make a DC 15 Charisma check once per month. If a friend appears, the character recovers 1 Sanity point per game month thereafter.<br />
<br />
For each game month during which an insane character lives as a derelict, roll d%. On a result of 01-95, the character survives. On a result of 96-100, the character dies as the result of disease, exposure, or violence.<br />
<br />
==Mental Disorders==<br />
<br />
The DM should choose how characters in the campaign world think and therefore talk about insanity before play begins. In many fantasy games, the term “insane” serves as an all-encompassing term that represents everything an inhabitant knows or understands about the full spectrum of mental disorders. In others, different forms of insanity may be identified for what they are.<br />
<br />
This section offers descriptions of many specific mental disorders. Where appropriate, suggested modifiers to characters’ [[SRD:Attack Roll|attack rolls]], saves, and checks are also given.<br />
<br />
===Anxiety Disorders===<br />
<br />
Even a seasoned adventurer feels anxious before braving a dragon’s cave, and the farmers in the village might worry that their crops will not survive until harvest. These fears are a normal, natural part of living in a danger-filled environment such as a d20 campaign setting, but in some cases these anxieties overwhelm an individual, causing inactivity, distress, and even severe behavioral problems. When fear and anxiety overwhelm a character for a prolonged period of time, the character suffers from an anxiety disorder. The most common forms of anxiety disorders are described below.<br />
<br />
====Generalized Anxiety Disorder====<br />
<br />
The character suffers from a variety of physical and emotional symptoms that can be grouped into certain categories.<br />
<br />
'''Motor Tension'''<br />
<br />
Jitteriness, aches, twitches, restlessness, easily startled, easily fatigued, and so on. All [[SRD:Attack Roll|attack rolls]], [[SRD:Saving Throw|Fortitude and Reflex Saves]], and all checks involving [[SRD:Strength|Strength]], [[SRD:Dexterity|Dexterity]], or [[SRD:Constitution|Constitution]] take a -2 penalty.<br />
<br />
'''Autonomic Hyperactivity'''<br />
<br />
Sweating, racing heart, dizziness, clammy hands, flushed or pallid face, rapid pulse and respiration even when at rest, and so on. All [[SRD:Attack Roll|attack rolls]], saves, and checks take a -2 penalty.<br />
<br />
'''Expectations of Doom'''<br />
<br />
Anxieties, worries, fears, and especially anticipations of misfortune. All [[SRD:Attack Roll|attack rolls]], saves, and checks take a -2 morale penalty.<br />
<br />
'''Vigilance'''<br />
<br />
Distraction, inability to focus, insomnia, irritability, impatience. All [[SRD:Saving Throw|Will Save]]s and checks involving Intelligence, [[SRD:Wisdom|Wisdom]], or Charisma take a -4 morale penalty.<br />
<br />
'''Panic Disorder (Panic Attack)'''<br />
<br />
This illness is marked by a discrete period of fear in which symptoms develop rapidly. Within minutes palpitation, sweating, trembling, and difficulty in breathing develop, strong enough that the victim fears immediate death or insanity. Burdened with the recurrence of these episodes, she fears their return. This reaction often leads to agoraphobia (see below).<br />
<br />
'''Agoraphobia (Fear of Open Places)'''<br />
<br />
The character becomes very nervous outside familiar surroundings and must make a DC 15 [[SRD:Saving Throw|Will Save]] in order to leave home or engage socially. May be linked to panic disorder (see above) or to a related phobia (see below), such as uranophobia (fear of the sky), baraphobia (fear of loss of gravity), or xenophobia (fear of strangers).<br />
<br />
'''Obsessive-Compulsive Disorder'''<br />
<br />
This illness manifests in one of two main forms, obsessive thoughts or compulsive actions; some characters exhibit both.<br />
<br />
'''Obsessions'''<br />
<br />
The character cannot help thinking about an idea, image, or impulse incessantly, often involving violence and self-doubt. These ideas are frequently repugnant to the character, but they are so strong that during times of stress she may be unable to concentrate on anything else, even if doing so is necessary for her survival. Obsessive impulses can be very dangerous when combined with auditory hallucinations, since the “voices” may urge the character to take some dangerous or hostile course of action.<br />
<br />
'''Compulsions'''<br />
<br />
The character insists on performing ritual actions, such as touching a doorway at left, right, and top before passing through it. Though she may agree that the actions are senseless, the need to perform them is overpowering and may last for 1d10 rounds. Even in times of great stress, the character may ignore her survival in order to perform the actions.<br />
<br />
====Post-Traumatic Stress Disorder====<br />
<br />
After a traumatic event, perhaps even years later, the character begins to relive the trauma through persistent thoughts, dreams, and flashbacks. Correspondingly, the character loses interest in daily activities. She may return to normal once the memories have been thoroughly explored and understood, but that process may take years.<br />
<br />
====Phobia or Mania====<br />
<br />
A character afflicted by a phobia or a mania persistently fears a particular object or situation. She realizes that the fear is excessive and irrational, but the fear is disturbing enough that she avoids the stimulus.<br />
<br />
'''Phobia'''<br />
<br />
A DC 15 Will check is required for a character to be able to force herself into (or remain within) the presence of the object of her phobia, and even then the character takes a -2 morale penalty as long as the object of fear remains. In severe cases, the object of the phobia is imagined to be omnipresent, perhaps hidden—thus, someone with severe acrophobia (fear of heights) might be frightened when in an enclosed room on the upper story of a building, even if there were no window or other way to see how high up the room was. As many phobias exist as one cares to notice or name—the lists provided below cover merely some of the more common phobias that might affect d20 characters.<br />
<br />
'''Mania'''<br />
<br />
Manias are rarer than phobias. A character affected by a mania is inordinately fond of a particular stimulus and takes great pains to be with it or near it. When the character’s sexuality is involved, the mania may be termed a fetish. Thus, teratophobia would be an inordinate fear of monsters, while teratophilia would be an unhealthy (possibly sexual) attraction to them. See the following lists of phobias for ideas on what sorts of disorders could manifest as manias.<br />
<br />
=====Real-World Phobias=====<br />
<br />
The following list provides examples of phobias from the real world that lend themselves to inclusion in a d20 campaign.<br />
<br />
Certain real-world phobias can easily be broadened to include monstrous creatures and specific magic effects in a fantasy environment. For example, ophidiophobia (fear of snakes) could be extended to include medusae and other snakelike creatures, or ichthyophobia (fear of fish) could be extended to include aquatic creatures with fishlike qualities, such as the locathah and the sahuagin.<br />
<br />
{| class="d20"<br />
! Phobia<br />
! Fear of…<br />
|- class="odd"<br />
| Acrophobia<br />
| heights (formerly known as vertigo)<br />
|- class="even"<br />
| Aerophobia<br />
| wind<br />
|- class="odd"<br />
| Agoraphobia<br />
| open places<br />
|- class="even"<br />
| Ailurophobia<br />
| cats<br />
|- class="odd"<br />
| Androphobia<br />
| men (males)<br />
|- class="even"<br />
| Astrophobia<br />
| stars<br />
|- class="odd"<br />
| Autophobia<br />
| being alone<br />
|- class="even"<br />
| Bacteriophobia<br />
| bacteria (“germs”)<br />
|- class="odd"<br />
| Ballistophobia<br />
| bullets<br />
|- class="even"<br />
| Bathophobia<br />
| deep submerged places<br />
|- class="odd"<br />
| Bibliophobia<br />
| books<br />
|- class="even"<br />
| Blennophobia<br />
| slime<br />
|- class="odd"<br />
| Brontophobia<br />
| thunder<br />
|- class="even"<br />
| Cenophobia<br />
| empty rooms<br />
|- class="odd"<br />
| Chionophobia<br />
| snow<br />
|- class="even"<br />
| Claustrophobia<br />
| enclosed spaces<br />
|- class="odd"<br />
| Demophobia<br />
| crowds<br />
|- class="even"<br />
| Dendrophobia<br />
| trees<br />
|- class="odd"<br />
| Entomophobia<br />
| insects<br />
|- class="even"<br />
| Equinophobia<br />
| horses<br />
|- class="odd"<br />
| Gephyrdrophobia<br />
| crossing bridges<br />
|- class="even"<br />
| Gynephobia<br />
| women (females)<br />
|- class="odd"<br />
| Hamartophobia<br />
| sinning or making an error<br />
|- class="even"<br />
| Haphephobia<br />
| being touched<br />
|- class="odd"<br />
| Heliophobia<br />
| sunlight or the sun<br />
|- class="even"<br />
| Hematophobia<br />
| blood or bleeding<br />
|- class="odd"<br />
| Hydrophobia<br />
| water<br />
|- class="even"<br />
| Hypnophobia<br />
| sleep<br />
|- class="odd"<br />
| Iatrophobia<br />
| doctors (healers)<br />
|- class="even"<br />
| Ichthyophobia<br />
| fish<br />
|- class="odd"<br />
| Maniaphobia<br />
| going insane<br />
|- class="even"<br />
| Monophobia<br />
| being alone<br />
|- class="odd"<br />
| Musophobia<br />
| mice (and rats)<br />
|- class="even"<br />
| Necrophobia<br />
| dead things<br />
|- class="odd"<br />
| Nyctophobia<br />
| night or nightfall<br />
|- class="even"<br />
| Odontophobia<br />
| teeth<br />
|- class="odd"<br />
| Onomatophobia<br />
| a certain name, word, or phrase<br />
|- class="even"<br />
| Ophidiophobia<br />
| snakes<br />
|- class="odd"<br />
| Ornithophobia<br />
| birds<br />
|- class="even"<br />
| Pediphobia<br />
| children<br />
|- class="odd"<br />
| Phagophobia<br />
| eating<br />
|- class="even"<br />
| Phonophobia<br />
| noise, including one’s own voice<br />
|- class="odd"<br />
| Pyrophobia<br />
| fire<br />
|- class="even"<br />
| Scotophobia<br />
| darkness<br />
|- class="odd"<br />
| Spectrophobia<br />
| mirrors<br />
|- class="even"<br />
| Taphephobia<br />
| being buried alive<br />
|- class="odd"<br />
| Teratophobia<br />
| monsters<br />
|- class="even"<br />
| Thalassophobia<br />
| the sea<br />
|- class="odd"<br />
| Tomophobia<br />
| surgery<br />
|- class="even"<br />
| Uranophobia<br />
| the heavens (“the horrible gaping sky!”)<br />
|- class="odd"<br />
| Vermiphobia<br />
| worms<br />
|- class="even"<br />
| Xenophobia<br />
| foreigners or strangers<br />
|- class="odd"<br />
| Zoophobia<br />
| animals<br />
|}<br />
<br />
=====Fantastic Phobias=====<br />
<br />
With some imagination and a little knowledge about how “phobia” terms are formed (most come from ancient Greek words), it’s possible to come up with a list of phobias tailored to a fantasy setting. The following list is provided as a starting point.<br />
<br />
{| class="d20"<br />
! Phobia<br />
! Fear of…<br />
|- class="odd"<br />
| Arcuophobia<br />
| bows<br />
|- class="even"<br />
| Aurophobia<br />
| gold<br />
|- class="odd"<br />
| Aberraphobia<br />
| aberrations and creatures with tentacles<br />
|- class="even"<br />
| Bogyphobia<br />
| demons and goblins<br />
|- class="odd"<br />
| Demonophobia<br />
| demons<br />
|- class="even"<br />
| Dracophobia<br />
| dragons<br />
|- class="odd"<br />
| Confodiophobia<br />
| being stabbed<br />
|- class="even"<br />
| Faephobia<br />
| fey<br />
|- class="odd"<br />
| Gigaphobia<br />
| giants and Large or larger creatures<br />
|- class="even"<br />
| Hadephobia<br />
| hell<br />
|- class="odd"<br />
| Hagiophobia<br />
| saints and holy relics<br />
|- class="even"<br />
| Hierophobia<br />
| priests and sacred items<br />
|- class="odd"<br />
| Incantophobia<br />
| enchantment and mind control<br />
|- class="even"<br />
| Iophobia<br />
| poison<br />
|- class="odd"<br />
| Manaphobia<br />
| magic<br />
|- class="even"<br />
| Materiophobia<br />
| constructs<br />
|- class="odd"<br />
| Myxophobia<br />
| oozes<br />
|- class="even"<br />
| Naturaphobia<br />
| nature and druids<br />
|- class="odd"<br />
| Planarphobia<br />
| outsiders and extraplanar creatures<br />
|- class="even"<br />
| Plantaphobia<br />
| plants and plant creatures<br />
|- class="odd"<br />
| Phantasmaphobia<br />
| specters or ghosts<br />
|- class="even"<br />
| Pneumatophobia<br />
| incorporeal creatures<br />
|- class="odd"<br />
| Uranophobia<br />
| heaven (esp. divine magic)<br />
|}<br />
<br />
===Dissociative Disorders===<br />
<br />
Individuals suffering from dissociative disorders cannot maintain a complete awareness of themselves, their surroundings, or time. The disorder often involves some great previous trauma that is too terrible to remember. Characters who have gone insane from an encounter with powerful monsters often suffer from some form of dissociative disorder.<br />
<br />
====Dissociative Amnesia (Psychogenic Amnesia)====<br />
<br />
This is the inability to recall important personal information, brought on by a desire to avoid unpleasant memories. The character must make a DC 20 [[SRD:Saving Throw|Will Save]] to recall such details or the cause of the amnesia. Since the horror of evil creatures and disturbing truths is the probable cause of this amnesia, as an optional rule the DM may choose to reset the character’s Knowledge (forbidden lore) modifier to +0 and her maximum Sanity to 99 while this disorder holds sway: The horror returns only when the character’s memories do.<br />
<br />
====Dissociative Fugue====<br />
<br />
The character flees from home or work and cannot recall her past. Once the flight halts, the character may assume an entirely new identity.<br />
<br />
====Dissociative Identity Disorder (Multiple Personality Disorder)====<br />
<br />
The character appears to harbor more than one personality, each of which is dominant at times and has its own distinct behavior, name, and even gender. The player needs to keep track of the character’s different personalities. (Each one has the same ability scores and game statistics, but different goals, outlooks, and attitudes.)<br />
<br />
===Eating Disorders===<br />
<br />
These disorders can be incredibly debilitating and even lead to starvation. They are conditions that may continue for many years, sometimes continually endangering the patient.<br />
<br />
====Anorexia Nervosa====<br />
<br />
The character has an overpowering fear of becoming fat and consequently loses weight, as well as taking [[SRD:Constitution|Constitution]] damage (at a rate of 1d8 points per week). Even when she is no more than skin and bones, the character continues to see herself as overweight. Without intervention, she may literally starve herself to death.<br />
<br />
====Bulimia Nervosa====<br />
<br />
The character frequently eats large amounts of food during secret binges. An eating episode may continue until abdominal distress or self-induced vomiting occurs. Feelings of depression and guilt frequently follow such episodes.<br />
<br />
===Impulse Control Disorders===<br />
<br />
These disorders include compulsive gambling, pathological lying, kleptomania (compulsive stealing), and pyromania (the compulsion to set fires).<br />
<br />
====Intermittent Explosive Disorder====<br />
<br />
The character is recognizably impulsive and aggressive, and at times gives way to uncontrollable rages that result in assault or destruction of property.<br />
<br />
===Mood Disorders===<br />
<br />
These disorders affect the victim’s attitude and outlook. Mild mood disorders can be almost impossible to detect without prolonged contact with an individual, but severe disorders usually have noticeable symptoms.<br />
<br />
====Depression====<br />
<br />
Symptoms of this illness include changes in appetite, weight gain or loss, too much or too little sleep, persistent feeling of tiredness or sluggishness, and feelings of worthlessness or guilt, leading in severe cases to hallucinations, delusions, stupor, or thoughts of suicide. All [[SRD:Attack Roll|attack rolls]], saves, and checks take a -4 morale penalty. A predisposition to use alcohol or other mood-altering substances in an attempt at self-medication exists. A character suffering from severe chronic depression may give up virtually all effort from feelings of hopelessness—for example, deciding not to get out of bed for two years.<br />
<br />
====Mania====<br />
<br />
The character has a fairly constant euphoric or possibly irritable mood. Symptoms include a general increase in activity, talkativeness, increased self-esteem to the point of delusion, decreased need for sleep, being easily distracted, willingness for dangerous or imprudent activities such as reckless driving, delusions, hallucinations, and bizarre behavior. All [[SRD:Attack Roll|attack rolls]], saves, and checks take a -4 morale penalty A predisposition to use alcohol or other substances in an attempt at self-medication exists.<br />
<br />
====Bipolar Mood Disorder====<br />
<br />
The character oscillates between mood states, sometimes staying in one mood for weeks at a time, sometimes rapidly switching from one to another. Also known as manic depressive.<br />
<br />
===Personality Disorders===<br />
<br />
These long-term disorders have almost constant effects on a character’s behavior, making it difficult for him to interact with others and often making him unpleasant to be around as well. This is an important point to keep in mind when roleplaying— few players want to spend time with another player character suffering from a personality disorder.<br />
<br />
In game terms, the character takes a -4 penalty on all Charismabased checks. In addition, the attitudes of NPCs the character encounters are shifted in a negative direction. When determining NPC attitudes, the player must make a Charisma check for the character. On a successful check, the attitude of the NPC in question shifts one step toward hostile; on a failed check, the attitude of the NPC in question shifts two steps toward hostile.<br />
<br />
Personality disorders are classified in the following categories.<br />
<br />
====Antisocial====<br />
<br />
Short-sighted and reckless behavior, habitual liar, confrontational, fails to meet obligations (job, bills, relationships), disregards rights and feelings of others.<br />
<br />
====Avoidant====<br />
<br />
Oversensitive to rejection, low self-esteem, socially withdrawn.<br />
<br />
====Borderline====<br />
<br />
Rapid mood shifts, impulsive, unable to control temper, chronic boredom.<br />
<br />
====Compulsive====<br />
<br />
Perfectionist, authoritarian, indecisive from fear of making mistakes, difficulty expressing emotions.<br />
<br />
====Dependent====<br />
<br />
Lacks self-confidence; seeks another to look up to, follow, and subordinate herself to (“codependent”).<br />
<br />
====Histrionic====<br />
<br />
Overly dramatic, craves attention and excitement, overreacts, displays temper tantrums, may threaten suicide if thwarted.<br />
<br />
====Narcissistic====<br />
<br />
Exaggerated sense of self-importance, craves attention and admiration, considers others’ rights and feelings as of lesser importance.<br />
<br />
====Passive-Aggressive====<br />
<br />
Procrastinator, stubborn, intentionally forgetful, deliberately inefficient. Sabotages own performance on a regular basis.<br />
<br />
====Paranoid====<br />
<br />
Jealous, easily offended, suspicious, humorless, secretive, vigilant; exaggerates magnitude of offenses against oneself, refuses to accept blame.<br />
<br />
====Schizoid====<br />
<br />
Emotionally cold, aloof, has few friends; indifferent to praise or criticism.<br />
<br />
DMs should realize that, while these traits may work for an interesting NPC from whom the players must extract information or a favor, their antisocial nature makes them ill-suited for members of an adventuring party.<br />
<br />
===Psychosexual Disorders===<br />
<br />
Recognizable disorders of this type include transsexualism (a belief that one is actually a member of the opposite sex), impaired sexual desire or function, nymphomania and satyriasis (inordinate and uncontrollable sexual appetite in women and men, respectively), and paraphilia (requirement of an abnormal sexual stimulus, such as sadism, masochism, necrophilia, pedophilia, exhibitionism, voyeurism, fetishism, or bestiality).<br />
<br />
Most of these disorders could make players of the afflicted characters uncomfortable and thus are not appropriate for most roleplaying groups, although they can make for striking (if unpleasant) NPCs.<br />
<br />
===Psychospecies Disorders===<br />
<br />
These disorders are specific to fantasy environments and involve the victim of one believing that she is a different type of creature. A victim might believe that she is a construct (and therefore immune to critical hits) or any other creature type that she has encountered. When a victim has a psychospecies disorder associated with a creature that has specific weaknesses (for example, a human thinking he’s a vampire), then the victim’s behavior changes become more noticeable (such as a fear of holy symbols and sunlight).<br />
<br />
===Schizophrenia and Other Psychotic Disorders===<br />
<br />
A psychotic character experiences a break with reality. Symptoms can include delusions, hallucinations, and cognitive impairment. In general, only alchemical substances or magic can treat these kinds of disorders. Note, however, that many psychotic characters suffer from the delusion that nothing is wrong with them, and hence they feel no need to take their medication.<br />
<br />
====Schizophrenia (Schizophreniform Disorder, Dementia Praecox)====<br />
<br />
A schizophrenic character’s attention span and ability to concentration are greatly diminished; to reflect this, use only one-half of the character’s normal skill modifier on any skill check requiring attentiveness (such as Disable Device, Spot, Search, Open Lock, and of course Concentration). Symptoms include bizarre delusions, paranoia, auditory hallucinations (“hearing voices”), incoherent speech, emotional detachment, social withdrawal, bizarre behavior, and a lack of the sense of self.<br />
<br />
A schizophrenic character may fit into one of the following categories.<br />
<br />
'''Undifferentiated'''<br />
<br />
Impaired cognitive function, emotional detachment.<br />
<br />
'''Disorganized'''<br />
<br />
Inappropriate behavior, shallow emotional responses, delusions, hallucinations.<br />
<br />
'''Catatonic'''<br />
<br />
Mutism (loss of ability to talk), extreme compliance, absence of all voluntary movements, complete immobility (“statuism”).<br />
<br />
'''Paranoid'''<br />
<br />
Delusions of persecution, illogical thinking, hallucinations.<br />
<br />
Symptoms from more than one type can occur in the same individual, along with mood disorders (see above). For example, catatonic schizophrenics sometimes have manic episodes of extreme activity alternating with periods of complete withdrawal. Schizophrenia brought on by sudden stress is called acute schizophrenia; characters who go insane and babble of vast global conspiracies usually are diagnosed as suffering from “acute paranoid schizophrenia.”<br />
<br />
====Other Psychotic Disorders====<br />
<br />
By some definitions, all severe mental illnesses are classified as psychoses, including mood disorders, dementia, and anxiety disorders. This section deals with some of the interesting behavioral syndromes that may turn up in your game.<br />
<br />
'''Amok'''<br />
<br />
“Running amok,” an outburst of violence and aggressive or homicidal behavior directed at people and property. Amnesia, return to consciousness, and exhaustion occur following the episode. During a killing spree, the character utilizes whatever weapons are on hand.<br />
<br />
'''Boufee Detirant'''<br />
<br />
Sudden outburst of aggressive, agitated behavior and marked confusion, sometimes accompanied by visual and auditory hallucinations or paranoia.<br />
<br />
'''Brain Fag'''<br />
<br />
Impaired concentration and feelings of fatigue, pains in the neck and head, a sense that worms are crawling inside one’s head.<br />
<br />
'''Ghost Sickness'''<br />
<br />
Weakness, loss of appetite, feelings of suffocation, nightmares, and a pervasive feeling of terror, attributed as a sending from witches or malign otherworldly powers.<br />
<br />
'''Piblokto'''<br />
<br />
“Arctic madness,” wherein the afflicted rips off clothing and runs howling like an animal through the snow.<br />
<br />
'''Susto'''<br />
<br />
A variety of somatic and psychological symptoms attributed to a traumatic incident so frightening that it dislodged the victim’s spirit from her body.<br />
<br />
'''Taijin Kyofusho'''<br />
<br />
“Face-to-face” phobia, an intense anxiety when in the presence of other people; fearfulness that one’s appearance, odor, or behavior is offensive.<br />
<br />
'''Voodoo Death'''<br />
<br />
Belief that a hex or curse can bring about misfortune, disability, and death through some spiritual mechanism. Often the victim self-fulfills the hexer’s prophecy by refusing to eat and drink, resulting in dehydration and starvation.<br />
<br />
'''Wacinko'''<br />
<br />
Anger, withdrawal, mutism, and immobility, leading to illness and suicide.<br />
<br />
'''Wendigo Syndrome'''<br />
<br />
The afflicted believes she is a personification of the Wendigo, a cannibalistic creature with an icy heart.<br />
<br />
====Shared Paranoid Disorder (Shared Delusional Disorder, Folie a Deux)====<br />
<br />
The character takes on the delusional system of another paranoid individual from being in close contact with that person.<br />
<br />
===Sleep Disorders===<br />
<br />
These disorders include insomnia (character has difficulty falling asleep or staying asleep) and narcolepsy (character frequently falls asleep, almost anywhere and at inappropriate times). Characters performing demanding tasks such as engaging in combat or casting a spell may, when stressed, need to make DC 15 Concentration checks to stay awake and not put themselves in a dangerous situation.<br />
<br />
====Night Terrors====<br />
<br />
A sleeping character wakes after a few hours of sleep, usually screaming in terror. Pulse and breathing are rapid, pupils are dilated, and hair stands on end. The character is confused and hard to calm down. Night terrors are similar to ordinary nightmares, but much more intense and disruptive.<br />
<br />
====Somnambulism====<br />
<br />
Sleepwalking. As with night terrors, this behavior occurs in the first few hours of sleep. An episode may last up to 30 minutes. During the episode, the character’s face is blank and staring, and she can be roused only with difficulty. Once awake, she recalls nothing of the activity.<br />
<br />
===Somatoform Disorders===<br />
<br />
A somatoform disorder may be diagnosed when a character experiences physical symptoms that cannot be explained by an actual physical injury or disease.<br />
<br />
====Somatization Disorder====<br />
<br />
The character suffers from a physical ailment or diseaselike effect, with symptoms ranging from dizziness and impotence to blindness and intense pain. The Heal skill cannot identify any physical cause for the symptoms, and magical healing has no effect. The victim does not believe that her symptoms represent a specific disease. All [[SRD:Attack Roll|attack rolls]], saves, and checks take a -2 penalty.<br />
<br />
====Conversion Disorder====<br />
<br />
The character reports dysfunctions that suggest a physical disorder but, though they are involuntary, the symptoms actually provide a way for the victim to avoid something undesirable or a way to garner attention and caring, a condition called Munchausenism. Symptoms range from painful headaches to paralysis or blindness. With the condition known as Reverse Munchausenism, a character projects ill health onto others and may even arrange injuries or illnesses for them so that she can thereafter take care of them. All [[SRD:Attack Roll|attack rolls]], saves, and checks take a -2 penalty.<br />
<br />
====Hypochondriasis====<br />
<br />
Character believes she suffers from a serious disease. No physical cause for reported symptoms can be found, but the character continues to believe that the disease or condition exists, often with serious consequences to her normal life.<br />
<br />
====Body Dysmorphic Disorder====<br />
<br />
Character suffers from perceived flaws in appearance, usually of the face, or of the hips or legs. Behavior may alter in unexpected ways to cover up the flaws or to calm anxieties.<br />
<br />
===Substance Abuse Disorder===<br />
<br />
A character with a substance abuse disorder finds solace in using a drug, becomes addicted to it, and spends much time maintaining, concealing, and indulging the habit. Drugs include alcohol, amphetamines, cocaine, hallucinogens, marijuana, nicotine, opium (especially morphine and heroin), sedatives, and more fantastic substances present in the campaign world (see Sample Drugs, earlier in this section).<br />
<br />
A character under the sway of such a substance should feel the personal struggle daily. [[SRD:Saving Throw|Will Save]]s might be used to resist or succumb symbolically to cravings, especially just before periods of stress (for example, just before a confrontation or likely battle with evil cultists). All [[SRD:Attack Roll|attack rolls]], saves, and checks take a -2 morale penalty because of withdrawal symptoms. Sanity losses could occur from binges or bad trips. Some characters might find that drugs promote communication with alien entities and deities, and that dreams about them become ever more vivid and horrifying, Conversely, such substances might function as medications, deadening a character’s fears and offering temporary defenses against Sanity loss.<br />
<br />
===Other Disorders===<br />
<br />
Other disorders exist in common parlance, but most of these are actually symptoms or specific instances of disorders already mentioned above. These include quixotism (seeing the supernatural everywhere, even in the most mundane surroundings), panzaism (seeing the most extraordinary events as ordinary and rational), and megalomania (delusions of power, wealth, fame, and ability). Use or ignore these as suits your campaign, or invent new categories of madness to reflect the chaos that lies just below the brittle surface of Lovecraft’s world.<br />
<br />
==A Psychiatric Glossary==<br />
<br />
The following words are defined in terms of a real-world understanding of insanity; some of them (illusion, for example) have different meanings in a d20 game context. As with all aspects of the Sanity variant, DMs need to determine how each race and culture within the campaign world views insanity and how capable each race and culture is of treating mental disorders in order to know which of these words might come into play.<br />
<br />
'''Affect'''<br />
<br />
The external expression of a patient’s mood (sadness, anger, joy, fear). May be inconsistent with patient’s mood, depending on the disorder.<br />
<br />
'''Anorexia'''<br />
<br />
Loss or decrease of appetite.<br />
<br />
'''Catatonia'''<br />
<br />
Various strong motor anomalies, for instance catatonic stupor (slowed activity to the point of immobilization); ceraflexibilitas (the victim can be molded into strange postures that are maintained), and catatonic excitement (agitated, purposeless movements).<br />
<br />
'''Compulsion'''<br />
<br />
The need to perform certain actions repetitively, including various personal rituals, dipsomania, kleptomania, nymphomania, satyriasis, trichotillomania (pulling out hair), and so on.<br />
<br />
'''Delirium'''<br />
<br />
A reversible syndrome of bewilderment, restlessness, confusion, and disorientation, associated with fear and hallucinations, all caused by some underlying medical condition.<br />
<br />
'''Delusion'''<br />
<br />
A firmly fixed false belief, one not based in real ity. It can be bizarre, as in schizophrenia, or systematized, as in delusional disorders.<br />
<br />
'''Dementia'''<br />
<br />
A loss of cognitive function, often first manifesting in memory loss.<br />
<br />
'''Depersonalization'''<br />
<br />
A subjective feeling of being unreal, or unfamiliar to self.<br />
<br />
'''Derealization'''<br />
<br />
A subjective feeling that the environment is strange or unreal; for instance, feeling the world to be a stage or a two-dimensional painting.<br />
<br />
'''Dissociation'''<br />
<br />
Confusion over one’s sense of self and identity.<br />
<br />
'''Formication'''<br />
<br />
The feeling that insects are crawling all over one’s body, a tactile hallucination caused by cocaine and delirium tremens.<br />
<br />
'''Hallucination'''<br />
<br />
A perception of a sensory stimulus in the absence of sensory stimuli; for instance, seeing or hearing some one who isn’t there.<br />
<br />
'''Illusion'''<br />
<br />
The misperception of a sensory stimulus; for instance, seeing the rustling branches of a tree as tentacles.<br />
<br />
'''Logorrhea'''<br />
<br />
Copious, coherent, logical speech.<br />
<br />
'''Mania'''<br />
<br />
A mood characterized by elation and increased activity.<br />
<br />
'''Mood'''<br />
<br />
A pervasive feeling that is experienced internally.<br />
<br />
'''Neurosis'''<br />
<br />
Symptoms of depression, anxiety, or the like arising from stress. A neurosis is less severe than a psychosis. A neurotic character may still be able to function; a psychotic one generally cannot.<br />
<br />
'''Obsession'''<br />
<br />
An idea or thought that constantly intrudes into one’s consciousness.<br />
<br />
'''Paranoia'''<br />
<br />
Persistent, consistent, plausible, and ingenious delusions of persecution or jealousy. New information always seems to support the increasing threat of some great conspiracy. Paranoia is more a symptom than a disorder, because it can appear in schizophrenia, mania, and so on<br />
<br />
'''Psychosis'''<br />
<br />
Severe mental illness in which the character experiences thoughts and perceptions that are out of touch with reality. A psychosis is more severe than a neurosis.<br />
<br />
'''Somnambulism'''<br />
<br />
Sleepwalking.<br />
<br />
'''Somnolence'''<br />
<br />
Abnormal drowsiness.<br />
<br />
'''Synthesia'''<br />
<br />
Sensation caused by another sensation; for instance, seeing sound.<br />
<br />
'''Tic'''<br />
<br />
Involuntary spasmodic motor movement.<br />
<br />
'''Trailing Phenomenon'''<br />
<br />
Perceptual abnormality associated with hallucinogens in which moving objects are seen in a series of discrete discontinuous images.<br />
<br />
'''Trance'''<br />
<br />
Focused attention and altered consciousness, usually seen in hypnosis, dissociative disorders, and ecstatic religious experiences.<br />
<br />
<br />
{{UA Campaigns Footer}}<br />
{{wikify}}</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=Talk:3.5e_Homebrew&diff=279350Talk:3.5e Homebrew2008-09-03T23:56:44Z<p>OptimizationFanatic: /* Templates? */</p>
<hr />
<div>{{Archives<br />
|label1=Archive 1 (Discussions 1 &ndash; 30)<br />
}}<br />
<br />
==Knowledge Arcana==<br />
I'm working with Dave on this. This article is currently slated for 3-5 issues out. That means that we have the article in the development pipeline, but we do not yet have a home for it.<br />
<br />
--[[User:Dmilewski|Dmilewski]] 05:36, 21 April 2006 (MST)<br />
<br />
== New Server ==<br />
<br />
DanDWiki has recently undergone a major change in its configuration. I have moved the server from being hosted by [http://www.godaddy.com GoDaddy] to my own server. The site should be quite a bit faster now. <br />
<br />
--[[User:Blue Dragon|Blue Dragon]] 22:42, 29 April 2006 (MDT)<br />
<br />
== Deleting DnD Vehicles ==<br />
<br />
I am going to be deleting DnD Vehicles, as I see no reason for it. D&D is ''not'' like D20 Modern where vehicles are a big deal. If anyone ever actually makes a vehicle it can go in [[DnD Other]]. A new section is not needed, although if more than 5 vehicles are put in [[DnD Other]] then I consider making a new section. Deleted the it. --[[User:Green Dragon|Green Dragon]] 13:19, 12 June 2006 (MDT)<br />
<br />
:That was my idea, Green_Dragon. --[[User:Pz.Az.04Maus|Pz.Az.04Maus]] 13:29, 12 June 2006 (MDT)<br />
<br />
::Yes, I know, I just think that it has no reason to be there. Put the vehicles you make in [[DnD Other]], if enough are made, then a DnD Vehicles can be made. --[[User:Green Dragon|Green Dragon]] 13:50, 12 June 2006 (MDT)<br />
<br />
:::I'm thinking of adding my friends airship template into here, it's rather cool, and i'll be making sandships shortly. --[[User:Shadethedemon|Shadethedemon]] 0:30, 06 August 2006 (NewYork time)<br />
<br />
:::: Enough vehicles for a new section? --[[User:Green Dragon|Green Dragon]] 21:33, 3 October 2006 (MDT)<br />
<br />
::::: Why not put them under [[DnD Equipment]]? &mdash;[[User:Sledged|Sledged]] 18:08, 7 October 2006 (MDT)<br />
<br />
:::::: Very good idea, I think that would work well. --[[User:Green Dragon|Green Dragon]] 22:36, 8 October 2006 (MDT)<br />
<br />
::::::: Yeah it is, should I just make the Vehicle header when I put it up? --[[User:Shadethedemon|DeadlyNightShade]] 08:37, 14 October 2006 (MDT)<br />
<br />
:::::::: Yes, just make a new section when you put your first vehicle on D&D Wiki. --[[User:Green Dragon|Green Dragon]] 11:33, 15 October 2006 (MDT)<br />
<br />
== Template Links ==<br />
<br />
Shouldn't links to the templates be within the respective subject pages (e.g. Link to the NPC template on the [[DnD NPCs|NPCs page]], link to the PrC template on the [[DnD Classes|PrCs page]], etc...)?<br />
<br />
: Yes they should, I just have not got around to putting them in their places... Would you like to? Or should I when I am not doing something else on the site? --[[User:Green Dragon|Green Dragon]] 09:47, 30 September 2006 (MDT)<br />
<br />
:: I'd say whoever has time to do them first. I've put it on my TODO list. Would you like to keeps the links on D&D page, in addition to having them in their respective pages, or no? &mdash;[[User:Sledged|Sledged]] 13:18, 30 September 2006 (MDT)<br />
<br />
::: No, get rid of the links from this page.... Just makes it more confusing and look worse. --[[User:Green Dragon|Green Dragon]] 18:58, 30 September 2006 (MDT)<br />
<br />
:::: Does that look better? --[[User:Green Dragon|Green Dragon]] 11:05, 1 October 2006 (MDT)<br />
<br />
::::: Looks great! &mdash;[[User:Sledged|Sledged]] 12:02, 2 October 2006 (MDT)<br />
<br />
== Merge Class Pages ==<br />
<br />
I think classes and PrCs should be merged together. Is anyone opposed to such an idea? &mdash;[[User:Sledged|Sledged]] 11:00, 5 October 2006 (MDT)<br />
<br />
: I don't think I really want that. I consider PrC's very different from Classes, and I don't see any reason why it would be good to merge them. What is your reason for wanting this? --[[User:Green Dragon|Green Dragon]] 19:31, 5 October 2006 (MDT)<br />
<br />
:: The foremost reason is the same for why I want to merge the pages dealing with special abilities in the SRD. It does little good to separate out items that fall under the same category. Next, though you may consider PrCs different, others may not feel the same, and the fact of the matter is that PrCs '''are''' classes. Lastly, I think it would be good to have some consistancy with how the classes are laid out. Base classes and NPC classes are grouped together on one page, but PrCs are on another. They should either each have their own page&mdash;one for base classes, one for NPC classes, and one for PrCs&mdash;or they should all be under one page. I'd prefer the latter just to cut down on the number of pages. &mdash;[[User:Sledged|Sledged]] 19:28, 6 October 2006 (MDT)<br />
<br />
::: I consider PrC's very different from classes. The reason I believe that it would be good to have a separate page for PrC's is because when many people come here they would not consider PrC's to be under Classes, and they would then assume that D&D Wiki has no PrC's. However, on the other hand, it would help to merge Classes and PrC's, it would create one less thing on [[Dungeons and Dragons]]. Still, however, I believe that visitors would have a hard time finding the PrC's. I think most people do not consider PrC's to be Classes. --[[User:Green Dragon|Green Dragon]] 12:13, 7 October 2006 (MDT)<br />
<br />
:::: What if the link was qualified like so:<br />
<br />
::::* [[DnD Classes|Classes]] (Base, Prestige, and NPC)<br />
<br />
:::: &mdash;[[User:Sledged|Sledged]] 13:20, 7 October 2006 (MDT)<br />
<br />
::::: I was thinking about that, but then that one would be the only link with black words after it, making it stand out where all the other do not. I still am not sure what a good solution would be. --[[User:Green Dragon|Green Dragon]] 15:53, 7 October 2006 (MDT)<br />
<br />
:::::: Could do the same for the other sections:<br />
<br />
<br />
::::::{| style="width: 100%;"<br />
|-<br />
| [[DnD Campaign Settings|Campaign Settings]]<br />
| style="text-align: right;" | Worlds and Options<br />
|-<br />
| [[DnD Optimized Character Builds|Character Optimizations]]<br />
| style="text-align: right;" | Anything You Can Do, I Can Do Better<br />
|-<br />
| [[DnD Classes|Classes]]<br />
| style="text-align: right;" | Base, Prestige, and NPC<br />
|-<br />
| [[DnD Deities|Deities]]<br />
| style="text-align: right;" | Phenomenal Cosmic Power!<br />
|-<br />
| [[DnD Equipment|Equipment]]<br />
| style="text-align: right;" | Weapons, Armor, Food & Drink, Vehicles, Magic Items, etc...<br />
|-<br />
| [[DnD Feats|Feats]]<br />
| style="text-align: right;" | General, Epic, Divine, Racial, etc...<br />
|-<br />
| [[DnD Monsters|Monsters]]<br />
| style="text-align: right;" | Creatures and Templates<br />
|-<br />
| [[DnD NPCs|NPCs]]<br />
| style="text-align: right;" | Good Guys, Bad Guys, and Ugly Guys<br />
|-<br />
| [[DnD Other|Other]]<br />
| style="text-align: right;" | Leftovers, Anyone?<br />
|-<br />
| [[DnD Quests|Quests]]<br />
| style="text-align: right;" | Where Do You Want To Go Today?<br />
|-<br />
| [[DnD Races|Races]]<br />
| style="text-align: right;" | Dragons, Giants, Aberrations, Oh My!<br />
|-<br />
| [[DnD Complex Special Ability Components|Complex Special Ability Components]]<br />
| style="text-align: right;" | 0&ndash;9th and Epic<br />
|-<br />
| [[DnD Rules|Variant Rules]]<br />
| style="text-align: right;" | Marching to the Beat of a Different Drummer<br />
|}<br />
<br />
<br />
:::::: &mdash;[[User:Sledged|Sledged]] 18:08, 7 October 2006 (MDT)<br />
<br />
::::::: I think the above way would work very well. By the way, I love some of the description you made. Lastly, when you merge [[DnD Classes|DnD Prestige Classes]] into [[DnD Classes]] please make a seperate section for Classes, PrC's, and NPCs. I hope all goes well with this new way. --[[User:Green Dragon|Green Dragon]] 22:40, 8 October 2006 (MDT)<br />
<br />
:::::::: I'm glad you're amused. I was hoping they'd get a chuckle. I threw in a lot of the descriptions simply so we could see how they'd look, and I was having trouble thinking of clear and concise descriptions using ten words or less. &mdash;[[User:Sledged|Sledged]] 16:42, 9 October 2006 (MDT)<br />
<br />
::::::::: I must say, they turned out very well. Good job. --[[User:Green Dragon|Green Dragon]] 11:34, 15 October 2006 (MDT)<br />
<br />
==Getting more people to the site==<br />
<br />
I added a link the this site under the wikipedia article for Dungeons and Dragons. I hope that helps drive some people here.--[[User:Sand-reckoner|Sand-reckoner]] 12:27, 22 October 2006 (MDT)<br />
<br />
:It looks good, and I hope it does make more people come here. Thanks for doing that. --[[User:Green Dragon|Green Dragon]] 15:53, 22 October 2006 (MDT)<br />
<br />
::Honestly, it helped a ton. Before the links D&D Wiki was averaging 150 unique visitors per day, now it is averaging 500 unique visitors per day. Thanks again for doing that. --[[User:Green Dragon|Green Dragon]] 14:25, 2 December 2006 (MST)<br />
<br />
:::You know, most of the D&D related articles on Wikipedia (last I checked, anyway), don't have a link to this wiki. I happened to stumble across one that did, which is how I ended up here. If you want more traffic, it would behoove you to put links on as many pages as possible. --[[User:Cuthalion|Cúthalion]] 22:28, 17 February 2007 (MST)<br />
<br />
::::Why not make a page for Dandwiki itself on wikipedia? --[[User:Shadethedemon|DeadlyNightShade]] 13:37, 22 June 2007 (MDT)<br />
<br />
:::::That's how I found DnDWiki! And a wikipedia page might be a good idea. --[[User:Aarnott|Aarnott]] 13:47, 22 June 2007 (MDT)<br />
<br />
::::::Same here. THe link on other wikipedias does work. --[[User:Sam Kay|Sam Kay]] 04:45, 11 August 2007 (MDT)<br />
<br />
:::::::Someone go for it. Also, we are now averaging 1200 unique visitors/day and 57,000 hits a day (quite an improvement). --[[User:Green Dragon|Green Dragon]] 12:54, 11 August 2007 (MDT)<br />
<br />
== Design... ==<br />
<br />
Hey guys,<br />
I'm new here, but I registered just to say that this page's design is really not made for all monitors. The descriptions for the sections are too far on the right from the article sections, and quite frankly I didn't notice them at first. By the way, I'm writing from a laptop monitor, and I find it rather hard to read.<br />
<br />
Just a suggestion, but I think you should work the template so that the descriptions are much closer to the article titles. <br />
<br />
Thanks!<br />
--[[User:CDevine|CDevine]] 19:31, 1 December 2006 (MST)<br />
<br />
:Thanks for the feedback. How bad is it? Do you have to scroll to see the descriptions? What browser are you using. &mdash;[[User:Sledged|Sledged]] 19:52, 1 December 2006 (MST)<br />
<br />
::I have a fairly large monitor on my desktop PC, (21 inch) and it is a bit of a pain to look over to the far other site to find the description. I think this is what CDevine is talking about, the large gap of nothing between the links and the descriptions. So, I would also say it would not hurt to change it round. Any ideas of how to make it look good, make it easy to find what one is looking for, ''and'' make sure the Dungeons and Dragons page does not get to long? --[[User:Green Dragon|Green Dragon]] 14:22, 2 December 2006 (MST)<br />
<br />
:::{| cellspacing="0" cellpadding="0"<br />
|- style="vertical-align: top;"<br />
|<br />
'''<big>For Players</big>'''<br />
<br />
* [[DnD Optimized Character Builds|Character Optimizations]]<div style="font-size: smaller; margin-left: 2em;">Anything You Can Do, I Can Do Better</div><br />
* [[DnD Classes|Classes]]<div style="font-size: smaller; margin-left: 2em;">Base, Prestige, and NPC</div><br />
* [[DnD Equipment|Equipment]]<div style="font-size: smaller; margin-left: 2em;">Weapons, Armor, Food & Drink, Vehicles, Magic Items, etc...</div><br />
* [[DnD Feats|Feats]]<div style="font-size: smaller; margin-left: 2em;">General, Epic, Divine, Racial, etc...</div><br />
* [[DnD Other|Other]]<div style="font-size: smaller; margin-left: 2em;">Leftovers, Anyone?</div><br />
* [[DnD Races|Races]]<div style="font-size: smaller; margin-left: 2em;">Dragons, Giants, Aberrations, Oh My!</div><br />
* [[DnD Complex Special Ability Components|Complex Special Ability Components]]<div style="font-size: smaller; margin-left: 2em;">0&ndash;9th and Epic</div><br />
<br />
| style="padding-left: 1em;" |<br />
'''<big>For DMs</big>'''<br />
<br />
* [[DnD Campaign Settings|Campaign Settings]]<div style="font-size: smaller; margin-left: 2em;">Worlds and Options</div><br />
* [[DnD Creatures|Creatures]]<div style="font-size: smaller; margin-left: 2em;">Monsters and Templates</div><br />
* [[DnD Deities|Deities]]<div style="font-size: smaller; margin-left: 2em;">Phenomenal Cosmic Power!</div><br />
* [[DnD NPCs|NPCs]]<div style="font-size: smaller; margin-left: 2em;">Good Guys, Bad Guys, and Ugly Guys</div><br />
* [[DnD Quests|Quests]]<div style="font-size: smaller; margin-left: 2em;">Where Do You Want To Go Today?</div><br />
* [[DnD Rules|Variant Rules]]<div style="font-size: smaller; margin-left: 2em;">Marching to the Beat of a Different Drummer</div><br />
|}<br />
<br />
<br />
:::What do you think of this? &mdash;[[User:Sledged|Sledged]] 20:14, 4 December 2006 (MST)<br />
<br />
::::I don't really like it, to long. It might be good to shorten it so smaller screens (laptops in particular) can see all the links at once. --[[User:Green Dragon|Green Dragon]] 23:09, 4 December 2006 (MST)<br />
<br />
:::::How about now? &mdash;[[User:Sledged|Sledged]] 09:27, 5 December 2006 (MST)<br />
<br />
::::::This is more in line with the direction of development of other pages. I'm all for giving the listing pages a more coherent look and feel. --[[User:Dmilewski|Dmilewski]] 10:36, 5 December 2006 (MST)<br />
<br />
:::::::Much better. However, it could be improved by getting some order other than alphabetical into the re-design. Such as (I know, I know...) For the Player, For the DM, etc. Your ideas? --[[User:Green Dragon|Green Dragon]] 17:33, 5 December 2006 (MST)<br />
<br />
:::::::: Don't see why not. Let's try this. &mdash;[[User:Sledged|Sledged]] 18:27, 5 December 2006 (MST)<br />
<br />
::::::::: I like it. Fits with the new style well. --[[User:EldritchNumen|EldritchNumen]] 18:24, 6 December 2006 (MST)<br />
<br />
::::::::::It's good, go for it. --[[User:Green Dragon|Green Dragon]] 18:32, 6 December 2006 (MST)<br />
<br />
:::::::::::Much better and easier to read. Looks good. --[[User:Green Dragon|Green Dragon]] 18:50, 6 December 2006 (MST)<br />
<br />
::::::::::::Just noticed the change, I like it. --[[User:Calidore Chase|Calidore Chase]] 02:37, 8 December 2006 (MST)<br />
<br />
== New D&D DM help page ==<br />
<br />
Yeah sorry if Im posting this in the wrong place, but I'd like to propose an Idea: My Idea is to put up an editable space in the site where more seasoned DM's could post some useful tricks of the trade which they think newer DM's might be able to use. just an idea {{unsigned|Tjaden|2007-01-15, 18:00:03}}<br />
<br />
: Right now the place for that kind of material is [[DnD Other|Other]]. &mdash;[[User:Sledged|Sledged]] 17:09, 15 January 2007 (MST)<br />
<br />
::Thats correct, other is the place for such a thing. --[[User:Green Dragon|Green Dragon]] 18:37, 15 January 2007 (MST)<br />
<br />
== Open Game License Content? ==<br />
<br />
There's lots of open game license content out there we could host. Should we integrate it? How do we want to integrate it? Do we want an Open Game License (OGL) namespace? Do we want namespaces for each source? What's the best practice? --[[User:Dmilewski|Dmilewski]] 12:47, 10 February 2007 (MST)<br />
<br />
:For the moment just add it like normal with the correct templates and a locked page. OGL content is treated as normal content that cannot be edited except for formatting. --[[User:Green Dragon|Green Dragon]] 14:05, 10 February 2007 (MST)<br />
<br />
::I like the idea of an OGL namespace, although I'm not sure I could articulate why. --[[User:Cuthalion|Cúthalion]] 07:59, 16 February 2007 (MST)<br />
<br />
:::I could. OGC from marketed products have a different weight (for lack of a better term) to them than, the user contributions. This is partly because we like to think that said products have gone though several review process and have been play-tested (whether or not this is actually the case). Because of this, people will tend to favor them over other material (except for possibly their own). Personally, I was thinking instead of having a OGL namespace, have one namespace for each publisher that produces d20 and d20M OGC (e.g. WotC, WW (White Wolf), MG (Mongoose), GR (Green Ronin), SP (Sovern Press), etc...). And all the OGC they've published would go under their respective namespaces (except, of course, for the SRD and the MSRD which already have their own namespaces). &mdash;[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:55, 16 February 2007 (MST)<br />
<br />
::::I've changed my stance, one OGL or OGC namespace. Categories can be available for each publisher. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 14:28, 18 January 2008 (MST)<br />
<br />
:::Hm... For now I say keep it as normal namespace, we can change it later once namespace probems are fixed (maybe change the namespace - I am not sure yet). --[[User:Green Dragon|Green Dragon]] 10:32, 16 February 2007 (MST)<br />
<br />
== Other => Discussion & Guidelines ==<br />
<br />
"Other" in this context sounds like game mechanics that are not classes, feats, etc., and hence not central to the game. The subtext makes it sound like you'd never want to look there unless you're having trouble sleeping. It's a rare newbie who would bother.<br />
<br />
In practice, most of the [[DnD Other|Other]] contents are discussion or guidelines for development -- exactly what newbies need to read. How about splitting it into three sections:<br />
* Guidelines : guidelines for content creation<br />
* Discussion : general discussion on various topics<br />
* Variant Rules : homebrew content not covered by the other headings (move to [[DnD Rules|existing section]])<br />
<br />
Some additional hierarchy might also be helpful. Something like:<br />
<br />
: '''For Players'''<br />
<br />
:* Content<br />
:** Classes<br />
:** Equipment<br />
:** Feats/Flaws<br />
:** Races<br />
:** Complex Special Ability Components<br />
:* Guidelines<br />
:* Discussion<br />
:* Examples<br />
:** Character Optimizations<br />
<br />
: '''For DMs'''<br />
<br />
:* ...<br />
<br />
What do you think? --[[User:Cuthalion|Cúthalion]] 08:25, 16 February 2007 (MST)<br />
<br />
:That would more closely match the SRD. In general, good observations. Make a full mockup of it. The more complete, the better. When we agree, we'll implement the new landing page directly off the mockup.--[[User:Dmilewski|Dmilewski]] 09:37, 16 February 2007 (MST)<br />
<br />
:: Hmm... How about this? --[[User:Cuthalion|Cúthalion]] 10:35, 16 February 2007 (MST)<br />
<br />
:::{| cellspacing="0" cellpadding="0"<br />
|- style="vertical-align: top;"<br />
|<br />
'''<big>For Players</big>'''<br />
<br />
* Content<br />
** [[DnD Classes|Classes]]<div style="font-size: smaller; margin-left: 2em;">Base, Prestige, Racial Paragon, and NPC</div><br />
** [[DnD Equipment|Equipment]]<div style="font-size: smaller; margin-left: 2em;">Weapons, armor, food & drink, vehicles, magic items, etc...</div><br />
** [[DnD Feats|Feats and Flaws]]<div style="font-size: smaller; margin-left: 2em;">General, Epic, Divine, Racial, etc...</div><br />
** [[DnD Races|Races]]<div style="font-size: smaller; margin-left: 2em;">Dragons, giants, aberrations, oh my!</div><br />
** [[DnD Complex Special Ability Components|Complex Special Ability Components]]<div style="font-size: smaller; margin-left: 2em;">0&ndash;9th and Epic</div><br />
* Resources<br />
** [[DnD Guidelines|Guidelines]]<div style="font-size: smaller; margin-left: 2em;">Helpful guidelines for creating wiki content</div><br />
** [[DnD Discussion|Discussion]]<div style="font-size: smaller; margin-left: 2em;">General discussion on various topics</div><br />
** [[DnD Optimized Character Builds|Optimized Character Designs]]<div style="font-size: smaller; margin-left: 2em;">Anything you can do, I can do better</div><br />
<br />
| style="padding-left: 1em;" |<br />
'''<big>For DMs</big>'''<br />
<br />
* [[DnD Campaign Settings|Campaign Settings]]<div style="font-size: smaller; margin-left: 2em;">Worlds and options</div><br />
* [[DnD Creatures|Creatures]]<div style="font-size: smaller; margin-left: 2em;">Monsters and templates</div><br />
* [[DnD Deities|Deities]]<div style="font-size: smaller; margin-left: 2em;">Phenomenal cosmic power!</div><br />
* [[DnD NPCs|NPCs]]<div style="font-size: smaller; margin-left: 2em;">Good Guys, Bad Guys, and Ugly Guys</div><br />
* [[DnD Quests|Quests]]<div style="font-size: smaller; margin-left: 2em;">Where do you want to go today?</div><br />
* [[DnD Rules|Variant Rules]]<div style="font-size: smaller; margin-left: 2em;">Marching to the beat of a different drummer</div><br />
|}<br />
<br />
:: Note that I ordered the resources topically rather than alphabetically. I'm not wedded to that change. I also lowercased the subtexts; ditto. Oh, yeah, and I renamed Character Optimizations to something a newbie could understand. (I thought it meant something totally different when I first saw it.) --[[User:Cuthalion|Cúthalion]] 10:35, 16 February 2007 (MST)<br />
<br />
:::Well, if we're going to have it mirror the way the SRD is organized:<br />
<br />
:::{| cellspacing="0" cellpadding="0" class="column"<br />
|-<br />
|<br />
; <big>For Players</big><br />
* [[DnD Classes|Classes]]<div style="font-size: smaller; margin-left: 2em;">Base, Prestige, Racial Paragon, and NPC</div><br />
* [[DnD Equipment|Equipment]]<div style="font-size: smaller; margin-left: 2em;">Weapons, armor, food & drink, vehicles, magic items, etc...</div><br />
* [[DnD Feats|Feats and Flaws]]<div style="font-size: smaller; margin-left: 2em;">General, Epic, Divine, Racial, etc...</div><br />
* [[DnD Races|Races]]<div style="font-size: smaller; margin-left: 2em;">Dragons, giants, aberrations, oh my!</div><br />
* [[DnD Complex Special Ability Components|Complex Special Ability Components]]<div style="font-size: smaller; margin-left: 2em;">0&ndash;9th and Epic</div><br />
|<br />
; <big>For DMs</big><br />
* [[DnD Campaign Settings|Campaign Settings]]<div style="font-size: smaller; margin-left: 2em;">Worlds and options</div><br />
* [[DnD Creatures|Creatures]]<div style="font-size: smaller; margin-left: 2em;">Monsters and templates</div><br />
* [[DnD Deities|Deities]]<div style="font-size: smaller; margin-left: 2em;">Phenomenal cosmic power!</div><br />
* [[DnD NPCs|NPCs]]<div style="font-size: smaller; margin-left: 2em;">Good Guys, Bad Guys, and Ugly Guys</div><br />
* [[DnD Quests|Quests]]<div style="font-size: smaller; margin-left: 2em;">Where do you want to go today?</div><br />
|<br />
; <big>General</big><br />
<br />
* [[DnD Guidelines|Guidelines]]<div style="font-size: smaller; margin-left: 2em;">Helpful guidelines for creating wiki content</div><br />
* [[DnD Discussion|Discussion]]<div style="font-size: smaller; margin-left: 2em;">General discussions on various topics</div><br />
* [[DnD Optimized Character Builds|Optimized Character Designs]]<div style="font-size: smaller; margin-left: 2em;">Anything you can do, I can do better</div><br />
* [[DnD Rules|Rules]]<div style="font-size: smaller; margin-left: 2em;">Supplemental and Variant Rules.</div><br />
* [[To-Do List]]<div style="font-size: smaller; margin-left: 2em;">Pick up the drycleaning. Walk my taxes. File the dog.</div><br />
|}<br />
<br />
:::&mdash;[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:25, 16 February 2007 (MST)<br />
<br />
:::: Fine by me. Ah, I just figured out what you're [[SRD:System_Reference_Document|comparing with]]. --[[User:Cuthalion|Cúthalion]] 20:19, 16 February 2007 (MST)<br />
<br />
::::: I like Sledged's suggestions. My only complaint is regarding the naming of "Variant Rules." The name implies that any rules in the category have an analog that they have revised or reworked in some way. In many cases, the material here is actually additional or supplemental rules rather than just variant ones. Could we name the section something more inviting to rules additions? A great example of what I mean is [[Evil Weather (DnD Other)]]. This is not a variant of any existing rules, per se; rather, in is an addition and supplement to the existing rules that provides rules for situations and possibilities currently not adjudicated by the SRD rule set. I propose a title like "Supplementary Rules" to address this (admittedly linguistic and semantic) problem. --[[User:EldritchNumen|EldritchNumen]] 02:29, 17 February 2007 (MST)<br />
<br />
:::::: How about now? &mdash;[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 11:42, 17 February 2007 (MST)<br />
<br />
:::::::I think that "Rules" should cover all rule articles. Subtitle that "New and Variant Rules". Under that you can have new rules, variant rules, commentary on rules, etc. With the current split, I see confusion about which category a rules article belongs under. --[[User:Dmilewski|Dmilewski]] 11:52, 18 February 2007 (MST)<br />
<br />
::::::::I like the suggestion: <br />
<br />
::::::::* [[DnD Rules|Rules]]<div style="font-size: smaller; margin-left: 2em;">New, Supplemental, and Variant Rules</div><br />
<br />
::::::::--[[User:EldritchNumen|EldritchNumen]] 16:38, 20 February 2007 (MST)<br />
<br />
:::::::::Also, I would like to see the "For Players" being first, then the "For DM's" and last (far right) being "General". I see content being more important than the general material, what do you think? --[[User:Green Dragon|Green Dragon]] 10:27, 26 February 2007 (MST)<br />
<br />
::::::::::It looks good with the general on the right. &mdash;[[User:EldritchNumen|EldritchNumen]] 15:40, 27 February 2007 (MST)<br />
<br />
:::::::::::What do you guys think of a TODO link being present in the "general" category? --[[User:Green Dragon|Green Dragon]] 18:35, 27 February 2007 (MST)<br />
<br />
:::::::::::: I think it's fine there, but I hate how it's cap-locked. Is there any reason why it does not read "To-Do List"? In any case, it is good to have somewhere, and it would fit best either there (in the menu) or perhaps in the discussion section (i.e. as a user-created, dynamic list of jobs to be done around the wiki). &mdash;[[User:EldritchNumen|EldritchNumen]] 15:14, 28 February 2007 (MST)<br />
<br />
:::::::::::::"''Do the dog.''" It's funny (in context with the "''Walk the taxes''"), but maybe not the best choice for the main Dungeons and Dragons page. Other than that I think it is ready to be made then implemented. --[[User:Green Dragon|Green Dragon]] 20:41, 28 February 2007 (MST)<br />
<br />
::::::::::::::Agreed. We should either change it to "prepare the dog" or ex it entirely. &mdash;[[User:EldritchNumen|EldritchNumen]] 01:09, 1 March 2007 (MST)<br />
<br />
:::::::::::::::Alright, now it's just time to make the pages... --[[User:Green Dragon|Green Dragon]] 13:07, 3 March 2007 (MST)<br />
<br />
::::::::::::::::And move everything from [[DnD Other]] to more appropriate pages (and/or assign them to more applicable categories). &mdash;[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 11:43, 8 March 2007 (MST)<br />
<br />
:::::::::::::::::Sledged, would you mind dealing with [[DnD Guidelines|Guidelines]] as you have the most knowledge in this area? --[[User:Green Dragon|Green Dragon]] 12:02, 23 March 2007 (MDT)<br />
<br />
::::::::::::::::::Done. All guidelines (or my best estimation of what are guidelines) are now [[DnD Guidelines|Guidelines]]. &mdash;[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 14:29, 25 March 2007 (MDT)<br />
<br />
:::::::::::::::::::Thank you ''':)'''. --[[User:Green Dragon|Green Dragon]] 20:03, 25 March 2007 (MDT)<br />
<br />
::::::::::::::::::::New landing page is on &mdash; I hope it is better. --[[User:Green Dragon|Green Dragon]] 13:41, 8 April 2007 (MDT)<br />
<br />
Question: How do we want the layout of [[DnD Rules]] to look? Also, which rules will be labeled as variant and which will be labeled as supplemental? --[[User:Green Dragon|Green Dragon]] 13:15, 11 March 2007 (MDT)<br />
<br />
:I don't think it will really matter. Let's just call them all PAGENAME (DnD Rule). It should be obvious which are new and which are variants, I think... &mdash;[[User:EldritchNumen|EldritchNumen]] 16:04, 12 March 2007 (MDT)<br />
<br />
::Hm... See, I was thinking it might be nice to separate DnD Rules into two separate columns; one for variant rules and the other for supplement rules. However, all the categories would need to be changed etc. Also, I agree that (DnD Rule) should be the identifier. What do you think? --[[User:Green Dragon|Green Dragon]] 23:49, 12 March 2007 (MDT)<br />
<br />
:::When implementing the new page, can you add a category for Web resources somewhere? There's lots of good tools out there on the web related to D&D.--[[User:Dmilewski|Dmilewski]] 07:32, 21 March 2007 (MDT)<br />
<br />
::::Let's have it be PAGENAME (DnD Rule), and then use categories: <nowiki>[[Category:Variant Rule]]</nowiki> and <nowiki>[[Category:Supplemental Rule]]</nowiki>. And, as Doug mentioned, we should have <nowiki>[[Category:Web Resource]]</nowiki>. Using the categories we can split the list in two like you (and I) prefer, but still can have all the page names followed by simply (DnD Rule). &mdash;[[User:EldritchNumen|EldritchNumen]]<br />
<br />
:::::Okay, if we are going to include Web Recourses in [[DnD Rules]] than should we have three columns, one for Supplement Rules, another for Variant Rules, and a final one for Web Resources? --[[User:Green Dragon|Green Dragon]] 17:31, 27 March 2007 (MDT)<br />
<br />
::::::Actually, the place for Web Resources is probably under Guidelines, since it would largely help in "creating [and balancing] wiki content." I would think that Rules should probably just have the two columns... what does everyone else think? &mdash;[[User:EldritchNumen|EldritchNumen]] 19:30, 27 March 2007 (MDT)<br />
<br />
:::::::I agree now. Makes sense. --[[User:Green Dragon|Green Dragon]] 22:36, 27 March 2007 (MDT)<br />
<br />
== Baby ==<br />
<br />
You thought that the SRD project was big? Welcome Joy Elizabeth. 7 lbs, 7 oz (encumbrance 15 lbs, as this includes lots of other baby equipment). 21.5" long. "Class is Baby 1." Her first level feat is "Fatigue Adults" and she's chosen the spell ''eagle's spleandor.'' {{Unsigned|Dmilewski|22:20, 26 February 2007 (MST)}}<br />
<br />
: Congrats and welcome to parenthood! What class&mdash;er... that is, how much did she weigh and how long was she? &mdash;[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 21:44, 26 February 2007 (MST)<br />
<br />
::Congratulations to you and your wife, I am glad all went well. I hope you look forward to your wiki-break, and I hope you like being a father. Congratulations. --[[User:Green Dragon|Green Dragon]] 22:00, 26 February 2007 (MST)<br />
<br />
:::Wait until I post the baby class for April Fools. With two months of paternity leave saved up, I'll be relaxing. (Supporting a wife and baby is far easier than supporting 350 users and computers. You might say "supporting babies is hard", but it's no harder than supporting yet another system with no documentation. :P--[[User:Dmilewski|Dmilewski]] 08:13, 27 February 2007 (MST)<br />
<br />
== Web Resources ==<br />
<br />
Where should we put links for Web Resources? Any suggestions? There's some cool stuff out that that we should link to. And are we ever going to the DnD Landing Page???--[[User:Dmilewski|Dmilewski]] 18:22, 20 March 2007 (MDT)<br />
<br />
:Did you post this? For some reason it does not sound like you, hm... Anyway, we are "currently working" on the new D&D landing page - see above. If you want to help &mdash; ''please do''! Also, what kind of "Web Resources" are you talking about? --[[User:Green Dragon|Green Dragon]] 22:08, 20 March 2007 (MDT)<br />
<br />
::Yeah, it's me. I was thinking of things like: PCGen, Map Generators, Encounter Generators, Random Dungeon generators, character sheets, ENWorld, etc. There's lots and lots of good d20 material out there. --[[User:Dmilewski|Dmilewski]] 07:30, 21 March 2007 (MDT)<br />
<br />
:::Hm... Possibly reference them below the last result in [[DnD Other]]? --[[User:Green Dragon|Green Dragon]] 19:39, 21 March 2007 (MDT)<br />
<br />
==Traps?==<br />
<br />
Just found this site through the roleplaying tips newsletter. Looks interesting, but we need more content I think. I made a contribution to the deities section with Sarem. Where might I put an entry on some simple traps? I can't see a good place to put them. {{unsigned|194.75.238.137|2007-04-26 05:51:43}}<br />
<br />
:For now put them under equipment. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 07:27, 26 April 2007 (MDT)<br />
<br />
::I just made spaces for them on D&D Wiki. See [[User Mundane Traps]], [[User Magical Traps]], and [[User Epic Traps]] all accessible via [[DnD Equipment]]. Hope this helps. --[[User:Green Dragon|Green Dragon]] 22:09, 26 April 2007 (MDT)<br />
<br />
:::Ok. Equipment looked the most appropriate, but is under 'for players', so doesn't quite fit. But it'll do for now. Thanks. I should get an account... o_0 {{unsigned|194.75.238.138|03:20, 27 April 2007 (MDT)}}<br />
<br />
::::Sure, I'd recommend it. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 21:47, 29 April 2007 (MDT)<br />
<br />
:::::Anyway, I agree, traps are not for players. Also, many things in [[DnD Equipment|Equipment]] is not meant for players to buy, but to get from the DM &mdash; like artifacts. So, what do you think about the idea of making [[DnD Equipment|Equipment]] under both "For Players" and "For DM's"? --[[User:Green Dragon|Green Dragon]] 17:03, 30 April 2007 (MDT)<br />
<br />
::::::I fear that would cause confusion; it is possible that some might think there are two equipment pages, one with items for players and the other with items for dms. I think it works under "For Players;" there is always going to be some overlap between many of the categories. &ndash;[[User:EldritchNumen|EldritchNumen]] 02:04, 1 May 2007 (MDT)<br />
<br />
:::::::Also, hopefully, any DM who uses this site will not just use and look at content from the "For DM's". I think it will work as DM's normally care more than players and therefor should browse the site more, looking for what they want. --[[User:Green Dragon|Green Dragon]] 20:32, 1 May 2007 (MDT)<br />
<br />
:::::::: Agreed. &ndash;[[User:EldritchNumen|EldritchNumen]] 00:15, 2 May 2007 (MDT)<br />
<br />
== monk fighting styles ==<br />
<br />
I have a collection of monk fighting styles ([http://boards1.wizards.com/showthread.php?t=718455 WotC Forum thread]) that I want to move here. Am I right that there is no template for that, yet? Can somebody guide me through the steps for making such a template? --[[User:Mkill|Mkill]] 12:11, 11 June 2007 (MDT)<br />
<br />
:No template or preload for it yet. Before you try to add them, get permission from the author(s) first. We try to have a strict policy on that. While you're waiting for responses from the authors, the OCG from the UA is currently being transcribed onto the wiki [[UA:Variant Rules|here]]. If you add the text for the fighting styles, I'll figure out the mark-up, template, and preload. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 12:26, 11 June 2007 (MDT)<br />
<br />
::Okay, let me ask for permission...<br />
::<makes mouth shaped puppets with both hands><br />
::Left hand: Hey mkill, can I add your monk fighting styles to D&D Wiki?<br />
::Right hand: Mhh, okay, before they get pruned...<br />
::Left hand: Thanks, man!<br />
::<starts typing again><br />
::SCNR :P --[[User:Mkill|Mkill]] 12:39, 11 June 2007 (MDT)<br />
<br />
::Ok, I created [[Heavenly Sword (DnD Monk Fighting Style)]] as an example. More to come and thank you for the offer to make a template! --[[User:Mkill|Mkill]] 12:52, 11 June 2007 (MDT)<br />
<br />
:::Didn't need a template, but I did put together a <span class="plainlinks">[{{fullurl:DnD Monk Fighting Style Preload|action=edit}} preload]</span> for it. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 08:27, 12 June 2007 (MDT)<br />
<br />
::::Great. I just checked, the monk fighting styles were introduced in Unearthed Arcana (p.52) under OGL, so we could put the original SRD ones here, too. --[[User:Mkill|Mkill]] 09:10, 12 June 2007 (MDT)<br />
<br />
== Categories for spells by level ==<br />
<br />
I felt it would be good to have spells collected in categories by level, so I created more categories following the model of the existing [[:Category:0-level]]. But then I realised this can't quite be the solution. First of all, it is not clear what is meant by 0-level, after all, besides spell levels, there is also psionic power levels, character levels, dungeon levels etc. etc. But even a category like [[:Category:1st level spell]] has the problem that different spells can be different level for different character classes (which I think is a D&D game design flaw but that's the way it is).<br />
<br />
So, to make it short, the only solution I see is to create small categories like [[:Category:1st level wizard spell]]. Is that okay with everyone here? I'm not sure about the category philosophy of this wiki. --[[User:Mkill|Mkill]] 07:47, 13 June 2007 (MDT)<br />
<br />
:I've wrestled with that question. In short, you've got a mess. If you really want to categorize, I suggest [[:Category:Sorcerer/Wizard Spell 1]], [[:Category:Cleric Spell 2]], etc. This way, you use something closer to WotC notation and the spells get grouped by their caster type. Note that there are a few rare spells that are wizard, but not sorcerer. The categories themselves should get categorized to their specific class spell category.--[[User:Dmilewski|Dmilewski]] 07:59, 13 June 2007 (MDT)<br />
<br />
::I am the one that started some of those categories and also saw the problem, so I stopped. I would have to agree with Dmilewski on the category names. Also, overall, I think it would be a good idea to categorize them, even if the categories may seem a little silly. --[[User:Green Dragon|Green Dragon]] 10:35, 13 June 2007 (MDT)<br />
<br />
:::I started to organize the spells by spell level. I've started with the SRD and finished letter A.<br />
:::Format for a Sor/Wiz 1 spell: [[:Category:Level 1 Spell]] and [[:Category:Sorcerer/Wizard 1]]. --[[User:Mkill|Mkill]] 03:35, 23 July 2007 (MDT)<br />
<br />
::::Thanks. Good slogging. --[[User:Dmilewski|Dmilewski]] 06:57, 23 July 2007 (MDT)<br />
<br />
== Feat categories Music / Song and Magic / Magical ==<br />
<br />
Discussion moved: [[Talk:DnD Feats#Feat categories Music / Song and Magic / Magical]].<br />
<br />
== Dungeon and Dragon magizines ==<br />
<br />
did you guys hear that WotC decided to stop making them? --[[User:Shadethedemon|Shadethedemon]] 21:45, 17 June 2007 (MDT)<br />
<br />
:Yep. It's sad to see friends go. It will be good to see new friends show up. I've thought about this. Only those who bought Dragon or Dungeon got those magazine. Now, when you get their service, you get access to everything published by the service. When errata shows up or a problem needs to get fixed in an article, the source file can be changed. The longer the site remains open, the more content it contains, and the more the site has to offer. I find those compelling ideas. --[[User:Dmilewski|Dmilewski]] 05:24, 18 June 2007 (MDT)<br />
<br />
::It might be really cool to post a quick synopsis about content that is found solely in these mags, or in resources which utilize them (like Draconomicon, Dragon Compendium Vol. 1, etc.), in much the same manner as I was describing summarizing Wizards D&D publications on their own pages on [[Talk:Master List Project (DnD Other)]]... -- [[User:Xidoraven|xido]] 03:50, 6 November 2007 (MST)<br />
<br />
== Cheesy Goodness ==<br />
<br />
Ok, I assume this is the best place to put this up. If it isn't feel free to place it accordingly.<br />
<br />
My Gundam RPG game has been put under a temporary hiatus do to us transfering over to another server and finishing up the old version. So, to pass the time, the admin and myself decided to throw a big D&D tourney.<br />
<br />
The catch is that you have to build the Cheesiest character concept you can think of and duke it out with other players. Plus, you have to deal with some people with a sick, twisted imagination. Nothing will be what it seems.<br />
<br />
All the character creation rules as well as how the tournament rankings are located [http://server5.vistapages.com/~thevcom/msgwar/phpbb/viewtopic.php?p=31877&sid=7bc19991e3456f71e6c6f8b55218428f#31877| right here]<br />
<br />
If you wish to join, let me know right here. At the moment, registration is down on my forums and this would be the best way to let me know. -- [[User:Flession|Flession]] 07:59, 28 June 2007 (MDT)<br />
<br />
== Templates with (Creature) in the title ==<br />
<br />
I just noticed that most (all?) of the Templates from the SRD have titles like [[SRD:Half-Fiend (Creature)]], when it should be [[SRD:Half-Fiend (Template)]]. I mean, what's the use of those bracket explanations when they're wrong. Does anybody mind if I change this? --[[User:Mkill|Mkill]] 06:06, 18 July 2007 (MDT)<br />
<br />
:I completely endorse the change (not that my endorsement means much). I had noted that before and forgot to make a mention of it. --[[User:Aarnott|Aarnott]] 07:07, 18 July 2007 (MDT)<br />
<br />
::Good catch. Thanks. --[[User:Dmilewski|Dmilewski]] 08:22, 18 July 2007 (MDT)<br />
<br />
== Help wanted: Sorting all spells by class and level ==<br />
<br />
Some may have already noticed, I created new categories in the Format <nowiki>[[Category:<Class> <Level>]]</nowiki> to make finding the right spell easier. I have also finished recategorizing [[SRD:Spells|all spells in the SRD]] .<br />
<br />
Now I need your help: We need to sort out all user-created spells, and while we are at it, all psionic powers too. This is just too much for one user, so it would be great if you participate.<br />
<br />
Simply open [[:Category:Spell]], choose a letter you like and start recategorizing all spells there. It's pretty easy, just check whether there are already categories with the class name, and add a space and the spell level to it. For example, A level 1 Bard spell should be categorized as <nowiki>[[Category:Bard 1]]</nowiki>. Sorcerers and Wizards would use <nowiki>[[Category:Sorcerer/Wizard 1]]</nowiki>.<br />
<br />
If you managed to complete letter, leave a note here.<br />
<br />
Thank you! --[[User:Mkill|Mkill]] 06:25, 2 August 2007 (MDT)<br />
<br />
:The place to say this is in the [[To-Do List]], not here. This is for discussions on D&D and this site, not a place for getting help. Sorry. --[[User:Green Dragon|Green Dragon]] 06:58, 2 August 2007 (MDT)<br />
<br />
::It's a talk page. I used it for D&D-related talk. Calm down, please. --[[User:Mkill|Mkill]] 07:46, 2 August 2007 (MDT)<br />
<br />
:::No problem, I just wanted to make sure that you knew about our [[To-Do List]] (I imagined you did, and I am sure you do (even before I said that I bet you knew about it...)) ''':P'''. --[[User:Green Dragon|Green Dragon]] 08:14, 2 August 2007 (MDT)<br />
<br />
::::Well, I found it after I was here for a week, good that somebody now made it possible to go there from the main page. --[[User:Mkill|Mkill]] 06:43, 12 August 2007 (MDT)<br />
<br />
:::::You mean [[Dungeons and Dragons]], right? Also, I am pretty sure that that link has been on [[Dungeons and Dragons]] as long as you have been here, however I may have to check history on that one... --[[User:Green Dragon|Green Dragon]] 13:58, 12 August 2007 (MDT)<br />
<br />
== Links ==<br />
<br />
I propose [[Links (DnD Other)]] be promoted up to the DnD Home page. Any comments? --[[User:Dmilewski|Dmilewski]] 10:12, 17 September 2007 (MDT)<br />
<br />
:Hm... Were you thinking of adding as part of "General" or as a DM resource? --[[User:Green Dragon|Green Dragon]] 17:30, 17 September 2007 (MDT)<br />
<br />
::General. There's lots of good stuff out there that we could advertise better. --[[User:Dmilewski|Dmilewski]] 18:36, 17 September 2007 (MDT)<br />
<br />
:::I guess... I am not really for advertising other sites from D&D Wiki, but whatever. It will help people find what they are looking for. Add it to general. --[[User:Green Dragon|Green Dragon]] 18:46, 17 September 2007 (MDT)<br />
<br />
::::There are lots of sites that do things that D&D Wiki doesn't do. For example, we don't do 1st Edition, but there are folks who've rewritten it to GNU OpenDoc. We also don't do character generators, but we want folks to know where to find them. That, and there's all these resources that I don't know about, and I want other people to find them for me. I only stumbled on the 1E rewrite by accident!--[[User:Dmilewski|Dmilewski]] 07:13, 21 September 2007 (MDT)<br />
<br />
:::::I see. I guess it is not that bad of an idea, it does have some use (the only thing I am worried about is people wanting us to advertise their creations in a non-wiki style (for example a PDF) but I guess we can just refuse them...). --[[User:Green Dragon|Green Dragon]] 23:10, 23 September 2007 (MDT)<br />
<br />
==Treasure==<br />
<br />
Perhaps it would be usefull to have a section for treasure on this page. There are many good home brew ideas out there. Pluss I have a list of links to wikipedia that discribes the varios gems in the DMG. It is very usefull to be able to discribe the gem beond its gold value. For example: What the hell is Rhodochrosite? well look how pretty it is... http://en.wikipedia.org/wiki/Rhodochrosite {{Unsigned|Mander|11:18, 8 October 2007 (MDT)}}<br />
<br />
:Ooh, shiny! Me want! --[[User:Sam Kay|Sam Kay]] 12:26, 8 October 2007 (MDT)<br />
<br />
::You write it. We'll argue about where it goes. Just do it! --[[User:Dmilewski|Dmilewski]] 18:53, 8 October 2007 (MDT)<br />
<br />
:::Hm... Thinking ahead... [[DnD Equipment]] may actually be the very place for treasure... ideas? --[[User:Green Dragon|Green Dragon]] 16:03, 9 October 2007 (MDT)<br />
<br />
::::sounds good to me --[[User:Mander|Mander]] 01:42, 23 October 2007 (MDT)<br />
<br />
:::::actualy now that I look at it more closly, that is exactly where it should be. There is no doubt. --[[User:Mander|Mander]] 01:46, 23 October 2007 (MDT)<br />
<br />
::::::Now it just needs to be made... ''':)'''. --[[User:Green Dragon|Green Dragon]] 22:45, 24 October 2007 (MDT)<br />
<br />
== A Question: Sunder ==<br />
<br />
:''Discussion moved to [[Discussion:Can you critical on a sunder attack?]] as this is an improper place for a question <small>&ndash;[[User:EldritchNumen|EldritchNumen]] 01:50, 11 October 2007 (MDT)</small>''<br />
<br />
== Invocations ==<br />
<br />
:''Discussion moved to [[Talk:DnD Complex Special Ability Components#Invocations]] as it referred to spells/powers specificially. <small>--[[User:Green Dragon|Green Dragon]] 23:10, 30 October 2007 (MDT)</small>''<br />
<br />
== Groups ==<br />
<br />
I think it would be helpful for local and online groups to be able to form on the wikipages, so that members can find groups in their region who are also interested in D&D and related hobbies. I submit the [[Wiki Fiction Roleplayers Guild (DnD Other)|WFR]] RPG, Gaming, and Creative Writing Guild as an example. I personally invite all D&Dwiki.com members to join, as I have seen immense amounts of talent here. Secondly, because of my own initiatives to make the group stronger and more prominent, I would like to enable both online and physical presence in strong wikis like this and in Elftown.com. Currently, the WFR is hosted in the 'Other' section. This kind of makes me have an icky taste in the back of my mouth, however. The WFR Guild hosts some of the brightest, most creative and best networked international amateur members on the web, and I would like to extend this capacity to those wonderful and talented people here as well.<br />
<br />
The WFR, when considered a part of this potential new section, will be hosting groups locally in both Baton Rouge, LA, USA, and in the Mid-Michigan, USA, areas, as well as being a fully online presence, based out of Elftown, and given status here as an official Guild of D&D Wiki.<br />
Please, thank you, and feel welcome in my Guild, friends. We will consider it your Guild too.<br />
I personally focus on D&D as a gaming medium, but the WFR welcomes any creative talent in the fiction genre(s). -- [[User:Xidoraven|xido]] 16:57, 4 November 2007 (MST)<br />
<br />
:First off, what are you recommending? Do you want D&D Wiki to make a separate section for [[Wiki Fiction Roleplayers Guild (DnD Other)|WFR]]? Not trying to be rude, but why? Also, why do you feel that [[DnD Other]] is not the place for the [[Wiki Fiction Roleplayers Guild (DnD Other)|WFR]]? --[[User:Green Dragon|Green Dragon]] 23:18, 11 November 2007 (MST)<br />
<br />
::Well, my original section title for the WFR was (DnD Group), which was changed to fit into the other category. This doesn't bother me too badly, but it might be nice to give people a place to post information about groups, so that they can begin networking with others who might also be in their area. Groups are important to gaming, so I figured it would be a good idea. Either way, the WFR's information is posted, and will most likely stay that way, so it is no biggie. I just wonder if it may inspire others to begin posting information about their own local groups and networks. I know the RPGA helps with this a little bit, but even that can be a bit tedious sometimes. DnD Other is fine for now, but is others begin stating an interest in joining or creating groups, could it potentially be reconsidered? Otherwise, I am openly welcoming any contributing member of D&D Wiki to join, regardless. Sorry to be a bother on this topic, but since details will finish being ironed out soon, I assure you that I will not be this big of a pusher in the future. -- [[User:Xidoraven|xido]] 19:59, 14 November 2007 (MST)<br />
<br />
== Character pages ==<br />
<br />
Why do we not have a section for people to post their characters to the wiki? Is there not already a template for this? Should I make one? -- [[User:Xidoraven|xido]] 03:54, 6 November 2007 (MST)<br />
<br />
:If you talking about the d20 stats and descriptions for characters, [[DnD NPCs]] is the place for them. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 09:31, 6 November 2007 (MST)<br />
<br />
::This is helpful. I can see that it has some form of template. How could I doctor this to include [[:Category:Inath Variant Rule|Inath]] stats, and are there limitations on posting such content about a character as history, personality, etc.? -- [[user:xidoraven|xido]] 14:23, 6 November 2007 (MST)<br />
<br />
::: I don't know enough about the [[:Category:Inath Variant Rule|Inath]] stats to say "yes" or "no." What are the bigger differences between them and the core rules? —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 11:52, 12 November 2007 (MST)<br />
<br />
:::: [[:Category:Inath Variant Rule|Inath]] adds a few elements, such as Ego and Spirit Rolls, new Craft Skills, Knowledge (Inath - Energy Paths), Talents, Affinities, and a differing system for naming level/caste. I am sure I could doctor up a selection of edits to make a template for this need, but I am also wondering if even a non-[[:Category:Inath Variant Rule|Inath]] character is allowed to have such things on their info page as history, personality, connections, etc. I did not immediately see this information on any of the NPC pages (which is nice to know that we have those), but I only skimmed quickly while I was doing a few other things as well. I appreciate the input and help. -- [[User:Xidoraven|xido]] 20:03, 14 November 2007 (MST)<br />
<br />
::::: Well, as far as history, personality, connections, etc, that stuff wouldn't go in the [[Template:Stat Block 2|stat block template]] unless there's game rule info that goes with them (i.e. bonuses, penalties, weaknesses, etc...). General character descriptions like that appear under the stat block. (See [[Namfoodle (DnD NPC)|Namfoodle]] for an example.) WotC designed the stat block so that game info pertaining to encounters and combat is readily available to make game play move faster and to keep DMs from overlooking certain abilities that might be relevant to the encounter. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 13:02, 15 November 2007 (MST)<br />
<br />
:::::: That is extremely helpful. I will try to put together a synopsis of additions that would need to be added to any given Inath Character, and I asked about the personality/history/etc, because I have a few Inath NPCs that have extensive histories and info about them to add.<br />
<br />
:::::: I appreciate the help, ya'll. -- [[User:Xidoraven|xido]] 00:09, 16 November 2007 (MST)<br />
<br />
== Gaming Environment on D&D Wiki ==<br />
<br />
Also, the [[Wiki Fiction Roleplayers Guild (DnD Other)|WFR]] requires a minimum amount of information, even for a free-form, non-statistic-driven gaming environment. Could their be something like this for the wiki alone?<br />
<br />
Am I totally off kilter here? -- [[User:Xidoraven|xido]] 03:54, 6 November 2007 (MST)<br />
<br />
== New Section: Maps? ==<br />
[[Image:Cяow Castle.jpg|thumb|Cяow Castle]]<br />
<br />
Here is an idea. Perhaps a section in Homebrew for maps. I have pages and pages of great maps that I will never be able to use again. They need a little clean up to make them readable and understandable without explanation, but I would LOVE to share them. I would scan them and load them as image files.--[[User:Mander|Mander]] 19:15, 30 November 2007 (MST)<br />
<br />
:I think it's a great idea. Having maps is often very useful. What sorts of maps are you interested in adding? I ask to try to determine if a map section is necessary and (if so) where it should be placed. If the maps are coming in with not much supporting information, we could just make a random maps vault. On the other hand, dungeons maps can easily fit into the "adventures" section and overland maps into "campaign settings." What does everyone else think? A general map category or inclusion/sub-categorization within adventures and CSs? &ndash;[[User:EldritchNumen|EldritchNumen]] 17:36, 1 December 2007 (MST)<br />
<br />
::Why not put them in Environments? --[[User:Sam Kay|Sam Kay]] 10:23, 3 December 2007 (MST)<br />
<br />
:::The maps that I was going to use are right out of my DM notebook. I was planing on cleaning them up a bit so they are easyer to understand, giving them a map key, and then scaning them into an image file. I would probably add a little text to give it a descrition, background, and context. If some one has a better idea on how to do this that would be great.<br />
<br />
:::I have all sorts of good maps: ruins, caves, mines, sewer hideouts, forest ambushes, shrines, crypts, taverns, towers... all sorts of goodies. --[[User:Mander|Mander]] 19:48, 3 December 2007 (MST)<br />
<br />
::::Maps are always a good thing to have. Even without descriptions of areas, having a map layout handy is nice when you have an unexpected encounter and you need a setting for it. As far as where to put them, if they are a fully described map with encounters and such, I think they should be under "adventures". If they are just a map, perhaps we should add a "map vault" (or whatever). I'm not sure that overland maps would be in "campaign settings". I think the "campaign settings" is more appropriate for descriptions of worlds and/or regions with emphasis on the specifics of the inhabitants and geographic/demographic traits of the area. If it is just a map of an overland area, it would fit more into "adventures" or just "random maps" in my opinion. --[[User:Skwyd|Skwyd]] 10:47, 4 December 2007 (MST)<br />
<br />
:::::Also, when some one is adding their campain setting, they could always include links to the maps that are relevant. This is another reason why maps wouldnt need to be in "campaign settings." For example, if you have a very magical treasure, that is vital to your campain, it would be listed in the treasure section, and you would provide a link during your campaign description.--[[User:Mander|Mander]] 12:33, 4 December 2007 (MST)<br />
<br />
::::::Actualy, I think I would rather just see a section called Maps, under "For DMs" on the Homebrew section.--[[User:Mander|Mander]] 13:13, 4 December 2007 (MST)<br />
<br />
:::::::You can see my example off to the right. --[[User:Mander|Mander]] 13:32, 4 December 2007 (MST)<br />
<br />
:::::::: I think I also agree that a general "Map Vault" tab is the best option. Just to clarify, I was suggesting that overland maps could be placed in a subcategory with the CS just for the aforementioned purposes of linking to by developing CSes. For the time being, go ahead and continue to upload the maps to media.dandwiki. Once we decide the best course of action we can easily stick them onto the DnD Splash Page. &ndash;[[User:EldritchNumen|EldritchNumen]] 21:41, 4 December 2007 (MST)<br />
<br />
:::::::::Honestly, how useful do you guys think a section just for maps would be? Wouldn't it be more helpful to just write a little quest that uses the map and add the map to that page? That would basically provide a background for the map, the map itself, and something for the DM to use right away all-in-one. I mean, what I am getting at, is that do you guys think that Maps need their own area or can just be integrated into [[DnD Quests|Quests]]? --[[User:Green Dragon|Green Dragon]] 16:36, 5 December 2007 (MST)<br />
<br />
:::::::::: I don't think that is the best course of action. Quests really need more though out background, including plot information and NPCs. Really, a quest that is merely a dungeon-dive without any background, plot, character development, etc. is pretty weak and is usually not tremendously fun to play through (including quests whose entire depth is "kill x number of y enemy", etc. If we wanted that we would play WoW). I think there is a lot of benefit to having just random maps that people can use for various purposes (and it could be fun to bring the wiki together in that way, as people link the maps to all sorts of different purposes). Besides, sometimes I like to just design maps/locations and see what people will do with them. And, in the end, I'd rather not see the quests section glutted with the sort of shallow adventures that arise from a "little quest." The best quests, as I mentioned, have somewhat detailed plots (or at least persuasive backgrounds). So, I'd prefer a sort of Map Vault (though, of course, people should be encouraged to still add maps to the quests section and also to freely link to the maps, including building quests around them if they prefer). What does everyone else think? &ndash;[[User:EldritchNumen|EldritchNumen]] 19:40, 5 December 2007 (MST)<br />
<br />
:::::::::::I think a map vault would be good. This can include generic maps such as bridges, taverns, basements, towers, etc. This is a good, basic resource. Right now, the wiki is weak on adventure content. We have lots of campaign settings, but few, if any, actual adventures. This would be a step to ramping up that infrastructure.--[[User:Dmilewski|Dmilewski]] 05:54, 6 December 2007 (MST)<br />
<br />
::::::::::::I often day dream about finding a databank of D&D maps that I could use for whatever I wanted. Sorta like the NPC section, I just look through it and then come across something realy sweet. I add the context to make it fit. Do you ever wish you had a lay out for a tavern that wasnt the same old tavern you always draw? Ever wish you could just whip out a simple tower strong hold? Or maybe you arnt sure what you are looking for, but just need some ideas? Just like the NPC section, and the Treasure section, I see the Map section as a depot of random ideas that can be fit into a campain as needed.<br />
::::::::::::PS, this conversation has been indented 12 times! its getting out of hand. Soon it will be one word wide. --[[User:Mander|Mander]] 15:08, 6 December 2007 (MST)<br />
<br />
:::::::::::::First off, 13 indents is the number after which it goes back to one (so if someone replies to this comment...). Anyway, a "Maps" section has been added, tell me if that was what you guys had in mind. --[[User:Green Dragon|Green Dragon]] 17:05, 6 December 2007 (MST)<br />
<br />
''&rarr;Reverted Indentation to One Colon''<br />
<br />
:Okay, I've totally revised the maps section and have added '''all''' the maps currently in the Media Repository/DnD Wiki to the page(s). Let me know what you guys think. How does it look? EDIT: Whoops, forgot to sign the other day. Here it is: &ndash;[[User:EldritchNumen|EldritchNumen]] 17:54, 10 January 2008 (MST)<br />
<br />
== New Addition to Template:Author ==<br />
<br />
{{author<br />
|author_name=Sledged<br />
|display_name=Joel<br />
|date_created=Next Sunday A.D.<br />
|status=meh...<br />
|editing=Do your worst<br />
}}<br />
<br />
It seems like a good idea to clarify whether the author cares if their homebrew stuff is "edited mercilessly". I propose that we add something like this:<br />
<br />
{| cellspacing="0" cellpadding="0" class="toccolours" style=""<br />
|+ Created By<br />
|-<br />
! colspan="2" class="user" | [[User:Aarnott|Aarnott]] ([[User talk:Aarnott|talk]])<br />
|-<br />
! Editing:<br />
| Ask me first please!<br />
|-<br />
! Status:<br />
| In Progress...<br />
|}<br />
<br />
In order to avoid disputes on talk pages (See [[Talk:Pirate (DnD Class)]]). I think a default value that should always show up should be "Not specified" -- or something to that effect. --[[User:Aarnott|Aarnott]] 12:59, 3 January 2008 (MST)<br />
<br />
:I agree. Perhaps it would be good to add a template to the preloads that asks users to ask them first before editing? --[[User:Sam Kay|Sam Kay]] 13:14, 3 January 2008 (MST)<br />
<br />
::[http://en.dcdatabaseproject.com/Shazam Shazam]!!! —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 13:23, 3 January 2008 (MST)<br />
<br />
:::Since we now have a area that deals with editing rights should we have it default to something that promotes editing to help make all the content on D&D Wiki better or should we keep it how it is&mdash;defaulting to nothing? I am for making it default to something that promotes editing just so new users will feel more inclined to edit ''':P'''. --[[User:Green Dragon|Green Dragon]] 19:26, 4 January 2008 (MST)<br />
<br />
::::Yes. Perhaps "Feel free to edit constructivly"? --[[User:Sam Kay|Sam Kay]] 09:31, 7 January 2008 (MST)<br />
<br />
:::::I would also put a link to a new page that talks about editing etiquette. I think that would be helpful and user-friendly. --[[User:Aarnott|Aarnott]] 09:56, 7 January 2008 (MST)<br />
<br />
::::::I agree. &ndash;[[User:EldritchNumen|EldritchNumen]] 13:29, 7 January 2008 (MST)<br />
<br />
:::::::I made it so. We can always revert it back. Please help contribute to the [[Constructive Editing (DnD Guideline)]] page! That way we can explain how the community here works, or better yet, start helping everyone work towards an ideal. --[[User:Aarnott|Aarnott]] 12:39, 30 January 2008 (MST)<br />
<br />
::::::::I don't know... Do we really want it to default that parameter? Will that make [[Template:Author]] to large? Also, I think the wording is a little aggressive, I would recommend something like "Please feel free to edit [[Constructive Editing (DnD Guideline)|constructively]]! Just my thoughts. --[[User:Green Dragon|Green Dragon]] 13:37, 30 January 2008 (MST)<br />
<br />
:::::::::I can't say I know what you mean by too large. I agree with the aggressive wording though so I changed it. I think it is a good idea, but it is a pretty big change in its own way. It sort of changes the default policy on editing all homebrew stuff. I'd love to hear what everyone thinks. --[[User:Aarnott|Aarnott]] 13:51, 30 January 2008 (MST)<br />
<br />
::::::::::Added to the [[Template:DnD Base Class Infobox|DnD Base Class Infobox]]. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 14:51, 30 January 2008 (MST)<br />
<br />
:::::::::::You know, I think this will have a very good impact. It should, hopefully, make more users edit and fix minor problems they see. Good idea [[User:Aarnott|Aarnott]]! --[[User:Green Dragon|Green Dragon]] 02:00, 31 January 2008 (MST)<br />
<br />
== Copyrighted material ==<br />
<br />
What's the stance on taking material that's a copyright and turning it into D&D rules? I have some ideas for the various Warhammer gods (especially the Dark Gods of Chaos), and I'd like to know if I'm allowed to put them up. [[User:MorkaisChosen|MorkaisChosen]] 04:38, 12 February 2008 (MST)<br />
<br />
:You have to add template:copyright disclaimer <nowiki>{{copyright disclaimer}}</nowiki> in the back to footer thing (above the categories, below the "back to" bit. Don't forget Gork and Mork, and The Great Maw. Does your username come from warhammer? --[[User:Sam Kay|Sam Kay]] 07:11, 12 February 2008 (MST)<br />
<br />
::I would also think that having a reference to your sourced materials would also be professional. APA Formatting is the referencing technique I am familiar with: [http://elftown.com/_apa%20formatting]. If the publication has an online location that it can be purchased or reviewed, that would also be good to add to that reference, and of course, by adding that info to a page about the source on the [[Publication List]] would also be very effective referencing techniques. The 'copyright disclaimer' should take care of the rest, but those extra steps will make it easier for a reader to decide that that information is just what they need for their next game. ;)<br />
<br />
::If those fictional entities are attached to any established culture or mythos on Earth, that might also be helpful. Wikipedia entries are always easy to link to on here. I always love seeing new stuff. I am just so scared that one of these days, some jerk-face with a bug up his butt to cause a scene is going to show up here and start talking about suing the site, or shutting it down because of so-called 'intellectual property' rights. This world can be so lame sometimes, you know?<br />
<br />
::Anyways, best wishes to you, and best of luck with the new pages and content. ;) -- [[User:Xidoraven|xido]] 07:37, 12 February 2008 (MST)<br />
<br />
:::Thank you for the help... I'll get started on this! Gork and Mork will definitely go up sometime (I'm an Orc player...). The username is a Warhammer thing- Morkai is part of the mythology of the Fenrisians in 40K- specifically the two-headed wolf who guards the gates of Death. [[User:MorkaisChosen|MorkaisChosen]] 04:01, 14 February 2008 (MST)<br />
<br />
::::I just had a look at GW's IP policy, and the closest bit it says is not to use their IP in combination with other people's- so as long as I don't say something like "Gork is an ancient rival of Gruumsh" I think it's OK under their policy. [[User:MorkaisChosen|MorkaisChosen]] 04:10, 14 February 2008 (MST)<br />
<br />
== Namespace? ==<br />
<br />
Should we make a nampespace (which would remove the identifiers) for all homebrew items on D&D Wiki? Thoughts on this idea? Also, any good ideas for the name of the namespace? --[[User:Green Dragon|Green Dragon]] 15:06, 28 February 2008 (MST)<br />
<br />
:I keep toggling on this idea whenever I think about it. Does MediaWiki support nested namespaces? Then we could have "3e:" for all 3.x material, the 3e SRD would have the namespace "3e:SRD:", the UA would have the "3e:UA:" namespace, and the user-submitted section could be "3e:User:" or just "3e:". And if you did a search within the "3e" namespace, it would search all the pages with the "3e" parent namespace. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:11, 28 February 2008 (MST)<br />
<br />
::I also keep thinking about this as well, and I have not been able to come up with a perfect solution, although yours would be the ideal one if MediaWiki supported nested namespaces, which I do not think it does... How about one step not as advanced as yours; 3.5e (maybe User: tagged on the end? What are your thoughts on this?) and 3.5eSRD? Also, speaking of namespaces, do you have any good idea for the publications? --[[User:Green Dragon|Green Dragon]] 13:33, 29 February 2008 (MST)<br />
<br />
:::We could simulate nested namespaces. Does MediaWiki allow a colon as part of the namespace? Then we could still have "3.5e:SRD:" and "3.5:". They just wouldn't have any association with each other&mdash;which is how it is now. If colons aren't allowed, we could just use a hyphen instead "3.5e:" and "3.5-SRD:". No ideas I feel strongly enough for publication namespace. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:13, 29 February 2008 (MST)<br />
<br />
::::We can do that. What are your thoughts on adding a mock identifier (not <tt>(DnD Class)</tt> but rather <tt>(Class)</tt>)? --[[User:Green Dragon|Green Dragon]] 20:50, 13 March 2008 (MDT)<br />
<br />
:::::I was going to bring this up soon! Interesting ''':)'''. Maybe we need to think about the purposes of categories, identifiers, and namespaces. I don't know when and where to use each. What is best practice? --[[User:Aarnott|Aarnott]] 20:57, 13 March 2008 (MDT)<br />
<br />
::::::One thing about the nested namespace idea is that MediaWiki might identify "3.5e:SRD:Some Page" as the page "SRD:Some Page" in the "3.5e" namespace instead of "Some Page" in the "3.5e:SRD" namespace. We should find out before hand whether or not MediaWiki is "greedy" with identifying namespaces.<br />
::::::Identifiers exist to make a distinction between a term's two or more separate connotations, such as the feat [[SRD:Psionic Fist (Feat)|Psionic Fist]] and the prestige class [[SRD:Psionic Fist (Prestige Class)|psionic fist]]. Category vs namespace I have a harder time pinning down when one should be used over the other. Should probably research it on Wikipedia or Wikimedia Meta-Wiki. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 21:28, 13 March 2008 (MDT)<br />
<br />
== Okay, where does this go? ==<br />
<br />
I know some, for want of a better word, articles are. They've been stated repeatedly to be open-game content by the writers, and encompass mechanics, flavor, rule tweaks, base classes, and PrCs. Where should they go, or do we make a section for articles like them? {{unsigned|Genowhirl}}<br />
:They probably go in [[DnD Other|Other]]. {{User:OptimizationFanatic/Signature}} 17:52, 12 May 2008 (MDT)<br />
<br />
==Search problems==<br />
The search function doesn't work. When I type in even the most basic word, it says that it cannot find any page related to it, and I've tried words as simple as "magic." [[User:Noname|Noname]] 21:32, 18 May 2008 (MDT)<br />
<br />
== Names? ==<br />
<br />
Should we make a link to help people think of names, such as names for towns, NPCs, etc.?<br />
It could be organized into towns, worlds, continents, and characters. The geographical places could be organized by climate and overall alignment, for example, an evil desert town. The character names could be done by race, class, and alignment.<br />
<br />
[[User:68.55.33.112|68.55.33.112]] 08:11, 15 June 2008 (MDT)<br />
<br />
==Templates?==<br />
<br />
Where would I place a template? In the Races section? — [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 12:50, 17 August 2008 (MDT)<br />
<br />
:Templates are totally under the [[DnD Creatures]] heading and then onto [[DnD Creature Templates]]. Though, yeah I often want to look for them amongst the [[DnD Races]]. Perhaps a link to templates on that page would be handy. (I'd do it, but I'm not sure on the policy of editing those pages, plus, I checked the formatting there, and it frightens me). --[[User:Ganteka|Ganteka]] 13:19, 17 August 2008 (MDT)<br />
<br />
::Thanks. — [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 17:56, 3 September 2008 (MDT)</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=User_talk:OptimizationFanatic&diff=278551User talk:OptimizationFanatic2008-08-30T16:15:06Z<p>OptimizationFanatic: </p>
<hr />
<div>{{Messages of Interest|messages=<br />
}}{{Archives<br />
|label1= Archive 1 (Discussions 1 &ndash; 2)<br />
}}</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=UA_talk:Building_a_Gestalt_Character&diff=277798UA talk:Building a Gestalt Character2008-08-25T23:19:52Z<p>OptimizationFanatic: /* Multiclassing */</p>
<hr />
<div>== Starting Health ==<br />
<br />
Shouldent the monk/sorcerer have 4 HP + con at first level, since a d8 means 4 HP, not 8? [[User:Zau|Zau]] 13:54, 16 May 2008 (MDT)<br />
<br />
:First level always starts with full HP. --[[User:TK-Squared|TK-Squared]] 14:26, 16 May 2008 (MDT)<br />
<br />
== Multiclassing ==<br />
<br />
One awesome multiclassing feature you forgot: Monk/Rogue. You get a sneak attack for EVERY flurry of blows you can do If you catch the guy off guard {{Unsigned|T G Geko|20:45, 22 August 2008 (MDT)}}<br />
<br />
:It is a transcript, you realize, right? Monte Cook wrote the suggestions, we didn't. Although I've got to agree that isn't a bad combo. — [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 17:19, 25 August 2008 (MDT)</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=The_Ultimate_Duelist_(3.5e_Optimized_Character_Build)&diff=277320The Ultimate Duelist (3.5e Optimized Character Build)2008-08-23T04:14:26Z<p>OptimizationFanatic: The Ultimate Duelist moved to The Ultimate Duelist (DnD Optimized Character Build): Adding the identifier.</p>
<hr />
<div>{{author <br />
|author_name= Yanksman88<br />
|date_created=August 19, 2008<br />
|status=<- Insert idea's status here -><br />
|isnotuser=I'm not a user<- if you have a username for this wiki delete this parameter-><br />
}}<br />
<br />
== Introduction ==<br />
<br />
I started by making this build for a level 12 game with standard starting wealth. It turned out to work pretty well. As a perk, it uses no prestige classes, although at later levels, they could certainly be an option. It was build for a relatively low magic world as far as how common spellcasters are.<br />
<br />
== References ==<br />
<br />
PHB, Complete Warrior<br />
<br />
== Game Rule Components ==<br />
<br />
=== Description ===<br />
It uses some standard feats that supply a number of different fighting styles. i.e. combat expertise, power attack, Improved Feint.<br />
<br />
=== Items ===<br />
<br />
For a 12th level character, the standard wealth is 88,000. I shose these items: Ring of protection +2, Amulet of Natural Armor +2, +2 Collision rapier (magic item compendium), +4 Studded Leather, +4 Buckler, Healing Belt (magic item compendium), Ring of Mystic Healing (magic item compendium), Weapon Crystal - shocking (magic item compendium) and thats pretty much what I went with. However there are quite a bit of variations obviously, so to each his/her own.<br />
<br />
=== Progression ===<br />
<br />
<- Str:14 Dex:15 Con:14 Int:16 Wis:8 Cha:8 -><br />
<br />
'''Race: I chose Elf, mainly due to the campeign, but it works well with the build.'''<br />
<br />
''Starting Racial Traits: Low-light vision, Dex +2, Con -2''<br />
<br />
{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}<br />
|- style="text-align: center;"<br />
! rowspan="2" | ECL<br />
! rowspan="2" | Class/HD/LA<br />
! rowspan="2" | [[BAB|Base <br/>Attack Bonus ]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Feats<br />
! rowspan="2" | Class<br/>Features<br />
! rowspan="2" | Special<br />
|- style="text-align: center;"<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even}}"<br />
| 1st || Fighter || + 1|| + 2|| + 0|| +0 || Combat Expertise, Weapon Focus(Rapier) || || <br />
|- class="{{Odd-Even}}"<br />
| 2nd || Fighter || + 2|| + 3|| + 0|| + 0|| Power Attack || || <br />
|- class="{{Odd-Even}}"<br />
| 3rd || Swashbuckler || + 3|| + 5|| + 0|| + 0|| Dodge || Weapon Finesse || <br />
|- class="{{Odd-Even}}"<br />
| 4th || Swashbuckler || + 4|| + 6|| + 0|| + 0|| || Grace +1 || +1 Dex <br />
|- class="{{Odd-Even}}"<br />
| 5th || Fighter || + 5|| + 6|| + 1|| + 1|| || || <br />
|- class="{{Odd-Even}}"<br />
| 6th || Figther || + 6/+ 1|| + 7|| + 1|| + 1|| Weapon Specialization(Rapier), Daring Warrior, Improved Feint || Dodge Bonus +1 || <br />
|- class="{{Odd-Even}}"<br />
| 7th || Rogue || + 6/+ 1|| + 7|| + 3|| + 1|| || Sneak Attack 1d6, trapfinding || <br />
|- class="{{Odd-Even}}"<br />
| 8th || Rogue || + 7/+ 2|| + 7|| + 4|| + 1|| || Evasion || +1 Dex <br />
|- class="{{Odd-Even}}"<br />
| 9th || Rogue || + 8/+ 3|| + 8|| + 3|| + 2|| Daring Outlaw || Sneak Attack 3d6, trap sense +1 || <br />
|- class="{{Odd-Even}}"<br />
| 10th || Swashbuckler || + 9/+ 4|| + 9|| + 4|| + 3|| || Insightful Strike, Dodge Bonus +2 || <br />
|- class="{{Odd-Even}}"<br />
| 11th || Swashbuckler || + 10/+ 5|| + 10|| + 4|| + 3|| Improved Critical(Rapier) || Grace Bonus +2, Sneak Attack 4d6 || <br />
|- class="{{Odd-Even}}"<br />
| 12th || Rogue || + 11/+ 6/+ 1|| + 10|| + 5|| + 3|| Telling Blow || Uncanny dodge || +1 Dex<br />
|- class="{{Odd-Even}}"<br />
<!-- repeat as needed --><br />
|}<br />
<br />
=== Other Components ===<br />
<br />
<- anything not covered by the previous sections -><br />
<br />
== Highlights ==<br />
<br />
With the items as they are, the AC is as follows: Dex: +5, Armor: +7, Ring: +2, Amulet: +2, Shield: +5. This comes out to an ac of 31 without the use of combat expertise or the dodge bonuses. The swashbuckler dodge bonus of 2 and the feat stack. They can also be split between two enemies. Against one opponent, the ac with full use of combat expertise and dodge, will be a 39. Try hitting that! <br />
<br />
As far as the attack bonus goes, it comes out to a +19/+14/+9 with damage being 1d6+14+1d6 shocking with a crit range of 15-20x2 also adding your sneak attack damage onto crits due to the telling blow feat. You also have the ability to use power attack and the improved feint bluff ability. <br />
<br />
The HP is also very good as you only have 4 levels of a class that doesn't have a <br />
d10 as a hit die with a con of 12.<br />
<br />
The ending stats are:<br />
Str: 14<br />
Dex: 20<br />
Con: 12<br />
Int: 16<br />
Wis: 8<br />
Cha: 8<br />
<br />
The only downfalls here are that you take a penalty on your bluff skill for the feinting, but enemies -usually- dont have sense motive as a skill, so you should be fine there. If they do, then you just allocate that dodge bonus and you dont ever have to worry about getting hit. If you do, you've got the belt and the ring to heal yourself back up.<br />
<br />
== Munchkin-Size Me ==<br />
<br />
I'm sure there would be a perfect prestige class to go into untill 20 for this build but I'm really not sure what it would be. Perhaps a weapon master of some kind. You'd probably just want to keep taking swashbuckler, or you could take more rogue to get the 10th level ability. So 6 more rogue and 2 more swashbuckler as there is no point to taking fighter after level 4 with this build anyway. Unless you really wanted the extra weapon focus. I's say just take the swashbuckler. The rogue may not be a bad idea as your only losing a total of 3 ab at level 20 and you get the 10th level ability. So yeah. I'd take the rogue and get crippling strike of improved evasion or opportunist. Thats a good one for this build.<br />
<br />
== Side Notes ==<br />
<br />
<- overview of additional info about this build -><br />
<br />
=== Limitations ===<br />
<br />
There really arent any situation where this build won't work. Spell casters would have an advantage over it due to saves, but thats nothing you can't fix via a cloak of resistance or something similar. Its touch ac is great, as is its flat-footed ac.<br />
<br />
=== DM Counters ===<br />
<br />
The dm can't really counter this build in melee. Spell casters are an easy way of getting around it however lest you invest in increasing your saves. If they try to compensate for its ac, ab, or damage, then the rest of the party will be at an enormouse disadvantage.<br />
<br />
=== Miscellaneous ===<br />
<br />
<- Any other side notes that don't fit in the above sections. -><br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Optimized Character Builds|Optimized Character Builds]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:WotC Rules Only]]<!-- REMOVE THIS ENTIRE LINE IF THIS CHARACTER OPTIMIZATION USES RULES THAT ARE NOT FOUND WITHIN WOTC SOURCE BOOKS!!! --></div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=User_talk:OptimizationFanatic&diff=275761User talk:OptimizationFanatic2008-08-17T20:17:14Z<p>OptimizationFanatic: </p>
<hr />
<div>{{Messages of Interest|messages=<br />
}}{{Archives<br />
|label1= Archive 1 (Discussions 1 &ndash; 2)<br />
}}</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=Talk:3.5e_Homebrew&diff=275747Talk:3.5e Homebrew2008-08-17T18:59:15Z<p>OptimizationFanatic: /* == Templates? == */</p>
<hr />
<div>{{Archives<br />
|label1=Archive 1 (Discussions 1 &ndash; 30)<br />
}}<br />
<br />
==Knowledge Arcana==<br />
I'm working with Dave on this. This article is currently slated for 3-5 issues out. That means that we have the article in the development pipeline, but we do not yet have a home for it.<br />
<br />
--[[User:Dmilewski|Dmilewski]] 05:36, 21 April 2006 (MST)<br />
<br />
== New Server ==<br />
<br />
DanDWiki has recently undergone a major change in its configuration. I have moved the server from being hosted by [http://www.godaddy.com GoDaddy] to my own server. The site should be quite a bit faster now. <br />
<br />
--[[User:Blue Dragon|Blue Dragon]] 22:42, 29 April 2006 (MDT)<br />
<br />
== Deleting DnD Vehicles ==<br />
<br />
I am going to be deleting DnD Vehicles, as I see no reason for it. D&D is ''not'' like D20 Modern where vehicles are a big deal. If anyone ever actually makes a vehicle it can go in [[DnD Other]]. A new section is not needed, although if more than 5 vehicles are put in [[DnD Other]] then I consider making a new section. Deleted the it. --[[User:Green Dragon|Green Dragon]] 13:19, 12 June 2006 (MDT)<br />
<br />
:That was my idea, Green_Dragon. --[[User:Pz.Az.04Maus|Pz.Az.04Maus]] 13:29, 12 June 2006 (MDT)<br />
<br />
::Yes, I know, I just think that it has no reason to be there. Put the vehicles you make in [[DnD Other]], if enough are made, then a DnD Vehicles can be made. --[[User:Green Dragon|Green Dragon]] 13:50, 12 June 2006 (MDT)<br />
<br />
:::I'm thinking of adding my friends airship template into here, it's rather cool, and i'll be making sandships shortly. --[[User:Shadethedemon|Shadethedemon]] 0:30, 06 August 2006 (NewYork time)<br />
<br />
:::: Enough vehicles for a new section? --[[User:Green Dragon|Green Dragon]] 21:33, 3 October 2006 (MDT)<br />
<br />
::::: Why not put them under [[DnD Equipment]]? &mdash;[[User:Sledged|Sledged]] 18:08, 7 October 2006 (MDT)<br />
<br />
:::::: Very good idea, I think that would work well. --[[User:Green Dragon|Green Dragon]] 22:36, 8 October 2006 (MDT)<br />
<br />
::::::: Yeah it is, should I just make the Vehicle header when I put it up? --[[User:Shadethedemon|DeadlyNightShade]] 08:37, 14 October 2006 (MDT)<br />
<br />
:::::::: Yes, just make a new section when you put your first vehicle on D&D Wiki. --[[User:Green Dragon|Green Dragon]] 11:33, 15 October 2006 (MDT)<br />
<br />
== Template Links ==<br />
<br />
Shouldn't links to the templates be within the respective subject pages (e.g. Link to the NPC template on the [[DnD NPCs|NPCs page]], link to the PrC template on the [[DnD Classes|PrCs page]], etc...)?<br />
<br />
: Yes they should, I just have not got around to putting them in their places... Would you like to? Or should I when I am not doing something else on the site? --[[User:Green Dragon|Green Dragon]] 09:47, 30 September 2006 (MDT)<br />
<br />
:: I'd say whoever has time to do them first. I've put it on my TODO list. Would you like to keeps the links on D&D page, in addition to having them in their respective pages, or no? &mdash;[[User:Sledged|Sledged]] 13:18, 30 September 2006 (MDT)<br />
<br />
::: No, get rid of the links from this page.... Just makes it more confusing and look worse. --[[User:Green Dragon|Green Dragon]] 18:58, 30 September 2006 (MDT)<br />
<br />
:::: Does that look better? --[[User:Green Dragon|Green Dragon]] 11:05, 1 October 2006 (MDT)<br />
<br />
::::: Looks great! &mdash;[[User:Sledged|Sledged]] 12:02, 2 October 2006 (MDT)<br />
<br />
== Merge Class Pages ==<br />
<br />
I think classes and PrCs should be merged together. Is anyone opposed to such an idea? &mdash;[[User:Sledged|Sledged]] 11:00, 5 October 2006 (MDT)<br />
<br />
: I don't think I really want that. I consider PrC's very different from Classes, and I don't see any reason why it would be good to merge them. What is your reason for wanting this? --[[User:Green Dragon|Green Dragon]] 19:31, 5 October 2006 (MDT)<br />
<br />
:: The foremost reason is the same for why I want to merge the pages dealing with special abilities in the SRD. It does little good to separate out items that fall under the same category. Next, though you may consider PrCs different, others may not feel the same, and the fact of the matter is that PrCs '''are''' classes. Lastly, I think it would be good to have some consistancy with how the classes are laid out. Base classes and NPC classes are grouped together on one page, but PrCs are on another. They should either each have their own page&mdash;one for base classes, one for NPC classes, and one for PrCs&mdash;or they should all be under one page. I'd prefer the latter just to cut down on the number of pages. &mdash;[[User:Sledged|Sledged]] 19:28, 6 October 2006 (MDT)<br />
<br />
::: I consider PrC's very different from classes. The reason I believe that it would be good to have a separate page for PrC's is because when many people come here they would not consider PrC's to be under Classes, and they would then assume that D&D Wiki has no PrC's. However, on the other hand, it would help to merge Classes and PrC's, it would create one less thing on [[Dungeons and Dragons]]. Still, however, I believe that visitors would have a hard time finding the PrC's. I think most people do not consider PrC's to be Classes. --[[User:Green Dragon|Green Dragon]] 12:13, 7 October 2006 (MDT)<br />
<br />
:::: What if the link was qualified like so:<br />
<br />
::::* [[DnD Classes|Classes]] (Base, Prestige, and NPC)<br />
<br />
:::: &mdash;[[User:Sledged|Sledged]] 13:20, 7 October 2006 (MDT)<br />
<br />
::::: I was thinking about that, but then that one would be the only link with black words after it, making it stand out where all the other do not. I still am not sure what a good solution would be. --[[User:Green Dragon|Green Dragon]] 15:53, 7 October 2006 (MDT)<br />
<br />
:::::: Could do the same for the other sections:<br />
<br />
<br />
::::::{| style="width: 100%;"<br />
|-<br />
| [[DnD Campaign Settings|Campaign Settings]]<br />
| style="text-align: right;" | Worlds and Options<br />
|-<br />
| [[DnD Optimized Character Builds|Character Optimizations]]<br />
| style="text-align: right;" | Anything You Can Do, I Can Do Better<br />
|-<br />
| [[DnD Classes|Classes]]<br />
| style="text-align: right;" | Base, Prestige, and NPC<br />
|-<br />
| [[DnD Deities|Deities]]<br />
| style="text-align: right;" | Phenomenal Cosmic Power!<br />
|-<br />
| [[DnD Equipment|Equipment]]<br />
| style="text-align: right;" | Weapons, Armor, Food & Drink, Vehicles, Magic Items, etc...<br />
|-<br />
| [[DnD Feats|Feats]]<br />
| style="text-align: right;" | General, Epic, Divine, Racial, etc...<br />
|-<br />
| [[DnD Monsters|Monsters]]<br />
| style="text-align: right;" | Creatures and Templates<br />
|-<br />
| [[DnD NPCs|NPCs]]<br />
| style="text-align: right;" | Good Guys, Bad Guys, and Ugly Guys<br />
|-<br />
| [[DnD Other|Other]]<br />
| style="text-align: right;" | Leftovers, Anyone?<br />
|-<br />
| [[DnD Quests|Quests]]<br />
| style="text-align: right;" | Where Do You Want To Go Today?<br />
|-<br />
| [[DnD Races|Races]]<br />
| style="text-align: right;" | Dragons, Giants, Aberrations, Oh My!<br />
|-<br />
| [[DnD Complex Special Ability Components|Complex Special Ability Components]]<br />
| style="text-align: right;" | 0&ndash;9th and Epic<br />
|-<br />
| [[DnD Rules|Variant Rules]]<br />
| style="text-align: right;" | Marching to the Beat of a Different Drummer<br />
|}<br />
<br />
<br />
:::::: &mdash;[[User:Sledged|Sledged]] 18:08, 7 October 2006 (MDT)<br />
<br />
::::::: I think the above way would work very well. By the way, I love some of the description you made. Lastly, when you merge [[DnD Classes|DnD Prestige Classes]] into [[DnD Classes]] please make a seperate section for Classes, PrC's, and NPCs. I hope all goes well with this new way. --[[User:Green Dragon|Green Dragon]] 22:40, 8 October 2006 (MDT)<br />
<br />
:::::::: I'm glad you're amused. I was hoping they'd get a chuckle. I threw in a lot of the descriptions simply so we could see how they'd look, and I was having trouble thinking of clear and concise descriptions using ten words or less. &mdash;[[User:Sledged|Sledged]] 16:42, 9 October 2006 (MDT)<br />
<br />
::::::::: I must say, they turned out very well. Good job. --[[User:Green Dragon|Green Dragon]] 11:34, 15 October 2006 (MDT)<br />
<br />
==Getting more people to the site==<br />
<br />
I added a link the this site under the wikipedia article for Dungeons and Dragons. I hope that helps drive some people here.--[[User:Sand-reckoner|Sand-reckoner]] 12:27, 22 October 2006 (MDT)<br />
<br />
:It looks good, and I hope it does make more people come here. Thanks for doing that. --[[User:Green Dragon|Green Dragon]] 15:53, 22 October 2006 (MDT)<br />
<br />
::Honestly, it helped a ton. Before the links D&D Wiki was averaging 150 unique visitors per day, now it is averaging 500 unique visitors per day. Thanks again for doing that. --[[User:Green Dragon|Green Dragon]] 14:25, 2 December 2006 (MST)<br />
<br />
:::You know, most of the D&D related articles on Wikipedia (last I checked, anyway), don't have a link to this wiki. I happened to stumble across one that did, which is how I ended up here. If you want more traffic, it would behoove you to put links on as many pages as possible. --[[User:Cuthalion|Cúthalion]] 22:28, 17 February 2007 (MST)<br />
<br />
::::Why not make a page for Dandwiki itself on wikipedia? --[[User:Shadethedemon|DeadlyNightShade]] 13:37, 22 June 2007 (MDT)<br />
<br />
:::::That's how I found DnDWiki! And a wikipedia page might be a good idea. --[[User:Aarnott|Aarnott]] 13:47, 22 June 2007 (MDT)<br />
<br />
::::::Same here. THe link on other wikipedias does work. --[[User:Sam Kay|Sam Kay]] 04:45, 11 August 2007 (MDT)<br />
<br />
:::::::Someone go for it. Also, we are now averaging 1200 unique visitors/day and 57,000 hits a day (quite an improvement). --[[User:Green Dragon|Green Dragon]] 12:54, 11 August 2007 (MDT)<br />
<br />
== Design... ==<br />
<br />
Hey guys,<br />
I'm new here, but I registered just to say that this page's design is really not made for all monitors. The descriptions for the sections are too far on the right from the article sections, and quite frankly I didn't notice them at first. By the way, I'm writing from a laptop monitor, and I find it rather hard to read.<br />
<br />
Just a suggestion, but I think you should work the template so that the descriptions are much closer to the article titles. <br />
<br />
Thanks!<br />
--[[User:CDevine|CDevine]] 19:31, 1 December 2006 (MST)<br />
<br />
:Thanks for the feedback. How bad is it? Do you have to scroll to see the descriptions? What browser are you using. &mdash;[[User:Sledged|Sledged]] 19:52, 1 December 2006 (MST)<br />
<br />
::I have a fairly large monitor on my desktop PC, (21 inch) and it is a bit of a pain to look over to the far other site to find the description. I think this is what CDevine is talking about, the large gap of nothing between the links and the descriptions. So, I would also say it would not hurt to change it round. Any ideas of how to make it look good, make it easy to find what one is looking for, ''and'' make sure the Dungeons and Dragons page does not get to long? --[[User:Green Dragon|Green Dragon]] 14:22, 2 December 2006 (MST)<br />
<br />
:::{| cellspacing="0" cellpadding="0"<br />
|- style="vertical-align: top;"<br />
|<br />
'''<big>For Players</big>'''<br />
<br />
* [[DnD Optimized Character Builds|Character Optimizations]]<div style="font-size: smaller; margin-left: 2em;">Anything You Can Do, I Can Do Better</div><br />
* [[DnD Classes|Classes]]<div style="font-size: smaller; margin-left: 2em;">Base, Prestige, and NPC</div><br />
* [[DnD Equipment|Equipment]]<div style="font-size: smaller; margin-left: 2em;">Weapons, Armor, Food & Drink, Vehicles, Magic Items, etc...</div><br />
* [[DnD Feats|Feats]]<div style="font-size: smaller; margin-left: 2em;">General, Epic, Divine, Racial, etc...</div><br />
* [[DnD Other|Other]]<div style="font-size: smaller; margin-left: 2em;">Leftovers, Anyone?</div><br />
* [[DnD Races|Races]]<div style="font-size: smaller; margin-left: 2em;">Dragons, Giants, Aberrations, Oh My!</div><br />
* [[DnD Complex Special Ability Components|Complex Special Ability Components]]<div style="font-size: smaller; margin-left: 2em;">0&ndash;9th and Epic</div><br />
<br />
| style="padding-left: 1em;" |<br />
'''<big>For DMs</big>'''<br />
<br />
* [[DnD Campaign Settings|Campaign Settings]]<div style="font-size: smaller; margin-left: 2em;">Worlds and Options</div><br />
* [[DnD Creatures|Creatures]]<div style="font-size: smaller; margin-left: 2em;">Monsters and Templates</div><br />
* [[DnD Deities|Deities]]<div style="font-size: smaller; margin-left: 2em;">Phenomenal Cosmic Power!</div><br />
* [[DnD NPCs|NPCs]]<div style="font-size: smaller; margin-left: 2em;">Good Guys, Bad Guys, and Ugly Guys</div><br />
* [[DnD Quests|Quests]]<div style="font-size: smaller; margin-left: 2em;">Where Do You Want To Go Today?</div><br />
* [[DnD Rules|Variant Rules]]<div style="font-size: smaller; margin-left: 2em;">Marching to the Beat of a Different Drummer</div><br />
|}<br />
<br />
<br />
:::What do you think of this? &mdash;[[User:Sledged|Sledged]] 20:14, 4 December 2006 (MST)<br />
<br />
::::I don't really like it, to long. It might be good to shorten it so smaller screens (laptops in particular) can see all the links at once. --[[User:Green Dragon|Green Dragon]] 23:09, 4 December 2006 (MST)<br />
<br />
:::::How about now? &mdash;[[User:Sledged|Sledged]] 09:27, 5 December 2006 (MST)<br />
<br />
::::::This is more in line with the direction of development of other pages. I'm all for giving the listing pages a more coherent look and feel. --[[User:Dmilewski|Dmilewski]] 10:36, 5 December 2006 (MST)<br />
<br />
:::::::Much better. However, it could be improved by getting some order other than alphabetical into the re-design. Such as (I know, I know...) For the Player, For the DM, etc. Your ideas? --[[User:Green Dragon|Green Dragon]] 17:33, 5 December 2006 (MST)<br />
<br />
:::::::: Don't see why not. Let's try this. &mdash;[[User:Sledged|Sledged]] 18:27, 5 December 2006 (MST)<br />
<br />
::::::::: I like it. Fits with the new style well. --[[User:EldritchNumen|EldritchNumen]] 18:24, 6 December 2006 (MST)<br />
<br />
::::::::::It's good, go for it. --[[User:Green Dragon|Green Dragon]] 18:32, 6 December 2006 (MST)<br />
<br />
:::::::::::Much better and easier to read. Looks good. --[[User:Green Dragon|Green Dragon]] 18:50, 6 December 2006 (MST)<br />
<br />
::::::::::::Just noticed the change, I like it. --[[User:Calidore Chase|Calidore Chase]] 02:37, 8 December 2006 (MST)<br />
<br />
== New D&D DM help page ==<br />
<br />
Yeah sorry if Im posting this in the wrong place, but I'd like to propose an Idea: My Idea is to put up an editable space in the site where more seasoned DM's could post some useful tricks of the trade which they think newer DM's might be able to use. just an idea {{unsigned|Tjaden|2007-01-15, 18:00:03}}<br />
<br />
: Right now the place for that kind of material is [[DnD Other|Other]]. &mdash;[[User:Sledged|Sledged]] 17:09, 15 January 2007 (MST)<br />
<br />
::Thats correct, other is the place for such a thing. --[[User:Green Dragon|Green Dragon]] 18:37, 15 January 2007 (MST)<br />
<br />
== Open Game License Content? ==<br />
<br />
There's lots of open game license content out there we could host. Should we integrate it? How do we want to integrate it? Do we want an Open Game License (OGL) namespace? Do we want namespaces for each source? What's the best practice? --[[User:Dmilewski|Dmilewski]] 12:47, 10 February 2007 (MST)<br />
<br />
:For the moment just add it like normal with the correct templates and a locked page. OGL content is treated as normal content that cannot be edited except for formatting. --[[User:Green Dragon|Green Dragon]] 14:05, 10 February 2007 (MST)<br />
<br />
::I like the idea of an OGL namespace, although I'm not sure I could articulate why. --[[User:Cuthalion|Cúthalion]] 07:59, 16 February 2007 (MST)<br />
<br />
:::I could. OGC from marketed products have a different weight (for lack of a better term) to them than, the user contributions. This is partly because we like to think that said products have gone though several review process and have been play-tested (whether or not this is actually the case). Because of this, people will tend to favor them over other material (except for possibly their own). Personally, I was thinking instead of having a OGL namespace, have one namespace for each publisher that produces d20 and d20M OGC (e.g. WotC, WW (White Wolf), MG (Mongoose), GR (Green Ronin), SP (Sovern Press), etc...). And all the OGC they've published would go under their respective namespaces (except, of course, for the SRD and the MSRD which already have their own namespaces). &mdash;[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:55, 16 February 2007 (MST)<br />
<br />
::::I've changed my stance, one OGL or OGC namespace. Categories can be available for each publisher. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 14:28, 18 January 2008 (MST)<br />
<br />
:::Hm... For now I say keep it as normal namespace, we can change it later once namespace probems are fixed (maybe change the namespace - I am not sure yet). --[[User:Green Dragon|Green Dragon]] 10:32, 16 February 2007 (MST)<br />
<br />
== Other => Discussion & Guidelines ==<br />
<br />
"Other" in this context sounds like game mechanics that are not classes, feats, etc., and hence not central to the game. The subtext makes it sound like you'd never want to look there unless you're having trouble sleeping. It's a rare newbie who would bother.<br />
<br />
In practice, most of the [[DnD Other|Other]] contents are discussion or guidelines for development -- exactly what newbies need to read. How about splitting it into three sections:<br />
* Guidelines : guidelines for content creation<br />
* Discussion : general discussion on various topics<br />
* Variant Rules : homebrew content not covered by the other headings (move to [[DnD Rules|existing section]])<br />
<br />
Some additional hierarchy might also be helpful. Something like:<br />
<br />
: '''For Players'''<br />
<br />
:* Content<br />
:** Classes<br />
:** Equipment<br />
:** Feats/Flaws<br />
:** Races<br />
:** Complex Special Ability Components<br />
:* Guidelines<br />
:* Discussion<br />
:* Examples<br />
:** Character Optimizations<br />
<br />
: '''For DMs'''<br />
<br />
:* ...<br />
<br />
What do you think? --[[User:Cuthalion|Cúthalion]] 08:25, 16 February 2007 (MST)<br />
<br />
:That would more closely match the SRD. In general, good observations. Make a full mockup of it. The more complete, the better. When we agree, we'll implement the new landing page directly off the mockup.--[[User:Dmilewski|Dmilewski]] 09:37, 16 February 2007 (MST)<br />
<br />
:: Hmm... How about this? --[[User:Cuthalion|Cúthalion]] 10:35, 16 February 2007 (MST)<br />
<br />
:::{| cellspacing="0" cellpadding="0"<br />
|- style="vertical-align: top;"<br />
|<br />
'''<big>For Players</big>'''<br />
<br />
* Content<br />
** [[DnD Classes|Classes]]<div style="font-size: smaller; margin-left: 2em;">Base, Prestige, Racial Paragon, and NPC</div><br />
** [[DnD Equipment|Equipment]]<div style="font-size: smaller; margin-left: 2em;">Weapons, armor, food & drink, vehicles, magic items, etc...</div><br />
** [[DnD Feats|Feats and Flaws]]<div style="font-size: smaller; margin-left: 2em;">General, Epic, Divine, Racial, etc...</div><br />
** [[DnD Races|Races]]<div style="font-size: smaller; margin-left: 2em;">Dragons, giants, aberrations, oh my!</div><br />
** [[DnD Complex Special Ability Components|Complex Special Ability Components]]<div style="font-size: smaller; margin-left: 2em;">0&ndash;9th and Epic</div><br />
* Resources<br />
** [[DnD Guidelines|Guidelines]]<div style="font-size: smaller; margin-left: 2em;">Helpful guidelines for creating wiki content</div><br />
** [[DnD Discussion|Discussion]]<div style="font-size: smaller; margin-left: 2em;">General discussion on various topics</div><br />
** [[DnD Optimized Character Builds|Optimized Character Designs]]<div style="font-size: smaller; margin-left: 2em;">Anything you can do, I can do better</div><br />
<br />
| style="padding-left: 1em;" |<br />
'''<big>For DMs</big>'''<br />
<br />
* [[DnD Campaign Settings|Campaign Settings]]<div style="font-size: smaller; margin-left: 2em;">Worlds and options</div><br />
* [[DnD Creatures|Creatures]]<div style="font-size: smaller; margin-left: 2em;">Monsters and templates</div><br />
* [[DnD Deities|Deities]]<div style="font-size: smaller; margin-left: 2em;">Phenomenal cosmic power!</div><br />
* [[DnD NPCs|NPCs]]<div style="font-size: smaller; margin-left: 2em;">Good Guys, Bad Guys, and Ugly Guys</div><br />
* [[DnD Quests|Quests]]<div style="font-size: smaller; margin-left: 2em;">Where do you want to go today?</div><br />
* [[DnD Rules|Variant Rules]]<div style="font-size: smaller; margin-left: 2em;">Marching to the beat of a different drummer</div><br />
|}<br />
<br />
:: Note that I ordered the resources topically rather than alphabetically. I'm not wedded to that change. I also lowercased the subtexts; ditto. Oh, yeah, and I renamed Character Optimizations to something a newbie could understand. (I thought it meant something totally different when I first saw it.) --[[User:Cuthalion|Cúthalion]] 10:35, 16 February 2007 (MST)<br />
<br />
:::Well, if we're going to have it mirror the way the SRD is organized:<br />
<br />
:::{| cellspacing="0" cellpadding="0" class="column"<br />
|-<br />
|<br />
; <big>For Players</big><br />
* [[DnD Classes|Classes]]<div style="font-size: smaller; margin-left: 2em;">Base, Prestige, Racial Paragon, and NPC</div><br />
* [[DnD Equipment|Equipment]]<div style="font-size: smaller; margin-left: 2em;">Weapons, armor, food & drink, vehicles, magic items, etc...</div><br />
* [[DnD Feats|Feats and Flaws]]<div style="font-size: smaller; margin-left: 2em;">General, Epic, Divine, Racial, etc...</div><br />
* [[DnD Races|Races]]<div style="font-size: smaller; margin-left: 2em;">Dragons, giants, aberrations, oh my!</div><br />
* [[DnD Complex Special Ability Components|Complex Special Ability Components]]<div style="font-size: smaller; margin-left: 2em;">0&ndash;9th and Epic</div><br />
|<br />
; <big>For DMs</big><br />
* [[DnD Campaign Settings|Campaign Settings]]<div style="font-size: smaller; margin-left: 2em;">Worlds and options</div><br />
* [[DnD Creatures|Creatures]]<div style="font-size: smaller; margin-left: 2em;">Monsters and templates</div><br />
* [[DnD Deities|Deities]]<div style="font-size: smaller; margin-left: 2em;">Phenomenal cosmic power!</div><br />
* [[DnD NPCs|NPCs]]<div style="font-size: smaller; margin-left: 2em;">Good Guys, Bad Guys, and Ugly Guys</div><br />
* [[DnD Quests|Quests]]<div style="font-size: smaller; margin-left: 2em;">Where do you want to go today?</div><br />
|<br />
; <big>General</big><br />
<br />
* [[DnD Guidelines|Guidelines]]<div style="font-size: smaller; margin-left: 2em;">Helpful guidelines for creating wiki content</div><br />
* [[DnD Discussion|Discussion]]<div style="font-size: smaller; margin-left: 2em;">General discussions on various topics</div><br />
* [[DnD Optimized Character Builds|Optimized Character Designs]]<div style="font-size: smaller; margin-left: 2em;">Anything you can do, I can do better</div><br />
* [[DnD Rules|Rules]]<div style="font-size: smaller; margin-left: 2em;">Supplemental and Variant Rules.</div><br />
* [[To-Do List]]<div style="font-size: smaller; margin-left: 2em;">Pick up the drycleaning. Walk my taxes. File the dog.</div><br />
|}<br />
<br />
:::&mdash;[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:25, 16 February 2007 (MST)<br />
<br />
:::: Fine by me. Ah, I just figured out what you're [[SRD:System_Reference_Document|comparing with]]. --[[User:Cuthalion|Cúthalion]] 20:19, 16 February 2007 (MST)<br />
<br />
::::: I like Sledged's suggestions. My only complaint is regarding the naming of "Variant Rules." The name implies that any rules in the category have an analog that they have revised or reworked in some way. In many cases, the material here is actually additional or supplemental rules rather than just variant ones. Could we name the section something more inviting to rules additions? A great example of what I mean is [[Evil Weather (DnD Other)]]. This is not a variant of any existing rules, per se; rather, in is an addition and supplement to the existing rules that provides rules for situations and possibilities currently not adjudicated by the SRD rule set. I propose a title like "Supplementary Rules" to address this (admittedly linguistic and semantic) problem. --[[User:EldritchNumen|EldritchNumen]] 02:29, 17 February 2007 (MST)<br />
<br />
:::::: How about now? &mdash;[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 11:42, 17 February 2007 (MST)<br />
<br />
:::::::I think that "Rules" should cover all rule articles. Subtitle that "New and Variant Rules". Under that you can have new rules, variant rules, commentary on rules, etc. With the current split, I see confusion about which category a rules article belongs under. --[[User:Dmilewski|Dmilewski]] 11:52, 18 February 2007 (MST)<br />
<br />
::::::::I like the suggestion: <br />
<br />
::::::::* [[DnD Rules|Rules]]<div style="font-size: smaller; margin-left: 2em;">New, Supplemental, and Variant Rules</div><br />
<br />
::::::::--[[User:EldritchNumen|EldritchNumen]] 16:38, 20 February 2007 (MST)<br />
<br />
:::::::::Also, I would like to see the "For Players" being first, then the "For DM's" and last (far right) being "General". I see content being more important than the general material, what do you think? --[[User:Green Dragon|Green Dragon]] 10:27, 26 February 2007 (MST)<br />
<br />
::::::::::It looks good with the general on the right. &mdash;[[User:EldritchNumen|EldritchNumen]] 15:40, 27 February 2007 (MST)<br />
<br />
:::::::::::What do you guys think of a TODO link being present in the "general" category? --[[User:Green Dragon|Green Dragon]] 18:35, 27 February 2007 (MST)<br />
<br />
:::::::::::: I think it's fine there, but I hate how it's cap-locked. Is there any reason why it does not read "To-Do List"? In any case, it is good to have somewhere, and it would fit best either there (in the menu) or perhaps in the discussion section (i.e. as a user-created, dynamic list of jobs to be done around the wiki). &mdash;[[User:EldritchNumen|EldritchNumen]] 15:14, 28 February 2007 (MST)<br />
<br />
:::::::::::::"''Do the dog.''" It's funny (in context with the "''Walk the taxes''"), but maybe not the best choice for the main Dungeons and Dragons page. Other than that I think it is ready to be made then implemented. --[[User:Green Dragon|Green Dragon]] 20:41, 28 February 2007 (MST)<br />
<br />
::::::::::::::Agreed. We should either change it to "prepare the dog" or ex it entirely. &mdash;[[User:EldritchNumen|EldritchNumen]] 01:09, 1 March 2007 (MST)<br />
<br />
:::::::::::::::Alright, now it's just time to make the pages... --[[User:Green Dragon|Green Dragon]] 13:07, 3 March 2007 (MST)<br />
<br />
::::::::::::::::And move everything from [[DnD Other]] to more appropriate pages (and/or assign them to more applicable categories). &mdash;[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 11:43, 8 March 2007 (MST)<br />
<br />
:::::::::::::::::Sledged, would you mind dealing with [[DnD Guidelines|Guidelines]] as you have the most knowledge in this area? --[[User:Green Dragon|Green Dragon]] 12:02, 23 March 2007 (MDT)<br />
<br />
::::::::::::::::::Done. All guidelines (or my best estimation of what are guidelines) are now [[DnD Guidelines|Guidelines]]. &mdash;[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 14:29, 25 March 2007 (MDT)<br />
<br />
:::::::::::::::::::Thank you ''':)'''. --[[User:Green Dragon|Green Dragon]] 20:03, 25 March 2007 (MDT)<br />
<br />
::::::::::::::::::::New landing page is on &mdash; I hope it is better. --[[User:Green Dragon|Green Dragon]] 13:41, 8 April 2007 (MDT)<br />
<br />
Question: How do we want the layout of [[DnD Rules]] to look? Also, which rules will be labeled as variant and which will be labeled as supplemental? --[[User:Green Dragon|Green Dragon]] 13:15, 11 March 2007 (MDT)<br />
<br />
:I don't think it will really matter. Let's just call them all PAGENAME (DnD Rule). It should be obvious which are new and which are variants, I think... &mdash;[[User:EldritchNumen|EldritchNumen]] 16:04, 12 March 2007 (MDT)<br />
<br />
::Hm... See, I was thinking it might be nice to separate DnD Rules into two separate columns; one for variant rules and the other for supplement rules. However, all the categories would need to be changed etc. Also, I agree that (DnD Rule) should be the identifier. What do you think? --[[User:Green Dragon|Green Dragon]] 23:49, 12 March 2007 (MDT)<br />
<br />
:::When implementing the new page, can you add a category for Web resources somewhere? There's lots of good tools out there on the web related to D&D.--[[User:Dmilewski|Dmilewski]] 07:32, 21 March 2007 (MDT)<br />
<br />
::::Let's have it be PAGENAME (DnD Rule), and then use categories: <nowiki>[[Category:Variant Rule]]</nowiki> and <nowiki>[[Category:Supplemental Rule]]</nowiki>. And, as Doug mentioned, we should have <nowiki>[[Category:Web Resource]]</nowiki>. Using the categories we can split the list in two like you (and I) prefer, but still can have all the page names followed by simply (DnD Rule). &mdash;[[User:EldritchNumen|EldritchNumen]]<br />
<br />
:::::Okay, if we are going to include Web Recourses in [[DnD Rules]] than should we have three columns, one for Supplement Rules, another for Variant Rules, and a final one for Web Resources? --[[User:Green Dragon|Green Dragon]] 17:31, 27 March 2007 (MDT)<br />
<br />
::::::Actually, the place for Web Resources is probably under Guidelines, since it would largely help in "creating [and balancing] wiki content." I would think that Rules should probably just have the two columns... what does everyone else think? &mdash;[[User:EldritchNumen|EldritchNumen]] 19:30, 27 March 2007 (MDT)<br />
<br />
:::::::I agree now. Makes sense. --[[User:Green Dragon|Green Dragon]] 22:36, 27 March 2007 (MDT)<br />
<br />
== Baby ==<br />
<br />
You thought that the SRD project was big? Welcome Joy Elizabeth. 7 lbs, 7 oz (encumbrance 15 lbs, as this includes lots of other baby equipment). 21.5" long. "Class is Baby 1." Her first level feat is "Fatigue Adults" and she's chosen the spell ''eagle's spleandor.'' {{Unsigned|Dmilewski|22:20, 26 February 2007 (MST)}}<br />
<br />
: Congrats and welcome to parenthood! What class&mdash;er... that is, how much did she weigh and how long was she? &mdash;[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 21:44, 26 February 2007 (MST)<br />
<br />
::Congratulations to you and your wife, I am glad all went well. I hope you look forward to your wiki-break, and I hope you like being a father. Congratulations. --[[User:Green Dragon|Green Dragon]] 22:00, 26 February 2007 (MST)<br />
<br />
:::Wait until I post the baby class for April Fools. With two months of paternity leave saved up, I'll be relaxing. (Supporting a wife and baby is far easier than supporting 350 users and computers. You might say "supporting babies is hard", but it's no harder than supporting yet another system with no documentation. :P--[[User:Dmilewski|Dmilewski]] 08:13, 27 February 2007 (MST)<br />
<br />
== Web Resources ==<br />
<br />
Where should we put links for Web Resources? Any suggestions? There's some cool stuff out that that we should link to. And are we ever going to the DnD Landing Page???--[[User:Dmilewski|Dmilewski]] 18:22, 20 March 2007 (MDT)<br />
<br />
:Did you post this? For some reason it does not sound like you, hm... Anyway, we are "currently working" on the new D&D landing page - see above. If you want to help &mdash; ''please do''! Also, what kind of "Web Resources" are you talking about? --[[User:Green Dragon|Green Dragon]] 22:08, 20 March 2007 (MDT)<br />
<br />
::Yeah, it's me. I was thinking of things like: PCGen, Map Generators, Encounter Generators, Random Dungeon generators, character sheets, ENWorld, etc. There's lots and lots of good d20 material out there. --[[User:Dmilewski|Dmilewski]] 07:30, 21 March 2007 (MDT)<br />
<br />
:::Hm... Possibly reference them below the last result in [[DnD Other]]? --[[User:Green Dragon|Green Dragon]] 19:39, 21 March 2007 (MDT)<br />
<br />
==Traps?==<br />
<br />
Just found this site through the roleplaying tips newsletter. Looks interesting, but we need more content I think. I made a contribution to the deities section with Sarem. Where might I put an entry on some simple traps? I can't see a good place to put them. {{unsigned|194.75.238.137|2007-04-26 05:51:43}}<br />
<br />
:For now put them under equipment. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 07:27, 26 April 2007 (MDT)<br />
<br />
::I just made spaces for them on D&D Wiki. See [[User Mundane Traps]], [[User Magical Traps]], and [[User Epic Traps]] all accessible via [[DnD Equipment]]. Hope this helps. --[[User:Green Dragon|Green Dragon]] 22:09, 26 April 2007 (MDT)<br />
<br />
:::Ok. Equipment looked the most appropriate, but is under 'for players', so doesn't quite fit. But it'll do for now. Thanks. I should get an account... o_0 {{unsigned|194.75.238.138|03:20, 27 April 2007 (MDT)}}<br />
<br />
::::Sure, I'd recommend it. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 21:47, 29 April 2007 (MDT)<br />
<br />
:::::Anyway, I agree, traps are not for players. Also, many things in [[DnD Equipment|Equipment]] is not meant for players to buy, but to get from the DM &mdash; like artifacts. So, what do you think about the idea of making [[DnD Equipment|Equipment]] under both "For Players" and "For DM's"? --[[User:Green Dragon|Green Dragon]] 17:03, 30 April 2007 (MDT)<br />
<br />
::::::I fear that would cause confusion; it is possible that some might think there are two equipment pages, one with items for players and the other with items for dms. I think it works under "For Players;" there is always going to be some overlap between many of the categories. &ndash;[[User:EldritchNumen|EldritchNumen]] 02:04, 1 May 2007 (MDT)<br />
<br />
:::::::Also, hopefully, any DM who uses this site will not just use and look at content from the "For DM's". I think it will work as DM's normally care more than players and therefor should browse the site more, looking for what they want. --[[User:Green Dragon|Green Dragon]] 20:32, 1 May 2007 (MDT)<br />
<br />
:::::::: Agreed. &ndash;[[User:EldritchNumen|EldritchNumen]] 00:15, 2 May 2007 (MDT)<br />
<br />
== monk fighting styles ==<br />
<br />
I have a collection of monk fighting styles ([http://boards1.wizards.com/showthread.php?t=718455 WotC Forum thread]) that I want to move here. Am I right that there is no template for that, yet? Can somebody guide me through the steps for making such a template? --[[User:Mkill|Mkill]] 12:11, 11 June 2007 (MDT)<br />
<br />
:No template or preload for it yet. Before you try to add them, get permission from the author(s) first. We try to have a strict policy on that. While you're waiting for responses from the authors, the OCG from the UA is currently being transcribed onto the wiki [[UA:Variant Rules|here]]. If you add the text for the fighting styles, I'll figure out the mark-up, template, and preload. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 12:26, 11 June 2007 (MDT)<br />
<br />
::Okay, let me ask for permission...<br />
::<makes mouth shaped puppets with both hands><br />
::Left hand: Hey mkill, can I add your monk fighting styles to D&D Wiki?<br />
::Right hand: Mhh, okay, before they get pruned...<br />
::Left hand: Thanks, man!<br />
::<starts typing again><br />
::SCNR :P --[[User:Mkill|Mkill]] 12:39, 11 June 2007 (MDT)<br />
<br />
::Ok, I created [[Heavenly Sword (DnD Monk Fighting Style)]] as an example. More to come and thank you for the offer to make a template! --[[User:Mkill|Mkill]] 12:52, 11 June 2007 (MDT)<br />
<br />
:::Didn't need a template, but I did put together a <span class="plainlinks">[{{fullurl:DnD Monk Fighting Style Preload|action=edit}} preload]</span> for it. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 08:27, 12 June 2007 (MDT)<br />
<br />
::::Great. I just checked, the monk fighting styles were introduced in Unearthed Arcana (p.52) under OGL, so we could put the original SRD ones here, too. --[[User:Mkill|Mkill]] 09:10, 12 June 2007 (MDT)<br />
<br />
== Categories for spells by level ==<br />
<br />
I felt it would be good to have spells collected in categories by level, so I created more categories following the model of the existing [[:Category:0-level]]. But then I realised this can't quite be the solution. First of all, it is not clear what is meant by 0-level, after all, besides spell levels, there is also psionic power levels, character levels, dungeon levels etc. etc. But even a category like [[:Category:1st level spell]] has the problem that different spells can be different level for different character classes (which I think is a D&D game design flaw but that's the way it is).<br />
<br />
So, to make it short, the only solution I see is to create small categories like [[:Category:1st level wizard spell]]. Is that okay with everyone here? I'm not sure about the category philosophy of this wiki. --[[User:Mkill|Mkill]] 07:47, 13 June 2007 (MDT)<br />
<br />
:I've wrestled with that question. In short, you've got a mess. If you really want to categorize, I suggest [[:Category:Sorcerer/Wizard Spell 1]], [[:Category:Cleric Spell 2]], etc. This way, you use something closer to WotC notation and the spells get grouped by their caster type. Note that there are a few rare spells that are wizard, but not sorcerer. The categories themselves should get categorized to their specific class spell category.--[[User:Dmilewski|Dmilewski]] 07:59, 13 June 2007 (MDT)<br />
<br />
::I am the one that started some of those categories and also saw the problem, so I stopped. I would have to agree with Dmilewski on the category names. Also, overall, I think it would be a good idea to categorize them, even if the categories may seem a little silly. --[[User:Green Dragon|Green Dragon]] 10:35, 13 June 2007 (MDT)<br />
<br />
:::I started to organize the spells by spell level. I've started with the SRD and finished letter A.<br />
:::Format for a Sor/Wiz 1 spell: [[:Category:Level 1 Spell]] and [[:Category:Sorcerer/Wizard 1]]. --[[User:Mkill|Mkill]] 03:35, 23 July 2007 (MDT)<br />
<br />
::::Thanks. Good slogging. --[[User:Dmilewski|Dmilewski]] 06:57, 23 July 2007 (MDT)<br />
<br />
== Feat categories Music / Song and Magic / Magical ==<br />
<br />
Discussion moved: [[Talk:DnD Feats#Feat categories Music / Song and Magic / Magical]].<br />
<br />
== Dungeon and Dragon magizines ==<br />
<br />
did you guys hear that WotC decided to stop making them? --[[User:Shadethedemon|Shadethedemon]] 21:45, 17 June 2007 (MDT)<br />
<br />
:Yep. It's sad to see friends go. It will be good to see new friends show up. I've thought about this. Only those who bought Dragon or Dungeon got those magazine. Now, when you get their service, you get access to everything published by the service. When errata shows up or a problem needs to get fixed in an article, the source file can be changed. The longer the site remains open, the more content it contains, and the more the site has to offer. I find those compelling ideas. --[[User:Dmilewski|Dmilewski]] 05:24, 18 June 2007 (MDT)<br />
<br />
::It might be really cool to post a quick synopsis about content that is found solely in these mags, or in resources which utilize them (like Draconomicon, Dragon Compendium Vol. 1, etc.), in much the same manner as I was describing summarizing Wizards D&D publications on their own pages on [[Talk:Master List Project (DnD Other)]]... -- [[User:Xidoraven|xido]] 03:50, 6 November 2007 (MST)<br />
<br />
== Cheesy Goodness ==<br />
<br />
Ok, I assume this is the best place to put this up. If it isn't feel free to place it accordingly.<br />
<br />
My Gundam RPG game has been put under a temporary hiatus do to us transfering over to another server and finishing up the old version. So, to pass the time, the admin and myself decided to throw a big D&D tourney.<br />
<br />
The catch is that you have to build the Cheesiest character concept you can think of and duke it out with other players. Plus, you have to deal with some people with a sick, twisted imagination. Nothing will be what it seems.<br />
<br />
All the character creation rules as well as how the tournament rankings are located [http://server5.vistapages.com/~thevcom/msgwar/phpbb/viewtopic.php?p=31877&sid=7bc19991e3456f71e6c6f8b55218428f#31877| right here]<br />
<br />
If you wish to join, let me know right here. At the moment, registration is down on my forums and this would be the best way to let me know. -- [[User:Flession|Flession]] 07:59, 28 June 2007 (MDT)<br />
<br />
== Templates with (Creature) in the title ==<br />
<br />
I just noticed that most (all?) of the Templates from the SRD have titles like [[SRD:Half-Fiend (Creature)]], when it should be [[SRD:Half-Fiend (Template)]]. I mean, what's the use of those bracket explanations when they're wrong. Does anybody mind if I change this? --[[User:Mkill|Mkill]] 06:06, 18 July 2007 (MDT)<br />
<br />
:I completely endorse the change (not that my endorsement means much). I had noted that before and forgot to make a mention of it. --[[User:Aarnott|Aarnott]] 07:07, 18 July 2007 (MDT)<br />
<br />
::Good catch. Thanks. --[[User:Dmilewski|Dmilewski]] 08:22, 18 July 2007 (MDT)<br />
<br />
== Help wanted: Sorting all spells by class and level ==<br />
<br />
Some may have already noticed, I created new categories in the Format <nowiki>[[Category:<Class> <Level>]]</nowiki> to make finding the right spell easier. I have also finished recategorizing [[SRD:Spells|all spells in the SRD]] .<br />
<br />
Now I need your help: We need to sort out all user-created spells, and while we are at it, all psionic powers too. This is just too much for one user, so it would be great if you participate.<br />
<br />
Simply open [[:Category:Spell]], choose a letter you like and start recategorizing all spells there. It's pretty easy, just check whether there are already categories with the class name, and add a space and the spell level to it. For example, A level 1 Bard spell should be categorized as <nowiki>[[Category:Bard 1]]</nowiki>. Sorcerers and Wizards would use <nowiki>[[Category:Sorcerer/Wizard 1]]</nowiki>.<br />
<br />
If you managed to complete letter, leave a note here.<br />
<br />
Thank you! --[[User:Mkill|Mkill]] 06:25, 2 August 2007 (MDT)<br />
<br />
:The place to say this is in the [[To-Do List]], not here. This is for discussions on D&D and this site, not a place for getting help. Sorry. --[[User:Green Dragon|Green Dragon]] 06:58, 2 August 2007 (MDT)<br />
<br />
::It's a talk page. I used it for D&D-related talk. Calm down, please. --[[User:Mkill|Mkill]] 07:46, 2 August 2007 (MDT)<br />
<br />
:::No problem, I just wanted to make sure that you knew about our [[To-Do List]] (I imagined you did, and I am sure you do (even before I said that I bet you knew about it...)) ''':P'''. --[[User:Green Dragon|Green Dragon]] 08:14, 2 August 2007 (MDT)<br />
<br />
::::Well, I found it after I was here for a week, good that somebody now made it possible to go there from the main page. --[[User:Mkill|Mkill]] 06:43, 12 August 2007 (MDT)<br />
<br />
:::::You mean [[Dungeons and Dragons]], right? Also, I am pretty sure that that link has been on [[Dungeons and Dragons]] as long as you have been here, however I may have to check history on that one... --[[User:Green Dragon|Green Dragon]] 13:58, 12 August 2007 (MDT)<br />
<br />
== Links ==<br />
<br />
I propose [[Links (DnD Other)]] be promoted up to the DnD Home page. Any comments? --[[User:Dmilewski|Dmilewski]] 10:12, 17 September 2007 (MDT)<br />
<br />
:Hm... Were you thinking of adding as part of "General" or as a DM resource? --[[User:Green Dragon|Green Dragon]] 17:30, 17 September 2007 (MDT)<br />
<br />
::General. There's lots of good stuff out there that we could advertise better. --[[User:Dmilewski|Dmilewski]] 18:36, 17 September 2007 (MDT)<br />
<br />
:::I guess... I am not really for advertising other sites from D&D Wiki, but whatever. It will help people find what they are looking for. Add it to general. --[[User:Green Dragon|Green Dragon]] 18:46, 17 September 2007 (MDT)<br />
<br />
::::There are lots of sites that do things that D&D Wiki doesn't do. For example, we don't do 1st Edition, but there are folks who've rewritten it to GNU OpenDoc. We also don't do character generators, but we want folks to know where to find them. That, and there's all these resources that I don't know about, and I want other people to find them for me. I only stumbled on the 1E rewrite by accident!--[[User:Dmilewski|Dmilewski]] 07:13, 21 September 2007 (MDT)<br />
<br />
:::::I see. I guess it is not that bad of an idea, it does have some use (the only thing I am worried about is people wanting us to advertise their creations in a non-wiki style (for example a PDF) but I guess we can just refuse them...). --[[User:Green Dragon|Green Dragon]] 23:10, 23 September 2007 (MDT)<br />
<br />
==Treasure==<br />
<br />
Perhaps it would be usefull to have a section for treasure on this page. There are many good home brew ideas out there. Pluss I have a list of links to wikipedia that discribes the varios gems in the DMG. It is very usefull to be able to discribe the gem beond its gold value. For example: What the hell is Rhodochrosite? well look how pretty it is... http://en.wikipedia.org/wiki/Rhodochrosite {{Unsigned|Mander|11:18, 8 October 2007 (MDT)}}<br />
<br />
:Ooh, shiny! Me want! --[[User:Sam Kay|Sam Kay]] 12:26, 8 October 2007 (MDT)<br />
<br />
::You write it. We'll argue about where it goes. Just do it! --[[User:Dmilewski|Dmilewski]] 18:53, 8 October 2007 (MDT)<br />
<br />
:::Hm... Thinking ahead... [[DnD Equipment]] may actually be the very place for treasure... ideas? --[[User:Green Dragon|Green Dragon]] 16:03, 9 October 2007 (MDT)<br />
<br />
::::sounds good to me --[[User:Mander|Mander]] 01:42, 23 October 2007 (MDT)<br />
<br />
:::::actualy now that I look at it more closly, that is exactly where it should be. There is no doubt. --[[User:Mander|Mander]] 01:46, 23 October 2007 (MDT)<br />
<br />
::::::Now it just needs to be made... ''':)'''. --[[User:Green Dragon|Green Dragon]] 22:45, 24 October 2007 (MDT)<br />
<br />
== A Question: Sunder ==<br />
<br />
:''Discussion moved to [[Discussion:Can you critical on a sunder attack?]] as this is an improper place for a question <small>&ndash;[[User:EldritchNumen|EldritchNumen]] 01:50, 11 October 2007 (MDT)</small>''<br />
<br />
== Invocations ==<br />
<br />
:''Discussion moved to [[Talk:DnD Complex Special Ability Components#Invocations]] as it referred to spells/powers specificially. <small>--[[User:Green Dragon|Green Dragon]] 23:10, 30 October 2007 (MDT)</small>''<br />
<br />
== Groups ==<br />
<br />
I think it would be helpful for local and online groups to be able to form on the wikipages, so that members can find groups in their region who are also interested in D&D and related hobbies. I submit the [[Wiki Fiction Roleplayers Guild (DnD Other)|WFR]] RPG, Gaming, and Creative Writing Guild as an example. I personally invite all D&Dwiki.com members to join, as I have seen immense amounts of talent here. Secondly, because of my own initiatives to make the group stronger and more prominent, I would like to enable both online and physical presence in strong wikis like this and in Elftown.com. Currently, the WFR is hosted in the 'Other' section. This kind of makes me have an icky taste in the back of my mouth, however. The WFR Guild hosts some of the brightest, most creative and best networked international amateur members on the web, and I would like to extend this capacity to those wonderful and talented people here as well.<br />
<br />
The WFR, when considered a part of this potential new section, will be hosting groups locally in both Baton Rouge, LA, USA, and in the Mid-Michigan, USA, areas, as well as being a fully online presence, based out of Elftown, and given status here as an official Guild of D&D Wiki.<br />
Please, thank you, and feel welcome in my Guild, friends. We will consider it your Guild too.<br />
I personally focus on D&D as a gaming medium, but the WFR welcomes any creative talent in the fiction genre(s). -- [[User:Xidoraven|xido]] 16:57, 4 November 2007 (MST)<br />
<br />
:First off, what are you recommending? Do you want D&D Wiki to make a separate section for [[Wiki Fiction Roleplayers Guild (DnD Other)|WFR]]? Not trying to be rude, but why? Also, why do you feel that [[DnD Other]] is not the place for the [[Wiki Fiction Roleplayers Guild (DnD Other)|WFR]]? --[[User:Green Dragon|Green Dragon]] 23:18, 11 November 2007 (MST)<br />
<br />
::Well, my original section title for the WFR was (DnD Group), which was changed to fit into the other category. This doesn't bother me too badly, but it might be nice to give people a place to post information about groups, so that they can begin networking with others who might also be in their area. Groups are important to gaming, so I figured it would be a good idea. Either way, the WFR's information is posted, and will most likely stay that way, so it is no biggie. I just wonder if it may inspire others to begin posting information about their own local groups and networks. I know the RPGA helps with this a little bit, but even that can be a bit tedious sometimes. DnD Other is fine for now, but is others begin stating an interest in joining or creating groups, could it potentially be reconsidered? Otherwise, I am openly welcoming any contributing member of D&D Wiki to join, regardless. Sorry to be a bother on this topic, but since details will finish being ironed out soon, I assure you that I will not be this big of a pusher in the future. -- [[User:Xidoraven|xido]] 19:59, 14 November 2007 (MST)<br />
<br />
== Character pages ==<br />
<br />
Why do we not have a section for people to post their characters to the wiki? Is there not already a template for this? Should I make one? -- [[User:Xidoraven|xido]] 03:54, 6 November 2007 (MST)<br />
<br />
:If you talking about the d20 stats and descriptions for characters, [[DnD NPCs]] is the place for them. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 09:31, 6 November 2007 (MST)<br />
<br />
::This is helpful. I can see that it has some form of template. How could I doctor this to include [[:Category:Inath Variant Rule|Inath]] stats, and are there limitations on posting such content about a character as history, personality, etc.? -- [[user:xidoraven|xido]] 14:23, 6 November 2007 (MST)<br />
<br />
::: I don't know enough about the [[:Category:Inath Variant Rule|Inath]] stats to say "yes" or "no." What are the bigger differences between them and the core rules? —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 11:52, 12 November 2007 (MST)<br />
<br />
:::: [[:Category:Inath Variant Rule|Inath]] adds a few elements, such as Ego and Spirit Rolls, new Craft Skills, Knowledge (Inath - Energy Paths), Talents, Affinities, and a differing system for naming level/caste. I am sure I could doctor up a selection of edits to make a template for this need, but I am also wondering if even a non-[[:Category:Inath Variant Rule|Inath]] character is allowed to have such things on their info page as history, personality, connections, etc. I did not immediately see this information on any of the NPC pages (which is nice to know that we have those), but I only skimmed quickly while I was doing a few other things as well. I appreciate the input and help. -- [[User:Xidoraven|xido]] 20:03, 14 November 2007 (MST)<br />
<br />
::::: Well, as far as history, personality, connections, etc, that stuff wouldn't go in the [[Template:Stat Block 2|stat block template]] unless there's game rule info that goes with them (i.e. bonuses, penalties, weaknesses, etc...). General character descriptions like that appear under the stat block. (See [[Namfoodle (DnD NPC)|Namfoodle]] for an example.) WotC designed the stat block so that game info pertaining to encounters and combat is readily available to make game play move faster and to keep DMs from overlooking certain abilities that might be relevant to the encounter. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 13:02, 15 November 2007 (MST)<br />
<br />
:::::: That is extremely helpful. I will try to put together a synopsis of additions that would need to be added to any given Inath Character, and I asked about the personality/history/etc, because I have a few Inath NPCs that have extensive histories and info about them to add.<br />
<br />
:::::: I appreciate the help, ya'll. -- [[User:Xidoraven|xido]] 00:09, 16 November 2007 (MST)<br />
<br />
== Gaming Environment on D&D Wiki ==<br />
<br />
Also, the [[Wiki Fiction Roleplayers Guild (DnD Other)|WFR]] requires a minimum amount of information, even for a free-form, non-statistic-driven gaming environment. Could their be something like this for the wiki alone?<br />
<br />
Am I totally off kilter here? -- [[User:Xidoraven|xido]] 03:54, 6 November 2007 (MST)<br />
<br />
== New Section: Maps? ==<br />
[[Image:Cяow Castle.jpg|thumb|Cяow Castle]]<br />
<br />
Here is an idea. Perhaps a section in Homebrew for maps. I have pages and pages of great maps that I will never be able to use again. They need a little clean up to make them readable and understandable without explanation, but I would LOVE to share them. I would scan them and load them as image files.--[[User:Mander|Mander]] 19:15, 30 November 2007 (MST)<br />
<br />
:I think it's a great idea. Having maps is often very useful. What sorts of maps are you interested in adding? I ask to try to determine if a map section is necessary and (if so) where it should be placed. If the maps are coming in with not much supporting information, we could just make a random maps vault. On the other hand, dungeons maps can easily fit into the "adventures" section and overland maps into "campaign settings." What does everyone else think? A general map category or inclusion/sub-categorization within adventures and CSs? &ndash;[[User:EldritchNumen|EldritchNumen]] 17:36, 1 December 2007 (MST)<br />
<br />
::Why not put them in Environments? --[[User:Sam Kay|Sam Kay]] 10:23, 3 December 2007 (MST)<br />
<br />
:::The maps that I was going to use are right out of my DM notebook. I was planing on cleaning them up a bit so they are easyer to understand, giving them a map key, and then scaning them into an image file. I would probably add a little text to give it a descrition, background, and context. If some one has a better idea on how to do this that would be great.<br />
<br />
:::I have all sorts of good maps: ruins, caves, mines, sewer hideouts, forest ambushes, shrines, crypts, taverns, towers... all sorts of goodies. --[[User:Mander|Mander]] 19:48, 3 December 2007 (MST)<br />
<br />
::::Maps are always a good thing to have. Even without descriptions of areas, having a map layout handy is nice when you have an unexpected encounter and you need a setting for it. As far as where to put them, if they are a fully described map with encounters and such, I think they should be under "adventures". If they are just a map, perhaps we should add a "map vault" (or whatever). I'm not sure that overland maps would be in "campaign settings". I think the "campaign settings" is more appropriate for descriptions of worlds and/or regions with emphasis on the specifics of the inhabitants and geographic/demographic traits of the area. If it is just a map of an overland area, it would fit more into "adventures" or just "random maps" in my opinion. --[[User:Skwyd|Skwyd]] 10:47, 4 December 2007 (MST)<br />
<br />
:::::Also, when some one is adding their campain setting, they could always include links to the maps that are relevant. This is another reason why maps wouldnt need to be in "campaign settings." For example, if you have a very magical treasure, that is vital to your campain, it would be listed in the treasure section, and you would provide a link during your campaign description.--[[User:Mander|Mander]] 12:33, 4 December 2007 (MST)<br />
<br />
::::::Actualy, I think I would rather just see a section called Maps, under "For DMs" on the Homebrew section.--[[User:Mander|Mander]] 13:13, 4 December 2007 (MST)<br />
<br />
:::::::You can see my example off to the right. --[[User:Mander|Mander]] 13:32, 4 December 2007 (MST)<br />
<br />
:::::::: I think I also agree that a general "Map Vault" tab is the best option. Just to clarify, I was suggesting that overland maps could be placed in a subcategory with the CS just for the aforementioned purposes of linking to by developing CSes. For the time being, go ahead and continue to upload the maps to media.dandwiki. Once we decide the best course of action we can easily stick them onto the DnD Splash Page. &ndash;[[User:EldritchNumen|EldritchNumen]] 21:41, 4 December 2007 (MST)<br />
<br />
:::::::::Honestly, how useful do you guys think a section just for maps would be? Wouldn't it be more helpful to just write a little quest that uses the map and add the map to that page? That would basically provide a background for the map, the map itself, and something for the DM to use right away all-in-one. I mean, what I am getting at, is that do you guys think that Maps need their own area or can just be integrated into [[DnD Quests|Quests]]? --[[User:Green Dragon|Green Dragon]] 16:36, 5 December 2007 (MST)<br />
<br />
:::::::::: I don't think that is the best course of action. Quests really need more though out background, including plot information and NPCs. Really, a quest that is merely a dungeon-dive without any background, plot, character development, etc. is pretty weak and is usually not tremendously fun to play through (including quests whose entire depth is "kill x number of y enemy", etc. If we wanted that we would play WoW). I think there is a lot of benefit to having just random maps that people can use for various purposes (and it could be fun to bring the wiki together in that way, as people link the maps to all sorts of different purposes). Besides, sometimes I like to just design maps/locations and see what people will do with them. And, in the end, I'd rather not see the quests section glutted with the sort of shallow adventures that arise from a "little quest." The best quests, as I mentioned, have somewhat detailed plots (or at least persuasive backgrounds). So, I'd prefer a sort of Map Vault (though, of course, people should be encouraged to still add maps to the quests section and also to freely link to the maps, including building quests around them if they prefer). What does everyone else think? &ndash;[[User:EldritchNumen|EldritchNumen]] 19:40, 5 December 2007 (MST)<br />
<br />
:::::::::::I think a map vault would be good. This can include generic maps such as bridges, taverns, basements, towers, etc. This is a good, basic resource. Right now, the wiki is weak on adventure content. We have lots of campaign settings, but few, if any, actual adventures. This would be a step to ramping up that infrastructure.--[[User:Dmilewski|Dmilewski]] 05:54, 6 December 2007 (MST)<br />
<br />
::::::::::::I often day dream about finding a databank of D&D maps that I could use for whatever I wanted. Sorta like the NPC section, I just look through it and then come across something realy sweet. I add the context to make it fit. Do you ever wish you had a lay out for a tavern that wasnt the same old tavern you always draw? Ever wish you could just whip out a simple tower strong hold? Or maybe you arnt sure what you are looking for, but just need some ideas? Just like the NPC section, and the Treasure section, I see the Map section as a depot of random ideas that can be fit into a campain as needed.<br />
::::::::::::PS, this conversation has been indented 12 times! its getting out of hand. Soon it will be one word wide. --[[User:Mander|Mander]] 15:08, 6 December 2007 (MST)<br />
<br />
:::::::::::::First off, 13 indents is the number after which it goes back to one (so if someone replies to this comment...). Anyway, a "Maps" section has been added, tell me if that was what you guys had in mind. --[[User:Green Dragon|Green Dragon]] 17:05, 6 December 2007 (MST)<br />
<br />
''&rarr;Reverted Indentation to One Colon''<br />
<br />
:Okay, I've totally revised the maps section and have added '''all''' the maps currently in the Media Repository/DnD Wiki to the page(s). Let me know what you guys think. How does it look? EDIT: Whoops, forgot to sign the other day. Here it is: &ndash;[[User:EldritchNumen|EldritchNumen]] 17:54, 10 January 2008 (MST)<br />
<br />
== New Addition to Template:Author ==<br />
<br />
{{author<br />
|author_name=Sledged<br />
|display_name=Joel<br />
|date_created=Next Sunday A.D.<br />
|status=meh...<br />
|editing=Do your worst<br />
}}<br />
<br />
It seems like a good idea to clarify whether the author cares if their homebrew stuff is "edited mercilessly". I propose that we add something like this:<br />
<br />
{| cellspacing="0" cellpadding="0" class="toccolours" style=""<br />
|+ Created By<br />
|-<br />
! colspan="2" class="user" | [[User:Aarnott|Aarnott]] ([[User talk:Aarnott|talk]])<br />
|-<br />
! Editing:<br />
| Ask me first please!<br />
|-<br />
! Status:<br />
| In Progress...<br />
|}<br />
<br />
In order to avoid disputes on talk pages (See [[Talk:Pirate (DnD Class)]]). I think a default value that should always show up should be "Not specified" -- or something to that effect. --[[User:Aarnott|Aarnott]] 12:59, 3 January 2008 (MST)<br />
<br />
:I agree. Perhaps it would be good to add a template to the preloads that asks users to ask them first before editing? --[[User:Sam Kay|Sam Kay]] 13:14, 3 January 2008 (MST)<br />
<br />
::[http://en.dcdatabaseproject.com/Shazam Shazam]!!! —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 13:23, 3 January 2008 (MST)<br />
<br />
:::Since we now have a area that deals with editing rights should we have it default to something that promotes editing to help make all the content on D&D Wiki better or should we keep it how it is&mdash;defaulting to nothing? I am for making it default to something that promotes editing just so new users will feel more inclined to edit ''':P'''. --[[User:Green Dragon|Green Dragon]] 19:26, 4 January 2008 (MST)<br />
<br />
::::Yes. Perhaps "Feel free to edit constructivly"? --[[User:Sam Kay|Sam Kay]] 09:31, 7 January 2008 (MST)<br />
<br />
:::::I would also put a link to a new page that talks about editing etiquette. I think that would be helpful and user-friendly. --[[User:Aarnott|Aarnott]] 09:56, 7 January 2008 (MST)<br />
<br />
::::::I agree. &ndash;[[User:EldritchNumen|EldritchNumen]] 13:29, 7 January 2008 (MST)<br />
<br />
:::::::I made it so. We can always revert it back. Please help contribute to the [[Constructive Editing (DnD Guideline)]] page! That way we can explain how the community here works, or better yet, start helping everyone work towards an ideal. --[[User:Aarnott|Aarnott]] 12:39, 30 January 2008 (MST)<br />
<br />
::::::::I don't know... Do we really want it to default that parameter? Will that make [[Template:Author]] to large? Also, I think the wording is a little aggressive, I would recommend something like "Please feel free to edit [[Constructive Editing (DnD Guideline)|constructively]]! Just my thoughts. --[[User:Green Dragon|Green Dragon]] 13:37, 30 January 2008 (MST)<br />
<br />
:::::::::I can't say I know what you mean by too large. I agree with the aggressive wording though so I changed it. I think it is a good idea, but it is a pretty big change in its own way. It sort of changes the default policy on editing all homebrew stuff. I'd love to hear what everyone thinks. --[[User:Aarnott|Aarnott]] 13:51, 30 January 2008 (MST)<br />
<br />
::::::::::Added to the [[Template:DnD Base Class Infobox|DnD Base Class Infobox]]. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 14:51, 30 January 2008 (MST)<br />
<br />
:::::::::::You know, I think this will have a very good impact. It should, hopefully, make more users edit and fix minor problems they see. Good idea [[User:Aarnott|Aarnott]]! --[[User:Green Dragon|Green Dragon]] 02:00, 31 January 2008 (MST)<br />
<br />
== Copyrighted material ==<br />
<br />
What's the stance on taking material that's a copyright and turning it into D&D rules? I have some ideas for the various Warhammer gods (especially the Dark Gods of Chaos), and I'd like to know if I'm allowed to put them up. [[User:MorkaisChosen|MorkaisChosen]] 04:38, 12 February 2008 (MST)<br />
<br />
:You have to add template:copyright disclaimer <nowiki>{{copyright disclaimer}}</nowiki> in the back to footer thing (above the categories, below the "back to" bit. Don't forget Gork and Mork, and The Great Maw. Does your username come from warhammer? --[[User:Sam Kay|Sam Kay]] 07:11, 12 February 2008 (MST)<br />
<br />
::I would also think that having a reference to your sourced materials would also be professional. APA Formatting is the referencing technique I am familiar with: [http://elftown.com/_apa%20formatting]. If the publication has an online location that it can be purchased or reviewed, that would also be good to add to that reference, and of course, by adding that info to a page about the source on the [[Publication List]] would also be very effective referencing techniques. The 'copyright disclaimer' should take care of the rest, but those extra steps will make it easier for a reader to decide that that information is just what they need for their next game. ;)<br />
<br />
::If those fictional entities are attached to any established culture or mythos on Earth, that might also be helpful. Wikipedia entries are always easy to link to on here. I always love seeing new stuff. I am just so scared that one of these days, some jerk-face with a bug up his butt to cause a scene is going to show up here and start talking about suing the site, or shutting it down because of so-called 'intellectual property' rights. This world can be so lame sometimes, you know?<br />
<br />
::Anyways, best wishes to you, and best of luck with the new pages and content. ;) -- [[User:Xidoraven|xido]] 07:37, 12 February 2008 (MST)<br />
<br />
:::Thank you for the help... I'll get started on this! Gork and Mork will definitely go up sometime (I'm an Orc player...). The username is a Warhammer thing- Morkai is part of the mythology of the Fenrisians in 40K- specifically the two-headed wolf who guards the gates of Death. [[User:MorkaisChosen|MorkaisChosen]] 04:01, 14 February 2008 (MST)<br />
<br />
::::I just had a look at GW's IP policy, and the closest bit it says is not to use their IP in combination with other people's- so as long as I don't say something like "Gork is an ancient rival of Gruumsh" I think it's OK under their policy. [[User:MorkaisChosen|MorkaisChosen]] 04:10, 14 February 2008 (MST)<br />
<br />
== Namespace? ==<br />
<br />
Should we make a nampespace (which would remove the identifiers) for all homebrew items on D&D Wiki? Thoughts on this idea? Also, any good ideas for the name of the namespace? --[[User:Green Dragon|Green Dragon]] 15:06, 28 February 2008 (MST)<br />
<br />
:I keep toggling on this idea whenever I think about it. Does MediaWiki support nested namespaces? Then we could have "3e:" for all 3.x material, the 3e SRD would have the namespace "3e:SRD:", the UA would have the "3e:UA:" namespace, and the user-submitted section could be "3e:User:" or just "3e:". And if you did a search within the "3e" namespace, it would search all the pages with the "3e" parent namespace. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:11, 28 February 2008 (MST)<br />
<br />
::I also keep thinking about this as well, and I have not been able to come up with a perfect solution, although yours would be the ideal one if MediaWiki supported nested namespaces, which I do not think it does... How about one step not as advanced as yours; 3.5e (maybe User: tagged on the end? What are your thoughts on this?) and 3.5eSRD? Also, speaking of namespaces, do you have any good idea for the publications? --[[User:Green Dragon|Green Dragon]] 13:33, 29 February 2008 (MST)<br />
<br />
:::We could simulate nested namespaces. Does MediaWiki allow a colon as part of the namespace? Then we could still have "3.5e:SRD:" and "3.5:". They just wouldn't have any association with each other&mdash;which is how it is now. If colons aren't allowed, we could just use a hyphen instead "3.5e:" and "3.5-SRD:". No ideas I feel strongly enough for publication namespace. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:13, 29 February 2008 (MST)<br />
<br />
::::We can do that. What are your thoughts on adding a mock identifier (not <tt>(DnD Class)</tt> but rather <tt>(Class)</tt>)? --[[User:Green Dragon|Green Dragon]] 20:50, 13 March 2008 (MDT)<br />
<br />
:::::I was going to bring this up soon! Interesting ''':)'''. Maybe we need to think about the purposes of categories, identifiers, and namespaces. I don't know when and where to use each. What is best practice? --[[User:Aarnott|Aarnott]] 20:57, 13 March 2008 (MDT)<br />
<br />
::::::One thing about the nested namespace idea is that MediaWiki might identify "3.5e:SRD:Some Page" as the page "SRD:Some Page" in the "3.5e" namespace instead of "Some Page" in the "3.5e:SRD" namespace. We should find out before hand whether or not MediaWiki is "greedy" with identifying namespaces.<br />
::::::Identifiers exist to make a distinction between a term's two or more separate connotations, such as the feat [[SRD:Psionic Fist (Feat)|Psionic Fist]] and the prestige class [[SRD:Psionic Fist (Prestige Class)|psionic fist]]. Category vs namespace I have a harder time pinning down when one should be used over the other. Should probably research it on Wikipedia or Wikimedia Meta-Wiki. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 21:28, 13 March 2008 (MDT)<br />
<br />
== Okay, where does this go? ==<br />
<br />
I know some, for want of a better word, articles are. They've been stated repeatedly to be open-game content by the writers, and encompass mechanics, flavor, rule tweaks, base classes, and PrCs. Where should they go, or do we make a section for articles like them? {{unsigned|Genowhirl}}<br />
:They probably go in [[DnD Other|Other]]. {{User:OptimizationFanatic/Signature}} 17:52, 12 May 2008 (MDT)<br />
<br />
==Search problems==<br />
The search function doesn't work. When I type in even the most basic word, it says that it cannot find any page related to it, and I've tried words as simple as "magic." [[User:Noname|Noname]] 21:32, 18 May 2008 (MDT)<br />
<br />
== Names? ==<br />
<br />
Should we make a link to help people think of names, such as names for towns, NPCs, etc.?<br />
It could be organized into towns, worlds, continents, and characters. The geographical places could be organized by climate and overall alignment, for example, an evil desert town. The character names could be done by race, class, and alignment.<br />
<br />
[[User:68.55.33.112|68.55.33.112]] 08:11, 15 June 2008 (MDT)<br />
<br />
==Templates?==<br />
<br />
Where would I place a template? In the Races section? — [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 12:50, 17 August 2008 (MDT)</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=Talk:3.5e_Homebrew&diff=275746Talk:3.5e Homebrew2008-08-17T18:50:53Z<p>OptimizationFanatic: New section: == Templates? ==</p>
<hr />
<div>{{Archives<br />
|label1=Archive 1 (Discussions 1 &ndash; 30)<br />
}}<br />
<br />
==Knowledge Arcana==<br />
I'm working with Dave on this. This article is currently slated for 3-5 issues out. That means that we have the article in the development pipeline, but we do not yet have a home for it.<br />
<br />
--[[User:Dmilewski|Dmilewski]] 05:36, 21 April 2006 (MST)<br />
<br />
== New Server ==<br />
<br />
DanDWiki has recently undergone a major change in its configuration. I have moved the server from being hosted by [http://www.godaddy.com GoDaddy] to my own server. The site should be quite a bit faster now. <br />
<br />
--[[User:Blue Dragon|Blue Dragon]] 22:42, 29 April 2006 (MDT)<br />
<br />
== Deleting DnD Vehicles ==<br />
<br />
I am going to be deleting DnD Vehicles, as I see no reason for it. D&D is ''not'' like D20 Modern where vehicles are a big deal. If anyone ever actually makes a vehicle it can go in [[DnD Other]]. A new section is not needed, although if more than 5 vehicles are put in [[DnD Other]] then I consider making a new section. Deleted the it. --[[User:Green Dragon|Green Dragon]] 13:19, 12 June 2006 (MDT)<br />
<br />
:That was my idea, Green_Dragon. --[[User:Pz.Az.04Maus|Pz.Az.04Maus]] 13:29, 12 June 2006 (MDT)<br />
<br />
::Yes, I know, I just think that it has no reason to be there. Put the vehicles you make in [[DnD Other]], if enough are made, then a DnD Vehicles can be made. --[[User:Green Dragon|Green Dragon]] 13:50, 12 June 2006 (MDT)<br />
<br />
:::I'm thinking of adding my friends airship template into here, it's rather cool, and i'll be making sandships shortly. --[[User:Shadethedemon|Shadethedemon]] 0:30, 06 August 2006 (NewYork time)<br />
<br />
:::: Enough vehicles for a new section? --[[User:Green Dragon|Green Dragon]] 21:33, 3 October 2006 (MDT)<br />
<br />
::::: Why not put them under [[DnD Equipment]]? &mdash;[[User:Sledged|Sledged]] 18:08, 7 October 2006 (MDT)<br />
<br />
:::::: Very good idea, I think that would work well. --[[User:Green Dragon|Green Dragon]] 22:36, 8 October 2006 (MDT)<br />
<br />
::::::: Yeah it is, should I just make the Vehicle header when I put it up? --[[User:Shadethedemon|DeadlyNightShade]] 08:37, 14 October 2006 (MDT)<br />
<br />
:::::::: Yes, just make a new section when you put your first vehicle on D&D Wiki. --[[User:Green Dragon|Green Dragon]] 11:33, 15 October 2006 (MDT)<br />
<br />
== Template Links ==<br />
<br />
Shouldn't links to the templates be within the respective subject pages (e.g. Link to the NPC template on the [[DnD NPCs|NPCs page]], link to the PrC template on the [[DnD Classes|PrCs page]], etc...)?<br />
<br />
: Yes they should, I just have not got around to putting them in their places... Would you like to? Or should I when I am not doing something else on the site? --[[User:Green Dragon|Green Dragon]] 09:47, 30 September 2006 (MDT)<br />
<br />
:: I'd say whoever has time to do them first. I've put it on my TODO list. Would you like to keeps the links on D&D page, in addition to having them in their respective pages, or no? &mdash;[[User:Sledged|Sledged]] 13:18, 30 September 2006 (MDT)<br />
<br />
::: No, get rid of the links from this page.... Just makes it more confusing and look worse. --[[User:Green Dragon|Green Dragon]] 18:58, 30 September 2006 (MDT)<br />
<br />
:::: Does that look better? --[[User:Green Dragon|Green Dragon]] 11:05, 1 October 2006 (MDT)<br />
<br />
::::: Looks great! &mdash;[[User:Sledged|Sledged]] 12:02, 2 October 2006 (MDT)<br />
<br />
== Merge Class Pages ==<br />
<br />
I think classes and PrCs should be merged together. Is anyone opposed to such an idea? &mdash;[[User:Sledged|Sledged]] 11:00, 5 October 2006 (MDT)<br />
<br />
: I don't think I really want that. I consider PrC's very different from Classes, and I don't see any reason why it would be good to merge them. What is your reason for wanting this? --[[User:Green Dragon|Green Dragon]] 19:31, 5 October 2006 (MDT)<br />
<br />
:: The foremost reason is the same for why I want to merge the pages dealing with special abilities in the SRD. It does little good to separate out items that fall under the same category. Next, though you may consider PrCs different, others may not feel the same, and the fact of the matter is that PrCs '''are''' classes. Lastly, I think it would be good to have some consistancy with how the classes are laid out. Base classes and NPC classes are grouped together on one page, but PrCs are on another. They should either each have their own page&mdash;one for base classes, one for NPC classes, and one for PrCs&mdash;or they should all be under one page. I'd prefer the latter just to cut down on the number of pages. &mdash;[[User:Sledged|Sledged]] 19:28, 6 October 2006 (MDT)<br />
<br />
::: I consider PrC's very different from classes. The reason I believe that it would be good to have a separate page for PrC's is because when many people come here they would not consider PrC's to be under Classes, and they would then assume that D&D Wiki has no PrC's. However, on the other hand, it would help to merge Classes and PrC's, it would create one less thing on [[Dungeons and Dragons]]. Still, however, I believe that visitors would have a hard time finding the PrC's. I think most people do not consider PrC's to be Classes. --[[User:Green Dragon|Green Dragon]] 12:13, 7 October 2006 (MDT)<br />
<br />
:::: What if the link was qualified like so:<br />
<br />
::::* [[DnD Classes|Classes]] (Base, Prestige, and NPC)<br />
<br />
:::: &mdash;[[User:Sledged|Sledged]] 13:20, 7 October 2006 (MDT)<br />
<br />
::::: I was thinking about that, but then that one would be the only link with black words after it, making it stand out where all the other do not. I still am not sure what a good solution would be. --[[User:Green Dragon|Green Dragon]] 15:53, 7 October 2006 (MDT)<br />
<br />
:::::: Could do the same for the other sections:<br />
<br />
<br />
::::::{| style="width: 100%;"<br />
|-<br />
| [[DnD Campaign Settings|Campaign Settings]]<br />
| style="text-align: right;" | Worlds and Options<br />
|-<br />
| [[DnD Optimized Character Builds|Character Optimizations]]<br />
| style="text-align: right;" | Anything You Can Do, I Can Do Better<br />
|-<br />
| [[DnD Classes|Classes]]<br />
| style="text-align: right;" | Base, Prestige, and NPC<br />
|-<br />
| [[DnD Deities|Deities]]<br />
| style="text-align: right;" | Phenomenal Cosmic Power!<br />
|-<br />
| [[DnD Equipment|Equipment]]<br />
| style="text-align: right;" | Weapons, Armor, Food & Drink, Vehicles, Magic Items, etc...<br />
|-<br />
| [[DnD Feats|Feats]]<br />
| style="text-align: right;" | General, Epic, Divine, Racial, etc...<br />
|-<br />
| [[DnD Monsters|Monsters]]<br />
| style="text-align: right;" | Creatures and Templates<br />
|-<br />
| [[DnD NPCs|NPCs]]<br />
| style="text-align: right;" | Good Guys, Bad Guys, and Ugly Guys<br />
|-<br />
| [[DnD Other|Other]]<br />
| style="text-align: right;" | Leftovers, Anyone?<br />
|-<br />
| [[DnD Quests|Quests]]<br />
| style="text-align: right;" | Where Do You Want To Go Today?<br />
|-<br />
| [[DnD Races|Races]]<br />
| style="text-align: right;" | Dragons, Giants, Aberrations, Oh My!<br />
|-<br />
| [[DnD Complex Special Ability Components|Complex Special Ability Components]]<br />
| style="text-align: right;" | 0&ndash;9th and Epic<br />
|-<br />
| [[DnD Rules|Variant Rules]]<br />
| style="text-align: right;" | Marching to the Beat of a Different Drummer<br />
|}<br />
<br />
<br />
:::::: &mdash;[[User:Sledged|Sledged]] 18:08, 7 October 2006 (MDT)<br />
<br />
::::::: I think the above way would work very well. By the way, I love some of the description you made. Lastly, when you merge [[DnD Classes|DnD Prestige Classes]] into [[DnD Classes]] please make a seperate section for Classes, PrC's, and NPCs. I hope all goes well with this new way. --[[User:Green Dragon|Green Dragon]] 22:40, 8 October 2006 (MDT)<br />
<br />
:::::::: I'm glad you're amused. I was hoping they'd get a chuckle. I threw in a lot of the descriptions simply so we could see how they'd look, and I was having trouble thinking of clear and concise descriptions using ten words or less. &mdash;[[User:Sledged|Sledged]] 16:42, 9 October 2006 (MDT)<br />
<br />
::::::::: I must say, they turned out very well. Good job. --[[User:Green Dragon|Green Dragon]] 11:34, 15 October 2006 (MDT)<br />
<br />
==Getting more people to the site==<br />
<br />
I added a link the this site under the wikipedia article for Dungeons and Dragons. I hope that helps drive some people here.--[[User:Sand-reckoner|Sand-reckoner]] 12:27, 22 October 2006 (MDT)<br />
<br />
:It looks good, and I hope it does make more people come here. Thanks for doing that. --[[User:Green Dragon|Green Dragon]] 15:53, 22 October 2006 (MDT)<br />
<br />
::Honestly, it helped a ton. Before the links D&D Wiki was averaging 150 unique visitors per day, now it is averaging 500 unique visitors per day. Thanks again for doing that. --[[User:Green Dragon|Green Dragon]] 14:25, 2 December 2006 (MST)<br />
<br />
:::You know, most of the D&D related articles on Wikipedia (last I checked, anyway), don't have a link to this wiki. I happened to stumble across one that did, which is how I ended up here. If you want more traffic, it would behoove you to put links on as many pages as possible. --[[User:Cuthalion|Cúthalion]] 22:28, 17 February 2007 (MST)<br />
<br />
::::Why not make a page for Dandwiki itself on wikipedia? --[[User:Shadethedemon|DeadlyNightShade]] 13:37, 22 June 2007 (MDT)<br />
<br />
:::::That's how I found DnDWiki! And a wikipedia page might be a good idea. --[[User:Aarnott|Aarnott]] 13:47, 22 June 2007 (MDT)<br />
<br />
::::::Same here. THe link on other wikipedias does work. --[[User:Sam Kay|Sam Kay]] 04:45, 11 August 2007 (MDT)<br />
<br />
:::::::Someone go for it. Also, we are now averaging 1200 unique visitors/day and 57,000 hits a day (quite an improvement). --[[User:Green Dragon|Green Dragon]] 12:54, 11 August 2007 (MDT)<br />
<br />
== Design... ==<br />
<br />
Hey guys,<br />
I'm new here, but I registered just to say that this page's design is really not made for all monitors. The descriptions for the sections are too far on the right from the article sections, and quite frankly I didn't notice them at first. By the way, I'm writing from a laptop monitor, and I find it rather hard to read.<br />
<br />
Just a suggestion, but I think you should work the template so that the descriptions are much closer to the article titles. <br />
<br />
Thanks!<br />
--[[User:CDevine|CDevine]] 19:31, 1 December 2006 (MST)<br />
<br />
:Thanks for the feedback. How bad is it? Do you have to scroll to see the descriptions? What browser are you using. &mdash;[[User:Sledged|Sledged]] 19:52, 1 December 2006 (MST)<br />
<br />
::I have a fairly large monitor on my desktop PC, (21 inch) and it is a bit of a pain to look over to the far other site to find the description. I think this is what CDevine is talking about, the large gap of nothing between the links and the descriptions. So, I would also say it would not hurt to change it round. Any ideas of how to make it look good, make it easy to find what one is looking for, ''and'' make sure the Dungeons and Dragons page does not get to long? --[[User:Green Dragon|Green Dragon]] 14:22, 2 December 2006 (MST)<br />
<br />
:::{| cellspacing="0" cellpadding="0"<br />
|- style="vertical-align: top;"<br />
|<br />
'''<big>For Players</big>'''<br />
<br />
* [[DnD Optimized Character Builds|Character Optimizations]]<div style="font-size: smaller; margin-left: 2em;">Anything You Can Do, I Can Do Better</div><br />
* [[DnD Classes|Classes]]<div style="font-size: smaller; margin-left: 2em;">Base, Prestige, and NPC</div><br />
* [[DnD Equipment|Equipment]]<div style="font-size: smaller; margin-left: 2em;">Weapons, Armor, Food & Drink, Vehicles, Magic Items, etc...</div><br />
* [[DnD Feats|Feats]]<div style="font-size: smaller; margin-left: 2em;">General, Epic, Divine, Racial, etc...</div><br />
* [[DnD Other|Other]]<div style="font-size: smaller; margin-left: 2em;">Leftovers, Anyone?</div><br />
* [[DnD Races|Races]]<div style="font-size: smaller; margin-left: 2em;">Dragons, Giants, Aberrations, Oh My!</div><br />
* [[DnD Complex Special Ability Components|Complex Special Ability Components]]<div style="font-size: smaller; margin-left: 2em;">0&ndash;9th and Epic</div><br />
<br />
| style="padding-left: 1em;" |<br />
'''<big>For DMs</big>'''<br />
<br />
* [[DnD Campaign Settings|Campaign Settings]]<div style="font-size: smaller; margin-left: 2em;">Worlds and Options</div><br />
* [[DnD Creatures|Creatures]]<div style="font-size: smaller; margin-left: 2em;">Monsters and Templates</div><br />
* [[DnD Deities|Deities]]<div style="font-size: smaller; margin-left: 2em;">Phenomenal Cosmic Power!</div><br />
* [[DnD NPCs|NPCs]]<div style="font-size: smaller; margin-left: 2em;">Good Guys, Bad Guys, and Ugly Guys</div><br />
* [[DnD Quests|Quests]]<div style="font-size: smaller; margin-left: 2em;">Where Do You Want To Go Today?</div><br />
* [[DnD Rules|Variant Rules]]<div style="font-size: smaller; margin-left: 2em;">Marching to the Beat of a Different Drummer</div><br />
|}<br />
<br />
<br />
:::What do you think of this? &mdash;[[User:Sledged|Sledged]] 20:14, 4 December 2006 (MST)<br />
<br />
::::I don't really like it, to long. It might be good to shorten it so smaller screens (laptops in particular) can see all the links at once. --[[User:Green Dragon|Green Dragon]] 23:09, 4 December 2006 (MST)<br />
<br />
:::::How about now? &mdash;[[User:Sledged|Sledged]] 09:27, 5 December 2006 (MST)<br />
<br />
::::::This is more in line with the direction of development of other pages. I'm all for giving the listing pages a more coherent look and feel. --[[User:Dmilewski|Dmilewski]] 10:36, 5 December 2006 (MST)<br />
<br />
:::::::Much better. However, it could be improved by getting some order other than alphabetical into the re-design. Such as (I know, I know...) For the Player, For the DM, etc. Your ideas? --[[User:Green Dragon|Green Dragon]] 17:33, 5 December 2006 (MST)<br />
<br />
:::::::: Don't see why not. Let's try this. &mdash;[[User:Sledged|Sledged]] 18:27, 5 December 2006 (MST)<br />
<br />
::::::::: I like it. Fits with the new style well. --[[User:EldritchNumen|EldritchNumen]] 18:24, 6 December 2006 (MST)<br />
<br />
::::::::::It's good, go for it. --[[User:Green Dragon|Green Dragon]] 18:32, 6 December 2006 (MST)<br />
<br />
:::::::::::Much better and easier to read. Looks good. --[[User:Green Dragon|Green Dragon]] 18:50, 6 December 2006 (MST)<br />
<br />
::::::::::::Just noticed the change, I like it. --[[User:Calidore Chase|Calidore Chase]] 02:37, 8 December 2006 (MST)<br />
<br />
== New D&D DM help page ==<br />
<br />
Yeah sorry if Im posting this in the wrong place, but I'd like to propose an Idea: My Idea is to put up an editable space in the site where more seasoned DM's could post some useful tricks of the trade which they think newer DM's might be able to use. just an idea {{unsigned|Tjaden|2007-01-15, 18:00:03}}<br />
<br />
: Right now the place for that kind of material is [[DnD Other|Other]]. &mdash;[[User:Sledged|Sledged]] 17:09, 15 January 2007 (MST)<br />
<br />
::Thats correct, other is the place for such a thing. --[[User:Green Dragon|Green Dragon]] 18:37, 15 January 2007 (MST)<br />
<br />
== Open Game License Content? ==<br />
<br />
There's lots of open game license content out there we could host. Should we integrate it? How do we want to integrate it? Do we want an Open Game License (OGL) namespace? Do we want namespaces for each source? What's the best practice? --[[User:Dmilewski|Dmilewski]] 12:47, 10 February 2007 (MST)<br />
<br />
:For the moment just add it like normal with the correct templates and a locked page. OGL content is treated as normal content that cannot be edited except for formatting. --[[User:Green Dragon|Green Dragon]] 14:05, 10 February 2007 (MST)<br />
<br />
::I like the idea of an OGL namespace, although I'm not sure I could articulate why. --[[User:Cuthalion|Cúthalion]] 07:59, 16 February 2007 (MST)<br />
<br />
:::I could. OGC from marketed products have a different weight (for lack of a better term) to them than, the user contributions. This is partly because we like to think that said products have gone though several review process and have been play-tested (whether or not this is actually the case). Because of this, people will tend to favor them over other material (except for possibly their own). Personally, I was thinking instead of having a OGL namespace, have one namespace for each publisher that produces d20 and d20M OGC (e.g. WotC, WW (White Wolf), MG (Mongoose), GR (Green Ronin), SP (Sovern Press), etc...). And all the OGC they've published would go under their respective namespaces (except, of course, for the SRD and the MSRD which already have their own namespaces). &mdash;[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:55, 16 February 2007 (MST)<br />
<br />
::::I've changed my stance, one OGL or OGC namespace. Categories can be available for each publisher. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 14:28, 18 January 2008 (MST)<br />
<br />
:::Hm... For now I say keep it as normal namespace, we can change it later once namespace probems are fixed (maybe change the namespace - I am not sure yet). --[[User:Green Dragon|Green Dragon]] 10:32, 16 February 2007 (MST)<br />
<br />
== Other => Discussion & Guidelines ==<br />
<br />
"Other" in this context sounds like game mechanics that are not classes, feats, etc., and hence not central to the game. The subtext makes it sound like you'd never want to look there unless you're having trouble sleeping. It's a rare newbie who would bother.<br />
<br />
In practice, most of the [[DnD Other|Other]] contents are discussion or guidelines for development -- exactly what newbies need to read. How about splitting it into three sections:<br />
* Guidelines : guidelines for content creation<br />
* Discussion : general discussion on various topics<br />
* Variant Rules : homebrew content not covered by the other headings (move to [[DnD Rules|existing section]])<br />
<br />
Some additional hierarchy might also be helpful. Something like:<br />
<br />
: '''For Players'''<br />
<br />
:* Content<br />
:** Classes<br />
:** Equipment<br />
:** Feats/Flaws<br />
:** Races<br />
:** Complex Special Ability Components<br />
:* Guidelines<br />
:* Discussion<br />
:* Examples<br />
:** Character Optimizations<br />
<br />
: '''For DMs'''<br />
<br />
:* ...<br />
<br />
What do you think? --[[User:Cuthalion|Cúthalion]] 08:25, 16 February 2007 (MST)<br />
<br />
:That would more closely match the SRD. In general, good observations. Make a full mockup of it. The more complete, the better. When we agree, we'll implement the new landing page directly off the mockup.--[[User:Dmilewski|Dmilewski]] 09:37, 16 February 2007 (MST)<br />
<br />
:: Hmm... How about this? --[[User:Cuthalion|Cúthalion]] 10:35, 16 February 2007 (MST)<br />
<br />
:::{| cellspacing="0" cellpadding="0"<br />
|- style="vertical-align: top;"<br />
|<br />
'''<big>For Players</big>'''<br />
<br />
* Content<br />
** [[DnD Classes|Classes]]<div style="font-size: smaller; margin-left: 2em;">Base, Prestige, Racial Paragon, and NPC</div><br />
** [[DnD Equipment|Equipment]]<div style="font-size: smaller; margin-left: 2em;">Weapons, armor, food & drink, vehicles, magic items, etc...</div><br />
** [[DnD Feats|Feats and Flaws]]<div style="font-size: smaller; margin-left: 2em;">General, Epic, Divine, Racial, etc...</div><br />
** [[DnD Races|Races]]<div style="font-size: smaller; margin-left: 2em;">Dragons, giants, aberrations, oh my!</div><br />
** [[DnD Complex Special Ability Components|Complex Special Ability Components]]<div style="font-size: smaller; margin-left: 2em;">0&ndash;9th and Epic</div><br />
* Resources<br />
** [[DnD Guidelines|Guidelines]]<div style="font-size: smaller; margin-left: 2em;">Helpful guidelines for creating wiki content</div><br />
** [[DnD Discussion|Discussion]]<div style="font-size: smaller; margin-left: 2em;">General discussion on various topics</div><br />
** [[DnD Optimized Character Builds|Optimized Character Designs]]<div style="font-size: smaller; margin-left: 2em;">Anything you can do, I can do better</div><br />
<br />
| style="padding-left: 1em;" |<br />
'''<big>For DMs</big>'''<br />
<br />
* [[DnD Campaign Settings|Campaign Settings]]<div style="font-size: smaller; margin-left: 2em;">Worlds and options</div><br />
* [[DnD Creatures|Creatures]]<div style="font-size: smaller; margin-left: 2em;">Monsters and templates</div><br />
* [[DnD Deities|Deities]]<div style="font-size: smaller; margin-left: 2em;">Phenomenal cosmic power!</div><br />
* [[DnD NPCs|NPCs]]<div style="font-size: smaller; margin-left: 2em;">Good Guys, Bad Guys, and Ugly Guys</div><br />
* [[DnD Quests|Quests]]<div style="font-size: smaller; margin-left: 2em;">Where do you want to go today?</div><br />
* [[DnD Rules|Variant Rules]]<div style="font-size: smaller; margin-left: 2em;">Marching to the beat of a different drummer</div><br />
|}<br />
<br />
:: Note that I ordered the resources topically rather than alphabetically. I'm not wedded to that change. I also lowercased the subtexts; ditto. Oh, yeah, and I renamed Character Optimizations to something a newbie could understand. (I thought it meant something totally different when I first saw it.) --[[User:Cuthalion|Cúthalion]] 10:35, 16 February 2007 (MST)<br />
<br />
:::Well, if we're going to have it mirror the way the SRD is organized:<br />
<br />
:::{| cellspacing="0" cellpadding="0" class="column"<br />
|-<br />
|<br />
; <big>For Players</big><br />
* [[DnD Classes|Classes]]<div style="font-size: smaller; margin-left: 2em;">Base, Prestige, Racial Paragon, and NPC</div><br />
* [[DnD Equipment|Equipment]]<div style="font-size: smaller; margin-left: 2em;">Weapons, armor, food & drink, vehicles, magic items, etc...</div><br />
* [[DnD Feats|Feats and Flaws]]<div style="font-size: smaller; margin-left: 2em;">General, Epic, Divine, Racial, etc...</div><br />
* [[DnD Races|Races]]<div style="font-size: smaller; margin-left: 2em;">Dragons, giants, aberrations, oh my!</div><br />
* [[DnD Complex Special Ability Components|Complex Special Ability Components]]<div style="font-size: smaller; margin-left: 2em;">0&ndash;9th and Epic</div><br />
|<br />
; <big>For DMs</big><br />
* [[DnD Campaign Settings|Campaign Settings]]<div style="font-size: smaller; margin-left: 2em;">Worlds and options</div><br />
* [[DnD Creatures|Creatures]]<div style="font-size: smaller; margin-left: 2em;">Monsters and templates</div><br />
* [[DnD Deities|Deities]]<div style="font-size: smaller; margin-left: 2em;">Phenomenal cosmic power!</div><br />
* [[DnD NPCs|NPCs]]<div style="font-size: smaller; margin-left: 2em;">Good Guys, Bad Guys, and Ugly Guys</div><br />
* [[DnD Quests|Quests]]<div style="font-size: smaller; margin-left: 2em;">Where do you want to go today?</div><br />
|<br />
; <big>General</big><br />
<br />
* [[DnD Guidelines|Guidelines]]<div style="font-size: smaller; margin-left: 2em;">Helpful guidelines for creating wiki content</div><br />
* [[DnD Discussion|Discussion]]<div style="font-size: smaller; margin-left: 2em;">General discussions on various topics</div><br />
* [[DnD Optimized Character Builds|Optimized Character Designs]]<div style="font-size: smaller; margin-left: 2em;">Anything you can do, I can do better</div><br />
* [[DnD Rules|Rules]]<div style="font-size: smaller; margin-left: 2em;">Supplemental and Variant Rules.</div><br />
* [[To-Do List]]<div style="font-size: smaller; margin-left: 2em;">Pick up the drycleaning. Walk my taxes. File the dog.</div><br />
|}<br />
<br />
:::&mdash;[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:25, 16 February 2007 (MST)<br />
<br />
:::: Fine by me. Ah, I just figured out what you're [[SRD:System_Reference_Document|comparing with]]. --[[User:Cuthalion|Cúthalion]] 20:19, 16 February 2007 (MST)<br />
<br />
::::: I like Sledged's suggestions. My only complaint is regarding the naming of "Variant Rules." The name implies that any rules in the category have an analog that they have revised or reworked in some way. In many cases, the material here is actually additional or supplemental rules rather than just variant ones. Could we name the section something more inviting to rules additions? A great example of what I mean is [[Evil Weather (DnD Other)]]. This is not a variant of any existing rules, per se; rather, in is an addition and supplement to the existing rules that provides rules for situations and possibilities currently not adjudicated by the SRD rule set. I propose a title like "Supplementary Rules" to address this (admittedly linguistic and semantic) problem. --[[User:EldritchNumen|EldritchNumen]] 02:29, 17 February 2007 (MST)<br />
<br />
:::::: How about now? &mdash;[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 11:42, 17 February 2007 (MST)<br />
<br />
:::::::I think that "Rules" should cover all rule articles. Subtitle that "New and Variant Rules". Under that you can have new rules, variant rules, commentary on rules, etc. With the current split, I see confusion about which category a rules article belongs under. --[[User:Dmilewski|Dmilewski]] 11:52, 18 February 2007 (MST)<br />
<br />
::::::::I like the suggestion: <br />
<br />
::::::::* [[DnD Rules|Rules]]<div style="font-size: smaller; margin-left: 2em;">New, Supplemental, and Variant Rules</div><br />
<br />
::::::::--[[User:EldritchNumen|EldritchNumen]] 16:38, 20 February 2007 (MST)<br />
<br />
:::::::::Also, I would like to see the "For Players" being first, then the "For DM's" and last (far right) being "General". I see content being more important than the general material, what do you think? --[[User:Green Dragon|Green Dragon]] 10:27, 26 February 2007 (MST)<br />
<br />
::::::::::It looks good with the general on the right. &mdash;[[User:EldritchNumen|EldritchNumen]] 15:40, 27 February 2007 (MST)<br />
<br />
:::::::::::What do you guys think of a TODO link being present in the "general" category? --[[User:Green Dragon|Green Dragon]] 18:35, 27 February 2007 (MST)<br />
<br />
:::::::::::: I think it's fine there, but I hate how it's cap-locked. Is there any reason why it does not read "To-Do List"? In any case, it is good to have somewhere, and it would fit best either there (in the menu) or perhaps in the discussion section (i.e. as a user-created, dynamic list of jobs to be done around the wiki). &mdash;[[User:EldritchNumen|EldritchNumen]] 15:14, 28 February 2007 (MST)<br />
<br />
:::::::::::::"''Do the dog.''" It's funny (in context with the "''Walk the taxes''"), but maybe not the best choice for the main Dungeons and Dragons page. Other than that I think it is ready to be made then implemented. --[[User:Green Dragon|Green Dragon]] 20:41, 28 February 2007 (MST)<br />
<br />
::::::::::::::Agreed. We should either change it to "prepare the dog" or ex it entirely. &mdash;[[User:EldritchNumen|EldritchNumen]] 01:09, 1 March 2007 (MST)<br />
<br />
:::::::::::::::Alright, now it's just time to make the pages... --[[User:Green Dragon|Green Dragon]] 13:07, 3 March 2007 (MST)<br />
<br />
::::::::::::::::And move everything from [[DnD Other]] to more appropriate pages (and/or assign them to more applicable categories). &mdash;[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 11:43, 8 March 2007 (MST)<br />
<br />
:::::::::::::::::Sledged, would you mind dealing with [[DnD Guidelines|Guidelines]] as you have the most knowledge in this area? --[[User:Green Dragon|Green Dragon]] 12:02, 23 March 2007 (MDT)<br />
<br />
::::::::::::::::::Done. All guidelines (or my best estimation of what are guidelines) are now [[DnD Guidelines|Guidelines]]. &mdash;[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 14:29, 25 March 2007 (MDT)<br />
<br />
:::::::::::::::::::Thank you ''':)'''. --[[User:Green Dragon|Green Dragon]] 20:03, 25 March 2007 (MDT)<br />
<br />
::::::::::::::::::::New landing page is on &mdash; I hope it is better. --[[User:Green Dragon|Green Dragon]] 13:41, 8 April 2007 (MDT)<br />
<br />
Question: How do we want the layout of [[DnD Rules]] to look? Also, which rules will be labeled as variant and which will be labeled as supplemental? --[[User:Green Dragon|Green Dragon]] 13:15, 11 March 2007 (MDT)<br />
<br />
:I don't think it will really matter. Let's just call them all PAGENAME (DnD Rule). It should be obvious which are new and which are variants, I think... &mdash;[[User:EldritchNumen|EldritchNumen]] 16:04, 12 March 2007 (MDT)<br />
<br />
::Hm... See, I was thinking it might be nice to separate DnD Rules into two separate columns; one for variant rules and the other for supplement rules. However, all the categories would need to be changed etc. Also, I agree that (DnD Rule) should be the identifier. What do you think? --[[User:Green Dragon|Green Dragon]] 23:49, 12 March 2007 (MDT)<br />
<br />
:::When implementing the new page, can you add a category for Web resources somewhere? There's lots of good tools out there on the web related to D&D.--[[User:Dmilewski|Dmilewski]] 07:32, 21 March 2007 (MDT)<br />
<br />
::::Let's have it be PAGENAME (DnD Rule), and then use categories: <nowiki>[[Category:Variant Rule]]</nowiki> and <nowiki>[[Category:Supplemental Rule]]</nowiki>. And, as Doug mentioned, we should have <nowiki>[[Category:Web Resource]]</nowiki>. Using the categories we can split the list in two like you (and I) prefer, but still can have all the page names followed by simply (DnD Rule). &mdash;[[User:EldritchNumen|EldritchNumen]]<br />
<br />
:::::Okay, if we are going to include Web Recourses in [[DnD Rules]] than should we have three columns, one for Supplement Rules, another for Variant Rules, and a final one for Web Resources? --[[User:Green Dragon|Green Dragon]] 17:31, 27 March 2007 (MDT)<br />
<br />
::::::Actually, the place for Web Resources is probably under Guidelines, since it would largely help in "creating [and balancing] wiki content." I would think that Rules should probably just have the two columns... what does everyone else think? &mdash;[[User:EldritchNumen|EldritchNumen]] 19:30, 27 March 2007 (MDT)<br />
<br />
:::::::I agree now. Makes sense. --[[User:Green Dragon|Green Dragon]] 22:36, 27 March 2007 (MDT)<br />
<br />
== Baby ==<br />
<br />
You thought that the SRD project was big? Welcome Joy Elizabeth. 7 lbs, 7 oz (encumbrance 15 lbs, as this includes lots of other baby equipment). 21.5" long. "Class is Baby 1." Her first level feat is "Fatigue Adults" and she's chosen the spell ''eagle's spleandor.'' {{Unsigned|Dmilewski|22:20, 26 February 2007 (MST)}}<br />
<br />
: Congrats and welcome to parenthood! What class&mdash;er... that is, how much did she weigh and how long was she? &mdash;[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 21:44, 26 February 2007 (MST)<br />
<br />
::Congratulations to you and your wife, I am glad all went well. I hope you look forward to your wiki-break, and I hope you like being a father. Congratulations. --[[User:Green Dragon|Green Dragon]] 22:00, 26 February 2007 (MST)<br />
<br />
:::Wait until I post the baby class for April Fools. With two months of paternity leave saved up, I'll be relaxing. (Supporting a wife and baby is far easier than supporting 350 users and computers. You might say "supporting babies is hard", but it's no harder than supporting yet another system with no documentation. :P--[[User:Dmilewski|Dmilewski]] 08:13, 27 February 2007 (MST)<br />
<br />
== Web Resources ==<br />
<br />
Where should we put links for Web Resources? Any suggestions? There's some cool stuff out that that we should link to. And are we ever going to the DnD Landing Page???--[[User:Dmilewski|Dmilewski]] 18:22, 20 March 2007 (MDT)<br />
<br />
:Did you post this? For some reason it does not sound like you, hm... Anyway, we are "currently working" on the new D&D landing page - see above. If you want to help &mdash; ''please do''! Also, what kind of "Web Resources" are you talking about? --[[User:Green Dragon|Green Dragon]] 22:08, 20 March 2007 (MDT)<br />
<br />
::Yeah, it's me. I was thinking of things like: PCGen, Map Generators, Encounter Generators, Random Dungeon generators, character sheets, ENWorld, etc. There's lots and lots of good d20 material out there. --[[User:Dmilewski|Dmilewski]] 07:30, 21 March 2007 (MDT)<br />
<br />
:::Hm... Possibly reference them below the last result in [[DnD Other]]? --[[User:Green Dragon|Green Dragon]] 19:39, 21 March 2007 (MDT)<br />
<br />
==Traps?==<br />
<br />
Just found this site through the roleplaying tips newsletter. Looks interesting, but we need more content I think. I made a contribution to the deities section with Sarem. Where might I put an entry on some simple traps? I can't see a good place to put them. {{unsigned|194.75.238.137|2007-04-26 05:51:43}}<br />
<br />
:For now put them under equipment. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 07:27, 26 April 2007 (MDT)<br />
<br />
::I just made spaces for them on D&D Wiki. See [[User Mundane Traps]], [[User Magical Traps]], and [[User Epic Traps]] all accessible via [[DnD Equipment]]. Hope this helps. --[[User:Green Dragon|Green Dragon]] 22:09, 26 April 2007 (MDT)<br />
<br />
:::Ok. Equipment looked the most appropriate, but is under 'for players', so doesn't quite fit. But it'll do for now. Thanks. I should get an account... o_0 {{unsigned|194.75.238.138|03:20, 27 April 2007 (MDT)}}<br />
<br />
::::Sure, I'd recommend it. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 21:47, 29 April 2007 (MDT)<br />
<br />
:::::Anyway, I agree, traps are not for players. Also, many things in [[DnD Equipment|Equipment]] is not meant for players to buy, but to get from the DM &mdash; like artifacts. So, what do you think about the idea of making [[DnD Equipment|Equipment]] under both "For Players" and "For DM's"? --[[User:Green Dragon|Green Dragon]] 17:03, 30 April 2007 (MDT)<br />
<br />
::::::I fear that would cause confusion; it is possible that some might think there are two equipment pages, one with items for players and the other with items for dms. I think it works under "For Players;" there is always going to be some overlap between many of the categories. &ndash;[[User:EldritchNumen|EldritchNumen]] 02:04, 1 May 2007 (MDT)<br />
<br />
:::::::Also, hopefully, any DM who uses this site will not just use and look at content from the "For DM's". I think it will work as DM's normally care more than players and therefor should browse the site more, looking for what they want. --[[User:Green Dragon|Green Dragon]] 20:32, 1 May 2007 (MDT)<br />
<br />
:::::::: Agreed. &ndash;[[User:EldritchNumen|EldritchNumen]] 00:15, 2 May 2007 (MDT)<br />
<br />
== monk fighting styles ==<br />
<br />
I have a collection of monk fighting styles ([http://boards1.wizards.com/showthread.php?t=718455 WotC Forum thread]) that I want to move here. Am I right that there is no template for that, yet? Can somebody guide me through the steps for making such a template? --[[User:Mkill|Mkill]] 12:11, 11 June 2007 (MDT)<br />
<br />
:No template or preload for it yet. Before you try to add them, get permission from the author(s) first. We try to have a strict policy on that. While you're waiting for responses from the authors, the OCG from the UA is currently being transcribed onto the wiki [[UA:Variant Rules|here]]. If you add the text for the fighting styles, I'll figure out the mark-up, template, and preload. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 12:26, 11 June 2007 (MDT)<br />
<br />
::Okay, let me ask for permission...<br />
::<makes mouth shaped puppets with both hands><br />
::Left hand: Hey mkill, can I add your monk fighting styles to D&D Wiki?<br />
::Right hand: Mhh, okay, before they get pruned...<br />
::Left hand: Thanks, man!<br />
::<starts typing again><br />
::SCNR :P --[[User:Mkill|Mkill]] 12:39, 11 June 2007 (MDT)<br />
<br />
::Ok, I created [[Heavenly Sword (DnD Monk Fighting Style)]] as an example. More to come and thank you for the offer to make a template! --[[User:Mkill|Mkill]] 12:52, 11 June 2007 (MDT)<br />
<br />
:::Didn't need a template, but I did put together a <span class="plainlinks">[{{fullurl:DnD Monk Fighting Style Preload|action=edit}} preload]</span> for it. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 08:27, 12 June 2007 (MDT)<br />
<br />
::::Great. I just checked, the monk fighting styles were introduced in Unearthed Arcana (p.52) under OGL, so we could put the original SRD ones here, too. --[[User:Mkill|Mkill]] 09:10, 12 June 2007 (MDT)<br />
<br />
== Categories for spells by level ==<br />
<br />
I felt it would be good to have spells collected in categories by level, so I created more categories following the model of the existing [[:Category:0-level]]. But then I realised this can't quite be the solution. First of all, it is not clear what is meant by 0-level, after all, besides spell levels, there is also psionic power levels, character levels, dungeon levels etc. etc. But even a category like [[:Category:1st level spell]] has the problem that different spells can be different level for different character classes (which I think is a D&D game design flaw but that's the way it is).<br />
<br />
So, to make it short, the only solution I see is to create small categories like [[:Category:1st level wizard spell]]. Is that okay with everyone here? I'm not sure about the category philosophy of this wiki. --[[User:Mkill|Mkill]] 07:47, 13 June 2007 (MDT)<br />
<br />
:I've wrestled with that question. In short, you've got a mess. If you really want to categorize, I suggest [[:Category:Sorcerer/Wizard Spell 1]], [[:Category:Cleric Spell 2]], etc. This way, you use something closer to WotC notation and the spells get grouped by their caster type. Note that there are a few rare spells that are wizard, but not sorcerer. The categories themselves should get categorized to their specific class spell category.--[[User:Dmilewski|Dmilewski]] 07:59, 13 June 2007 (MDT)<br />
<br />
::I am the one that started some of those categories and also saw the problem, so I stopped. I would have to agree with Dmilewski on the category names. Also, overall, I think it would be a good idea to categorize them, even if the categories may seem a little silly. --[[User:Green Dragon|Green Dragon]] 10:35, 13 June 2007 (MDT)<br />
<br />
:::I started to organize the spells by spell level. I've started with the SRD and finished letter A.<br />
:::Format for a Sor/Wiz 1 spell: [[:Category:Level 1 Spell]] and [[:Category:Sorcerer/Wizard 1]]. --[[User:Mkill|Mkill]] 03:35, 23 July 2007 (MDT)<br />
<br />
::::Thanks. Good slogging. --[[User:Dmilewski|Dmilewski]] 06:57, 23 July 2007 (MDT)<br />
<br />
== Feat categories Music / Song and Magic / Magical ==<br />
<br />
Discussion moved: [[Talk:DnD Feats#Feat categories Music / Song and Magic / Magical]].<br />
<br />
== Dungeon and Dragon magizines ==<br />
<br />
did you guys hear that WotC decided to stop making them? --[[User:Shadethedemon|Shadethedemon]] 21:45, 17 June 2007 (MDT)<br />
<br />
:Yep. It's sad to see friends go. It will be good to see new friends show up. I've thought about this. Only those who bought Dragon or Dungeon got those magazine. Now, when you get their service, you get access to everything published by the service. When errata shows up or a problem needs to get fixed in an article, the source file can be changed. The longer the site remains open, the more content it contains, and the more the site has to offer. I find those compelling ideas. --[[User:Dmilewski|Dmilewski]] 05:24, 18 June 2007 (MDT)<br />
<br />
::It might be really cool to post a quick synopsis about content that is found solely in these mags, or in resources which utilize them (like Draconomicon, Dragon Compendium Vol. 1, etc.), in much the same manner as I was describing summarizing Wizards D&D publications on their own pages on [[Talk:Master List Project (DnD Other)]]... -- [[User:Xidoraven|xido]] 03:50, 6 November 2007 (MST)<br />
<br />
== Cheesy Goodness ==<br />
<br />
Ok, I assume this is the best place to put this up. If it isn't feel free to place it accordingly.<br />
<br />
My Gundam RPG game has been put under a temporary hiatus do to us transfering over to another server and finishing up the old version. So, to pass the time, the admin and myself decided to throw a big D&D tourney.<br />
<br />
The catch is that you have to build the Cheesiest character concept you can think of and duke it out with other players. Plus, you have to deal with some people with a sick, twisted imagination. Nothing will be what it seems.<br />
<br />
All the character creation rules as well as how the tournament rankings are located [http://server5.vistapages.com/~thevcom/msgwar/phpbb/viewtopic.php?p=31877&sid=7bc19991e3456f71e6c6f8b55218428f#31877| right here]<br />
<br />
If you wish to join, let me know right here. At the moment, registration is down on my forums and this would be the best way to let me know. -- [[User:Flession|Flession]] 07:59, 28 June 2007 (MDT)<br />
<br />
== Templates with (Creature) in the title ==<br />
<br />
I just noticed that most (all?) of the Templates from the SRD have titles like [[SRD:Half-Fiend (Creature)]], when it should be [[SRD:Half-Fiend (Template)]]. I mean, what's the use of those bracket explanations when they're wrong. Does anybody mind if I change this? --[[User:Mkill|Mkill]] 06:06, 18 July 2007 (MDT)<br />
<br />
:I completely endorse the change (not that my endorsement means much). I had noted that before and forgot to make a mention of it. --[[User:Aarnott|Aarnott]] 07:07, 18 July 2007 (MDT)<br />
<br />
::Good catch. Thanks. --[[User:Dmilewski|Dmilewski]] 08:22, 18 July 2007 (MDT)<br />
<br />
== Help wanted: Sorting all spells by class and level ==<br />
<br />
Some may have already noticed, I created new categories in the Format <nowiki>[[Category:<Class> <Level>]]</nowiki> to make finding the right spell easier. I have also finished recategorizing [[SRD:Spells|all spells in the SRD]] .<br />
<br />
Now I need your help: We need to sort out all user-created spells, and while we are at it, all psionic powers too. This is just too much for one user, so it would be great if you participate.<br />
<br />
Simply open [[:Category:Spell]], choose a letter you like and start recategorizing all spells there. It's pretty easy, just check whether there are already categories with the class name, and add a space and the spell level to it. For example, A level 1 Bard spell should be categorized as <nowiki>[[Category:Bard 1]]</nowiki>. Sorcerers and Wizards would use <nowiki>[[Category:Sorcerer/Wizard 1]]</nowiki>.<br />
<br />
If you managed to complete letter, leave a note here.<br />
<br />
Thank you! --[[User:Mkill|Mkill]] 06:25, 2 August 2007 (MDT)<br />
<br />
:The place to say this is in the [[To-Do List]], not here. This is for discussions on D&D and this site, not a place for getting help. Sorry. --[[User:Green Dragon|Green Dragon]] 06:58, 2 August 2007 (MDT)<br />
<br />
::It's a talk page. I used it for D&D-related talk. Calm down, please. --[[User:Mkill|Mkill]] 07:46, 2 August 2007 (MDT)<br />
<br />
:::No problem, I just wanted to make sure that you knew about our [[To-Do List]] (I imagined you did, and I am sure you do (even before I said that I bet you knew about it...)) ''':P'''. --[[User:Green Dragon|Green Dragon]] 08:14, 2 August 2007 (MDT)<br />
<br />
::::Well, I found it after I was here for a week, good that somebody now made it possible to go there from the main page. --[[User:Mkill|Mkill]] 06:43, 12 August 2007 (MDT)<br />
<br />
:::::You mean [[Dungeons and Dragons]], right? Also, I am pretty sure that that link has been on [[Dungeons and Dragons]] as long as you have been here, however I may have to check history on that one... --[[User:Green Dragon|Green Dragon]] 13:58, 12 August 2007 (MDT)<br />
<br />
== Links ==<br />
<br />
I propose [[Links (DnD Other)]] be promoted up to the DnD Home page. Any comments? --[[User:Dmilewski|Dmilewski]] 10:12, 17 September 2007 (MDT)<br />
<br />
:Hm... Were you thinking of adding as part of "General" or as a DM resource? --[[User:Green Dragon|Green Dragon]] 17:30, 17 September 2007 (MDT)<br />
<br />
::General. There's lots of good stuff out there that we could advertise better. --[[User:Dmilewski|Dmilewski]] 18:36, 17 September 2007 (MDT)<br />
<br />
:::I guess... I am not really for advertising other sites from D&D Wiki, but whatever. It will help people find what they are looking for. Add it to general. --[[User:Green Dragon|Green Dragon]] 18:46, 17 September 2007 (MDT)<br />
<br />
::::There are lots of sites that do things that D&D Wiki doesn't do. For example, we don't do 1st Edition, but there are folks who've rewritten it to GNU OpenDoc. We also don't do character generators, but we want folks to know where to find them. That, and there's all these resources that I don't know about, and I want other people to find them for me. I only stumbled on the 1E rewrite by accident!--[[User:Dmilewski|Dmilewski]] 07:13, 21 September 2007 (MDT)<br />
<br />
:::::I see. I guess it is not that bad of an idea, it does have some use (the only thing I am worried about is people wanting us to advertise their creations in a non-wiki style (for example a PDF) but I guess we can just refuse them...). --[[User:Green Dragon|Green Dragon]] 23:10, 23 September 2007 (MDT)<br />
<br />
==Treasure==<br />
<br />
Perhaps it would be usefull to have a section for treasure on this page. There are many good home brew ideas out there. Pluss I have a list of links to wikipedia that discribes the varios gems in the DMG. It is very usefull to be able to discribe the gem beond its gold value. For example: What the hell is Rhodochrosite? well look how pretty it is... http://en.wikipedia.org/wiki/Rhodochrosite {{Unsigned|Mander|11:18, 8 October 2007 (MDT)}}<br />
<br />
:Ooh, shiny! Me want! --[[User:Sam Kay|Sam Kay]] 12:26, 8 October 2007 (MDT)<br />
<br />
::You write it. We'll argue about where it goes. Just do it! --[[User:Dmilewski|Dmilewski]] 18:53, 8 October 2007 (MDT)<br />
<br />
:::Hm... Thinking ahead... [[DnD Equipment]] may actually be the very place for treasure... ideas? --[[User:Green Dragon|Green Dragon]] 16:03, 9 October 2007 (MDT)<br />
<br />
::::sounds good to me --[[User:Mander|Mander]] 01:42, 23 October 2007 (MDT)<br />
<br />
:::::actualy now that I look at it more closly, that is exactly where it should be. There is no doubt. --[[User:Mander|Mander]] 01:46, 23 October 2007 (MDT)<br />
<br />
::::::Now it just needs to be made... ''':)'''. --[[User:Green Dragon|Green Dragon]] 22:45, 24 October 2007 (MDT)<br />
<br />
== A Question: Sunder ==<br />
<br />
:''Discussion moved to [[Discussion:Can you critical on a sunder attack?]] as this is an improper place for a question <small>&ndash;[[User:EldritchNumen|EldritchNumen]] 01:50, 11 October 2007 (MDT)</small>''<br />
<br />
== Invocations ==<br />
<br />
:''Discussion moved to [[Talk:DnD Complex Special Ability Components#Invocations]] as it referred to spells/powers specificially. <small>--[[User:Green Dragon|Green Dragon]] 23:10, 30 October 2007 (MDT)</small>''<br />
<br />
== Groups ==<br />
<br />
I think it would be helpful for local and online groups to be able to form on the wikipages, so that members can find groups in their region who are also interested in D&D and related hobbies. I submit the [[Wiki Fiction Roleplayers Guild (DnD Other)|WFR]] RPG, Gaming, and Creative Writing Guild as an example. I personally invite all D&Dwiki.com members to join, as I have seen immense amounts of talent here. Secondly, because of my own initiatives to make the group stronger and more prominent, I would like to enable both online and physical presence in strong wikis like this and in Elftown.com. Currently, the WFR is hosted in the 'Other' section. This kind of makes me have an icky taste in the back of my mouth, however. The WFR Guild hosts some of the brightest, most creative and best networked international amateur members on the web, and I would like to extend this capacity to those wonderful and talented people here as well.<br />
<br />
The WFR, when considered a part of this potential new section, will be hosting groups locally in both Baton Rouge, LA, USA, and in the Mid-Michigan, USA, areas, as well as being a fully online presence, based out of Elftown, and given status here as an official Guild of D&D Wiki.<br />
Please, thank you, and feel welcome in my Guild, friends. We will consider it your Guild too.<br />
I personally focus on D&D as a gaming medium, but the WFR welcomes any creative talent in the fiction genre(s). -- [[User:Xidoraven|xido]] 16:57, 4 November 2007 (MST)<br />
<br />
:First off, what are you recommending? Do you want D&D Wiki to make a separate section for [[Wiki Fiction Roleplayers Guild (DnD Other)|WFR]]? Not trying to be rude, but why? Also, why do you feel that [[DnD Other]] is not the place for the [[Wiki Fiction Roleplayers Guild (DnD Other)|WFR]]? --[[User:Green Dragon|Green Dragon]] 23:18, 11 November 2007 (MST)<br />
<br />
::Well, my original section title for the WFR was (DnD Group), which was changed to fit into the other category. This doesn't bother me too badly, but it might be nice to give people a place to post information about groups, so that they can begin networking with others who might also be in their area. Groups are important to gaming, so I figured it would be a good idea. Either way, the WFR's information is posted, and will most likely stay that way, so it is no biggie. I just wonder if it may inspire others to begin posting information about their own local groups and networks. I know the RPGA helps with this a little bit, but even that can be a bit tedious sometimes. DnD Other is fine for now, but is others begin stating an interest in joining or creating groups, could it potentially be reconsidered? Otherwise, I am openly welcoming any contributing member of D&D Wiki to join, regardless. Sorry to be a bother on this topic, but since details will finish being ironed out soon, I assure you that I will not be this big of a pusher in the future. -- [[User:Xidoraven|xido]] 19:59, 14 November 2007 (MST)<br />
<br />
== Character pages ==<br />
<br />
Why do we not have a section for people to post their characters to the wiki? Is there not already a template for this? Should I make one? -- [[User:Xidoraven|xido]] 03:54, 6 November 2007 (MST)<br />
<br />
:If you talking about the d20 stats and descriptions for characters, [[DnD NPCs]] is the place for them. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 09:31, 6 November 2007 (MST)<br />
<br />
::This is helpful. I can see that it has some form of template. How could I doctor this to include [[:Category:Inath Variant Rule|Inath]] stats, and are there limitations on posting such content about a character as history, personality, etc.? -- [[user:xidoraven|xido]] 14:23, 6 November 2007 (MST)<br />
<br />
::: I don't know enough about the [[:Category:Inath Variant Rule|Inath]] stats to say "yes" or "no." What are the bigger differences between them and the core rules? —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 11:52, 12 November 2007 (MST)<br />
<br />
:::: [[:Category:Inath Variant Rule|Inath]] adds a few elements, such as Ego and Spirit Rolls, new Craft Skills, Knowledge (Inath - Energy Paths), Talents, Affinities, and a differing system for naming level/caste. I am sure I could doctor up a selection of edits to make a template for this need, but I am also wondering if even a non-[[:Category:Inath Variant Rule|Inath]] character is allowed to have such things on their info page as history, personality, connections, etc. I did not immediately see this information on any of the NPC pages (which is nice to know that we have those), but I only skimmed quickly while I was doing a few other things as well. I appreciate the input and help. -- [[User:Xidoraven|xido]] 20:03, 14 November 2007 (MST)<br />
<br />
::::: Well, as far as history, personality, connections, etc, that stuff wouldn't go in the [[Template:Stat Block 2|stat block template]] unless there's game rule info that goes with them (i.e. bonuses, penalties, weaknesses, etc...). General character descriptions like that appear under the stat block. (See [[Namfoodle (DnD NPC)|Namfoodle]] for an example.) WotC designed the stat block so that game info pertaining to encounters and combat is readily available to make game play move faster and to keep DMs from overlooking certain abilities that might be relevant to the encounter. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 13:02, 15 November 2007 (MST)<br />
<br />
:::::: That is extremely helpful. I will try to put together a synopsis of additions that would need to be added to any given Inath Character, and I asked about the personality/history/etc, because I have a few Inath NPCs that have extensive histories and info about them to add.<br />
<br />
:::::: I appreciate the help, ya'll. -- [[User:Xidoraven|xido]] 00:09, 16 November 2007 (MST)<br />
<br />
== Gaming Environment on D&D Wiki ==<br />
<br />
Also, the [[Wiki Fiction Roleplayers Guild (DnD Other)|WFR]] requires a minimum amount of information, even for a free-form, non-statistic-driven gaming environment. Could their be something like this for the wiki alone?<br />
<br />
Am I totally off kilter here? -- [[User:Xidoraven|xido]] 03:54, 6 November 2007 (MST)<br />
<br />
== New Section: Maps? ==<br />
[[Image:Cяow Castle.jpg|thumb|Cяow Castle]]<br />
<br />
Here is an idea. Perhaps a section in Homebrew for maps. I have pages and pages of great maps that I will never be able to use again. They need a little clean up to make them readable and understandable without explanation, but I would LOVE to share them. I would scan them and load them as image files.--[[User:Mander|Mander]] 19:15, 30 November 2007 (MST)<br />
<br />
:I think it's a great idea. Having maps is often very useful. What sorts of maps are you interested in adding? I ask to try to determine if a map section is necessary and (if so) where it should be placed. If the maps are coming in with not much supporting information, we could just make a random maps vault. On the other hand, dungeons maps can easily fit into the "adventures" section and overland maps into "campaign settings." What does everyone else think? A general map category or inclusion/sub-categorization within adventures and CSs? &ndash;[[User:EldritchNumen|EldritchNumen]] 17:36, 1 December 2007 (MST)<br />
<br />
::Why not put them in Environments? --[[User:Sam Kay|Sam Kay]] 10:23, 3 December 2007 (MST)<br />
<br />
:::The maps that I was going to use are right out of my DM notebook. I was planing on cleaning them up a bit so they are easyer to understand, giving them a map key, and then scaning them into an image file. I would probably add a little text to give it a descrition, background, and context. If some one has a better idea on how to do this that would be great.<br />
<br />
:::I have all sorts of good maps: ruins, caves, mines, sewer hideouts, forest ambushes, shrines, crypts, taverns, towers... all sorts of goodies. --[[User:Mander|Mander]] 19:48, 3 December 2007 (MST)<br />
<br />
::::Maps are always a good thing to have. Even without descriptions of areas, having a map layout handy is nice when you have an unexpected encounter and you need a setting for it. As far as where to put them, if they are a fully described map with encounters and such, I think they should be under "adventures". If they are just a map, perhaps we should add a "map vault" (or whatever). I'm not sure that overland maps would be in "campaign settings". I think the "campaign settings" is more appropriate for descriptions of worlds and/or regions with emphasis on the specifics of the inhabitants and geographic/demographic traits of the area. If it is just a map of an overland area, it would fit more into "adventures" or just "random maps" in my opinion. --[[User:Skwyd|Skwyd]] 10:47, 4 December 2007 (MST)<br />
<br />
:::::Also, when some one is adding their campain setting, they could always include links to the maps that are relevant. This is another reason why maps wouldnt need to be in "campaign settings." For example, if you have a very magical treasure, that is vital to your campain, it would be listed in the treasure section, and you would provide a link during your campaign description.--[[User:Mander|Mander]] 12:33, 4 December 2007 (MST)<br />
<br />
::::::Actualy, I think I would rather just see a section called Maps, under "For DMs" on the Homebrew section.--[[User:Mander|Mander]] 13:13, 4 December 2007 (MST)<br />
<br />
:::::::You can see my example off to the right. --[[User:Mander|Mander]] 13:32, 4 December 2007 (MST)<br />
<br />
:::::::: I think I also agree that a general "Map Vault" tab is the best option. Just to clarify, I was suggesting that overland maps could be placed in a subcategory with the CS just for the aforementioned purposes of linking to by developing CSes. For the time being, go ahead and continue to upload the maps to media.dandwiki. Once we decide the best course of action we can easily stick them onto the DnD Splash Page. &ndash;[[User:EldritchNumen|EldritchNumen]] 21:41, 4 December 2007 (MST)<br />
<br />
:::::::::Honestly, how useful do you guys think a section just for maps would be? Wouldn't it be more helpful to just write a little quest that uses the map and add the map to that page? That would basically provide a background for the map, the map itself, and something for the DM to use right away all-in-one. I mean, what I am getting at, is that do you guys think that Maps need their own area or can just be integrated into [[DnD Quests|Quests]]? --[[User:Green Dragon|Green Dragon]] 16:36, 5 December 2007 (MST)<br />
<br />
:::::::::: I don't think that is the best course of action. Quests really need more though out background, including plot information and NPCs. Really, a quest that is merely a dungeon-dive without any background, plot, character development, etc. is pretty weak and is usually not tremendously fun to play through (including quests whose entire depth is "kill x number of y enemy", etc. If we wanted that we would play WoW). I think there is a lot of benefit to having just random maps that people can use for various purposes (and it could be fun to bring the wiki together in that way, as people link the maps to all sorts of different purposes). Besides, sometimes I like to just design maps/locations and see what people will do with them. And, in the end, I'd rather not see the quests section glutted with the sort of shallow adventures that arise from a "little quest." The best quests, as I mentioned, have somewhat detailed plots (or at least persuasive backgrounds). So, I'd prefer a sort of Map Vault (though, of course, people should be encouraged to still add maps to the quests section and also to freely link to the maps, including building quests around them if they prefer). What does everyone else think? &ndash;[[User:EldritchNumen|EldritchNumen]] 19:40, 5 December 2007 (MST)<br />
<br />
:::::::::::I think a map vault would be good. This can include generic maps such as bridges, taverns, basements, towers, etc. This is a good, basic resource. Right now, the wiki is weak on adventure content. We have lots of campaign settings, but few, if any, actual adventures. This would be a step to ramping up that infrastructure.--[[User:Dmilewski|Dmilewski]] 05:54, 6 December 2007 (MST)<br />
<br />
::::::::::::I often day dream about finding a databank of D&D maps that I could use for whatever I wanted. Sorta like the NPC section, I just look through it and then come across something realy sweet. I add the context to make it fit. Do you ever wish you had a lay out for a tavern that wasnt the same old tavern you always draw? Ever wish you could just whip out a simple tower strong hold? Or maybe you arnt sure what you are looking for, but just need some ideas? Just like the NPC section, and the Treasure section, I see the Map section as a depot of random ideas that can be fit into a campain as needed.<br />
::::::::::::PS, this conversation has been indented 12 times! its getting out of hand. Soon it will be one word wide. --[[User:Mander|Mander]] 15:08, 6 December 2007 (MST)<br />
<br />
:::::::::::::First off, 13 indents is the number after which it goes back to one (so if someone replies to this comment...). Anyway, a "Maps" section has been added, tell me if that was what you guys had in mind. --[[User:Green Dragon|Green Dragon]] 17:05, 6 December 2007 (MST)<br />
<br />
''&rarr;Reverted Indentation to One Colon''<br />
<br />
:Okay, I've totally revised the maps section and have added '''all''' the maps currently in the Media Repository/DnD Wiki to the page(s). Let me know what you guys think. How does it look? EDIT: Whoops, forgot to sign the other day. Here it is: &ndash;[[User:EldritchNumen|EldritchNumen]] 17:54, 10 January 2008 (MST)<br />
<br />
== New Addition to Template:Author ==<br />
<br />
{{author<br />
|author_name=Sledged<br />
|display_name=Joel<br />
|date_created=Next Sunday A.D.<br />
|status=meh...<br />
|editing=Do your worst<br />
}}<br />
<br />
It seems like a good idea to clarify whether the author cares if their homebrew stuff is "edited mercilessly". I propose that we add something like this:<br />
<br />
{| cellspacing="0" cellpadding="0" class="toccolours" style=""<br />
|+ Created By<br />
|-<br />
! colspan="2" class="user" | [[User:Aarnott|Aarnott]] ([[User talk:Aarnott|talk]])<br />
|-<br />
! Editing:<br />
| Ask me first please!<br />
|-<br />
! Status:<br />
| In Progress...<br />
|}<br />
<br />
In order to avoid disputes on talk pages (See [[Talk:Pirate (DnD Class)]]). I think a default value that should always show up should be "Not specified" -- or something to that effect. --[[User:Aarnott|Aarnott]] 12:59, 3 January 2008 (MST)<br />
<br />
:I agree. Perhaps it would be good to add a template to the preloads that asks users to ask them first before editing? --[[User:Sam Kay|Sam Kay]] 13:14, 3 January 2008 (MST)<br />
<br />
::[http://en.dcdatabaseproject.com/Shazam Shazam]!!! —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 13:23, 3 January 2008 (MST)<br />
<br />
:::Since we now have a area that deals with editing rights should we have it default to something that promotes editing to help make all the content on D&D Wiki better or should we keep it how it is&mdash;defaulting to nothing? I am for making it default to something that promotes editing just so new users will feel more inclined to edit ''':P'''. --[[User:Green Dragon|Green Dragon]] 19:26, 4 January 2008 (MST)<br />
<br />
::::Yes. Perhaps "Feel free to edit constructivly"? --[[User:Sam Kay|Sam Kay]] 09:31, 7 January 2008 (MST)<br />
<br />
:::::I would also put a link to a new page that talks about editing etiquette. I think that would be helpful and user-friendly. --[[User:Aarnott|Aarnott]] 09:56, 7 January 2008 (MST)<br />
<br />
::::::I agree. &ndash;[[User:EldritchNumen|EldritchNumen]] 13:29, 7 January 2008 (MST)<br />
<br />
:::::::I made it so. We can always revert it back. Please help contribute to the [[Constructive Editing (DnD Guideline)]] page! That way we can explain how the community here works, or better yet, start helping everyone work towards an ideal. --[[User:Aarnott|Aarnott]] 12:39, 30 January 2008 (MST)<br />
<br />
::::::::I don't know... Do we really want it to default that parameter? Will that make [[Template:Author]] to large? Also, I think the wording is a little aggressive, I would recommend something like "Please feel free to edit [[Constructive Editing (DnD Guideline)|constructively]]! Just my thoughts. --[[User:Green Dragon|Green Dragon]] 13:37, 30 January 2008 (MST)<br />
<br />
:::::::::I can't say I know what you mean by too large. I agree with the aggressive wording though so I changed it. I think it is a good idea, but it is a pretty big change in its own way. It sort of changes the default policy on editing all homebrew stuff. I'd love to hear what everyone thinks. --[[User:Aarnott|Aarnott]] 13:51, 30 January 2008 (MST)<br />
<br />
::::::::::Added to the [[Template:DnD Base Class Infobox|DnD Base Class Infobox]]. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 14:51, 30 January 2008 (MST)<br />
<br />
:::::::::::You know, I think this will have a very good impact. It should, hopefully, make more users edit and fix minor problems they see. Good idea [[User:Aarnott|Aarnott]]! --[[User:Green Dragon|Green Dragon]] 02:00, 31 January 2008 (MST)<br />
<br />
== Copyrighted material ==<br />
<br />
What's the stance on taking material that's a copyright and turning it into D&D rules? I have some ideas for the various Warhammer gods (especially the Dark Gods of Chaos), and I'd like to know if I'm allowed to put them up. [[User:MorkaisChosen|MorkaisChosen]] 04:38, 12 February 2008 (MST)<br />
<br />
:You have to add template:copyright disclaimer <nowiki>{{copyright disclaimer}}</nowiki> in the back to footer thing (above the categories, below the "back to" bit. Don't forget Gork and Mork, and The Great Maw. Does your username come from warhammer? --[[User:Sam Kay|Sam Kay]] 07:11, 12 February 2008 (MST)<br />
<br />
::I would also think that having a reference to your sourced materials would also be professional. APA Formatting is the referencing technique I am familiar with: [http://elftown.com/_apa%20formatting]. If the publication has an online location that it can be purchased or reviewed, that would also be good to add to that reference, and of course, by adding that info to a page about the source on the [[Publication List]] would also be very effective referencing techniques. The 'copyright disclaimer' should take care of the rest, but those extra steps will make it easier for a reader to decide that that information is just what they need for their next game. ;)<br />
<br />
::If those fictional entities are attached to any established culture or mythos on Earth, that might also be helpful. Wikipedia entries are always easy to link to on here. I always love seeing new stuff. I am just so scared that one of these days, some jerk-face with a bug up his butt to cause a scene is going to show up here and start talking about suing the site, or shutting it down because of so-called 'intellectual property' rights. This world can be so lame sometimes, you know?<br />
<br />
::Anyways, best wishes to you, and best of luck with the new pages and content. ;) -- [[User:Xidoraven|xido]] 07:37, 12 February 2008 (MST)<br />
<br />
:::Thank you for the help... I'll get started on this! Gork and Mork will definitely go up sometime (I'm an Orc player...). The username is a Warhammer thing- Morkai is part of the mythology of the Fenrisians in 40K- specifically the two-headed wolf who guards the gates of Death. [[User:MorkaisChosen|MorkaisChosen]] 04:01, 14 February 2008 (MST)<br />
<br />
::::I just had a look at GW's IP policy, and the closest bit it says is not to use their IP in combination with other people's- so as long as I don't say something like "Gork is an ancient rival of Gruumsh" I think it's OK under their policy. [[User:MorkaisChosen|MorkaisChosen]] 04:10, 14 February 2008 (MST)<br />
<br />
== Namespace? ==<br />
<br />
Should we make a nampespace (which would remove the identifiers) for all homebrew items on D&D Wiki? Thoughts on this idea? Also, any good ideas for the name of the namespace? --[[User:Green Dragon|Green Dragon]] 15:06, 28 February 2008 (MST)<br />
<br />
:I keep toggling on this idea whenever I think about it. Does MediaWiki support nested namespaces? Then we could have "3e:" for all 3.x material, the 3e SRD would have the namespace "3e:SRD:", the UA would have the "3e:UA:" namespace, and the user-submitted section could be "3e:User:" or just "3e:". And if you did a search within the "3e" namespace, it would search all the pages with the "3e" parent namespace. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:11, 28 February 2008 (MST)<br />
<br />
::I also keep thinking about this as well, and I have not been able to come up with a perfect solution, although yours would be the ideal one if MediaWiki supported nested namespaces, which I do not think it does... How about one step not as advanced as yours; 3.5e (maybe User: tagged on the end? What are your thoughts on this?) and 3.5eSRD? Also, speaking of namespaces, do you have any good idea for the publications? --[[User:Green Dragon|Green Dragon]] 13:33, 29 February 2008 (MST)<br />
<br />
:::We could simulate nested namespaces. Does MediaWiki allow a colon as part of the namespace? Then we could still have "3.5e:SRD:" and "3.5:". They just wouldn't have any association with each other&mdash;which is how it is now. If colons aren't allowed, we could just use a hyphen instead "3.5e:" and "3.5-SRD:". No ideas I feel strongly enough for publication namespace. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:13, 29 February 2008 (MST)<br />
<br />
::::We can do that. What are your thoughts on adding a mock identifier (not <tt>(DnD Class)</tt> but rather <tt>(Class)</tt>)? --[[User:Green Dragon|Green Dragon]] 20:50, 13 March 2008 (MDT)<br />
<br />
:::::I was going to bring this up soon! Interesting ''':)'''. Maybe we need to think about the purposes of categories, identifiers, and namespaces. I don't know when and where to use each. What is best practice? --[[User:Aarnott|Aarnott]] 20:57, 13 March 2008 (MDT)<br />
<br />
::::::One thing about the nested namespace idea is that MediaWiki might identify "3.5e:SRD:Some Page" as the page "SRD:Some Page" in the "3.5e" namespace instead of "Some Page" in the "3.5e:SRD" namespace. We should find out before hand whether or not MediaWiki is "greedy" with identifying namespaces.<br />
::::::Identifiers exist to make a distinction between a term's two or more separate connotations, such as the feat [[SRD:Psionic Fist (Feat)|Psionic Fist]] and the prestige class [[SRD:Psionic Fist (Prestige Class)|psionic fist]]. Category vs namespace I have a harder time pinning down when one should be used over the other. Should probably research it on Wikipedia or Wikimedia Meta-Wiki. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 21:28, 13 March 2008 (MDT)<br />
<br />
== Okay, where does this go? ==<br />
<br />
I know some, for want of a better word, articles are. They've been stated repeatedly to be open-game content by the writers, and encompass mechanics, flavor, rule tweaks, base classes, and PrCs. Where should they go, or do we make a section for articles like them? {{unsigned|Genowhirl}}<br />
:They probably go in [[DnD Other|Other]]. {{User:OptimizationFanatic/Signature}} 17:52, 12 May 2008 (MDT)<br />
<br />
==Search problems==<br />
The search function doesn't work. When I type in even the most basic word, it says that it cannot find any page related to it, and I've tried words as simple as "magic." [[User:Noname|Noname]] 21:32, 18 May 2008 (MDT)<br />
<br />
== Names? ==<br />
<br />
Should we make a link to help people think of names, such as names for towns, NPCs, etc.?<br />
It could be organized into towns, worlds, continents, and characters. The geographical places could be organized by climate and overall alignment, for example, an evil desert town. The character names could be done by race, class, and alignment.<br />
<br />
[[User:68.55.33.112|68.55.33.112]] 08:11, 15 June 2008 (MDT)<br />
<br />
== == Templates? == ==<br />
<br />
Where would I place a template? In the Races section? — [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 12:50, 17 August 2008 (MDT)</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=User_talk:Colona&diff=275733User talk:Colona2008-08-17T17:52:16Z<p>OptimizationFanatic: </p>
<hr />
<div>{{Messages of Interest|messages=<br />
{{MoI-Row<br />
|page=Talk:Gargantuan_Spiked_Bolas_(DnD_Optimized_Character_Build)<br />
|section=Build Doesn&#39;t Work.<br />
|notifier=OptimizationFanatic<br />
|date_time=22:31, 15 August 2008 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Adonai_(DnD_Deity)<br />
|section=<br />
|notifier=Sam Kay<br />
|date_time=12:36, 21 April 2008 (MDT)<br />
}}<br />
}}<br />
<br />
== Welcome to D&D Wiki! == <br />
<br />
;Welcome!<br />
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If you have any question about D&D Wiki, D&D, formatting on D&D Wiki, what day today is, or whatever, an admin will, many times, give the best answer. Please feel free to ask any admin any question ([http://www.dandwiki.com/wiki/index.php?title=User_talk:Green_Dragon&action=edit&section=new ask me a question!]).<br />
;Formatting<br />
Formatting on D&D Wiki (or any wiki for that matter) can be very difficult, and if you need help a good place to start is [http://en.wikipedia.org/wiki/Help:Editing Help:Editing] on Wikipedia (or even their [http://en.wikipedia.org/wiki/Wikipedia:Introduction Introduction] page). This will explain the basic wiki formatting and should provide quite a few useful links that explain more specific areas of wiki formatting. Again, if you have any questions about formatting on D&D Wiki please ask them as, I imagine, anybody will be more than happy to help you get them answered.<br />
;Community<br />
A strong and welcoming community exists on D&D Wiki, and I am sure you will find it rather nice. Most discussions take place on content talk pages, however please feel free to walk into [[Special:TheTavern|The Tavern]] (our local chat room) and talk to some fellow D&D Wikians. Anyway, on D&D Wiki, possibly since discussions are never deleted, people try to be nice. This means please follow Wikipedia's guidelines on [http://en.wikipedia.org/wiki/Wikipedia:Civility Civility] and [http://en.wikipedia.org/wiki/Wikipedia:Etiquette Etiquette] when discussing anything. And, if an argument does arise, please use Wikipedia's [http://en.wikipedia.org/wiki/Wikipedia:Dispute_resolution Dispute Resolution] to make sure everyone comes out happy. Also, on a pretty different note, to ensure people know who posted what, please sign your name after a post with four tildes (<nowiki>~~~~</nowiki>) or by clicking on the signature icon. [[Image:Signature_icon.png]] This will automatically produce your name and the date. Anyway, I hope you come to love the close-knit D&D Wiki community and welcome again, you are now a D&D Wikian. --[[User:Green Dragon|Green Dragon]] 23:12, 17 April 2008 (MDT)</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=User:OptimizationFanatic/Books&diff=272164User:OptimizationFanatic/Books2008-08-03T16:25:35Z<p>OptimizationFanatic: /* Core */</p>
<hr />
<div>= Books that I Own =<br />
<br />
== 3.5 Edition ==<br />
<br />
=== Core ===<br />
<br />
*Dungeon Master's Guide (I and II)<br />
*Player's Handbook (I and II)<br />
*Monster Manual (I, II, III and IV)<br />
<br />
=== Psionics ===<br />
*Expanded Psionics Handbook<br />
*Complete Psionic<br />
<br />
=== Complete Series ===<br />
*Complete Adventurer<br />
*Complete Scoundrel<br />
*Complete Arcane<br />
*Complete Mage<br />
*Complete Divine<br />
*Complete Champion<br />
*Complete Warrior<br />
*Complete Psionic<br />
<br />
=== Races Series ===<br />
*Races of Destiny<br />
*Races of Faerun<br />
*Races of Stone<br />
*Races of the Wild<br />
<br />
=== Creature Types ===<br />
*Libris Mortis - The Book of Undead<br />
*Draconomicron - The Book of Dragons<br />
<br />
=== Area Types ===<br />
*Sandstorm<br />
*Ghostwalk<br />
*Frostburn<br />
*Stormwrack<br />
<br />
=== Tome of Battle ===<br />
*Tome of Battle: Book of Nine Swords<br />
<br />
=== Compendiums ===<br />
*Spell Compendium<br />
*Rules Compendium<br />
*Magic Item Compendium<br />
<br />
=== Modules ===<br />
*Return to the Temple of Elemental Evil (adapted to 3.5)<br />
*Tomb of Horrors (adapted to 3.5)<br />
*White Plume Mountain (adapted to 3.5)<br />
<br />
=== Book of X Deeds ===<br />
*Book of Exalted Deeds<br />
*Book of Vile Deeds<br />
<br />
=== Settings ===<br />
==== Dragonlance ====<br />
*Dragons of Autumn<br />
*Holy Orders of the Stars<br />
*Knightly Orders of Ansalon<br />
*Towers of High Sorcery<br />
*War of the Lance<br />
*Dragonlance Campaign Setting<br />
<br />
==== Eberron ====<br />
*The Player's Guide to Eberron<br />
<br />
==== Forgotten Realms ====<br />
*Lost Empires of Faerun<br />
*Magic of Faerun<br />
*Races of Faerun<br />
<br />
==== Ptolus ====<br />
*Player's Guide to Ptolus<br />
<br />
=== Other ===<br />
*Drow of the Underdark<br />
*Unearthed Arcana<br />
*Stronghold Builder's Guide<br />
*Deities and Demigods<br />
<br />
== 4<sup>th</sup> Edition ==<br />
<br />
=== Core ===<br />
<br />
*Player's Handbook<br />
*Dungeon Master's Guide<br />
*Monster Manual I<br />
<br />
=== Modules ===<br />
*Keep on the Shadowfell<br />
**I will note that I haven't read through this yet.</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=UA:Spell_Points&diff=268624UA:Spell Points2008-07-21T01:47:39Z<p>OptimizationFanatic: </p>
<hr />
<div>{{OGL Top}}<br />
<br />
=Spell Points=<br />
<br />
{| id="tableSpellPointsperDay" class="d20"<br />
|+ Table: Spell Points per Day<br />
|-<br />
! Level<br />
! Bard<br />
! Cleric,<br />Druid,<br />Wizard<br />
! Paladin,<br />Ranger<br />
! Sorcerer<br />
|- class="odd"<br />
| align="center" | 1st<br />
| align="center" | 0<br />
| align="center" | 2<br />
| align="center" | 0<br />
| align="center" | 3<br />
|- class="even"<br />
| align="center" | 2nd<br />
| align="center" | 0<br />
| align="center" | 4<br />
| align="center" | 0<br />
| align="center" | 5<br />
|- class="odd"<br />
| align="center" | 3rd<br />
| align="center" | 1<br />
| align="center" | 7<br />
| align="center" | 0<br />
| align="center" | 8<br />
|- class="even"<br />
| align="center" | 4th<br />
| align="center" | 5<br />
| align="center" | 11<br />
| align="center" | 0<br />
| align="center" | 14<br />
|- class="odd"<br />
| align="center" | 5th<br />
| align="center" | 6<br />
| align="center" | 16<br />
| align="center" | 0<br />
| align="center" | 19<br />
|- class="even"<br />
| align="center" | 6th<br />
| align="center" | 9<br />
| align="center" | 24<br />
| align="center" | 1<br />
| align="center" | 29<br />
|- class="odd"<br />
| align="center" | 7th<br />
| align="center" | 14<br />
| align="center" | 33<br />
| align="center" | 1<br />
| align="center" | 37<br />
|- class="even"<br />
| align="center" | 8th<br />
| align="center" | 17<br />
| align="center" | 44<br />
| align="center" | 1<br />
| align="center" | 51<br />
|- class="odd"<br />
| align="center" | 9th<br />
| align="center" | 22<br />
| align="center" | 56<br />
| align="center" | 1<br />
| align="center" | 63<br />
|- class="even"<br />
| align="center" | 10th<br />
| align="center" | 29<br />
| align="center" | 72<br />
| align="center" | 4<br />
| align="center" | 81<br />
|- class="odd"<br />
| align="center" | 11th<br />
| align="center" | 34<br />
| align="center" | 88<br />
| align="center" | 4<br />
| align="center" | 97<br />
|- class="even"<br />
| align="center" | 12th<br />
| align="center" | 41<br />
| align="center" | 104<br />
| align="center" | 9<br />
| align="center" | 115<br />
|- class="odd"<br />
| align="center" | 13th<br />
| align="center" | 50<br />
| align="center" | 120<br />
| align="center" | 9<br />
| align="center" | 131<br />
|- class="even"<br />
| align="center" | 14th<br />
| align="center" | 57<br />
| align="center" | 136<br />
| align="center" | 10<br />
| align="center" | 149<br />
|- class="odd"<br />
| align="center" | 15th<br />
| align="center" | 67<br />
| align="center" | 152<br />
| align="center" | 17<br />
| align="center" | 165<br />
|- class="even"<br />
| align="center" | 16th<br />
| align="center" | 81<br />
| align="center" | 168<br />
| align="center" | 20<br />
| align="center" | 183<br />
|- class="odd"<br />
| align="center" | 17th<br />
| align="center" | 95<br />
| align="center" | 184<br />
| align="center" | 25<br />
| align="center" | 199<br />
|- class="even"<br />
| align="center" | 18th<br />
| align="center" | 113<br />
| align="center" | 200<br />
| align="center" | 26<br />
| align="center" | 217<br />
|- class="odd"<br />
| align="center" | 19th<br />
| align="center" | 133<br />
| align="center" | 216<br />
| align="center" | 41<br />
| align="center" | 233<br />
|- class="even"<br />
| align="center" | 20th<br />
| align="center" | 144<br />
| align="center" | 232<br />
| align="center" | 48<br />
| align="center" | 249<br />
|}<br />
<br />
The spell point system presented here allows casters to more freely pick and choose which spells they cast each day.<br />
<br />
Every spellcaster has a reserve of spell points based on class and level (see Table: Spell Points Per Day). Characters also gain bonus spell points from a high ability score (just as a normal spellcaster would gain bonus spells from a high ability score; see Bonus Spell Points and Bonus Spells, below). These spell points provide the magical power behind the caster’s spells: He spends a number of spell points appropriate to the spell’s level to cast the spell (see Casting Spells, below). Once spent, spell points are expended until the caster has sufficient time to rest and prepare new spells (see Preparing Spells, below).<br />
<br />
=====Metagame Analysis: Spell Points=====<br />
<br />
The spell point system dramatically expands the versatility of a spellcaster. Since he’s no longer tied to using a specific number of spell slots, he can much more easily adapt to situations. In effect, spell points make all classes work more like the sorcerer, and make the sorcerer (or bard) work even more like the sorcerer. In general, spellcasters become more powerful—though they aren’t capable of casting any spell they couldn’t cast before, they are now capable of casting more high-level spells per day and more of whichever spells they need. If a 15th-level cleric needs to cast heal a dozen times during an adventure, he can do that (though not much else).<br />
<br />
One balancing factor is the cost for casters to increase the damage dealt by their spells. This cost helps to maintain balance between spells of different level. If you didn’t have to pay more for a 9d6 lightning bolt than for a 5d6 lightning bolt (a 3rd-level spell costing 5 spell points), then the 9d6 lightning bolt would cost barely more than half as much as a 9d6 cone of cold (a 5th-level spell costing 9 spell points), even though both spells deal equal damage.<br />
<br />
If you use this variant, consider adding other game elements that influence (or are influenced by) spell points. These might include magic items that grant (or cost) spell points, feats that grant bonus spell points (or make certain spells cost fewer spell points to cast), special abilities that drain spell points from casters, and so forth.<br />
<br />
==Preparing Spells==<br />
<br />
With this variant, spellcasters still prepare spells as normal (assuming they normally prepare spells). In effect, casters who prepare spells are setting their list of “spells known” for the day. They need not prepare multiple copies of the same spell, since they can cast any combination of their prepared spells each day (up to the limit of their spell points).<br />
<br />
For example, a 4th-level human wizard has an Intelligence score of 16. When using the spell point system, he would prepare four 0-level spells, four 1st-level spells (three plus his bonus spell for high Int), and three 2nd-level spells (two plus his bonus spell for high Int). These spells make up his entire list of spells that he can cast during the day, though he can cast any combination of them, as long as he has sufficient spell points.<br />
<br />
====Bonus Spell Points and Bonus Spells====<br />
<br />
{| id="tableBonusSpellPoints" class="d20"<br />
|+ Table: Bonus Spell Points<br />
|-<br />
! rowspan="2" | Score<br />
! colspan="10" | Bonus Spell Points (by Maximum Spell Level)<br />
|-<br />
! 0<br />
! 1st<br />
! 2nd<br />
! 3rd<br />
! 4th<br />
! 5th<br />
! 6th<br />
! 7th<br />
! 8th<br />
! 9th<br />
|- class="odd"<br />
| align="center" | 12-13<br />
| align="center" | —<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
|- class="even"<br />
| align="center" | 14-15<br />
| align="center" | —<br />
| align="center" | 1<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
|- class="odd"<br />
| align="center" | 16-17<br />
| align="center" | —<br />
| align="center" | 1<br />
| align="center" | 4<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
|- class="even"<br />
| align="center" | 18-19<br />
| align="center" | —<br />
| align="center" | 1<br />
| align="center" | 4<br />
| align="center" | 9<br />
| align="center" | 16<br />
| align="center" | 16<br />
| align="center" | 16<br />
| align="center" | 16<br />
| align="center" | 16<br />
| align="center" | 16<br />
|- class="odd"<br />
| align="center" | 20-21<br />
| align="center" | —<br />
| align="center" | 2<br />
| align="center" | 5<br />
| align="center" | 10<br />
| align="center" | 17<br />
| align="center" | 26<br />
| align="center" | 26<br />
| align="center" | 26<br />
| align="center" | 26<br />
| align="center" | 26<br />
|- class="even"<br />
| align="center" | 22-23<br />
| align="center" | —<br />
| align="center" | 2<br />
| align="center" | 8<br />
| align="center" | 13<br />
| align="center" | 20<br />
| align="center" | 29<br />
| align="center" | 40<br />
| align="center" | 40<br />
| align="center" | 40<br />
| align="center" | 40<br />
|- class="odd"<br />
| align="center" | 24-25<br />
| align="center" | —<br />
| align="center" | 2<br />
| align="center" | 8<br />
| align="center" | 18<br />
| align="center" | 25<br />
| align="center" | 34<br />
| align="center" | 45<br />
| align="center" | 58<br />
| align="center" | 58<br />
| align="center" | 58<br />
|- class="even"<br />
| align="center" | 26-27<br />
| align="center" | —<br />
| align="center" | 2<br />
| align="center" | 8<br />
| align="center" | 18<br />
| align="center" | 32<br />
| align="center" | 41<br />
| align="center" | 52<br />
| align="center" | 65<br />
| align="center" | 80<br />
| align="center" | 80<br />
|- class="odd"<br />
| align="center" | 28-29<br />
| align="center" | —<br />
| align="center" | 3<br />
| align="center" | 9<br />
| align="center" | 19<br />
| align="center" | 33<br />
| align="center" | 51<br />
| align="center" | 62<br />
| align="center" | 75<br />
| align="center" | 90<br />
| align="center" | 107<br />
|- class="even"<br />
| align="center" | 30-31<br />
| align="center" | —<br />
| align="center" | 3<br />
| align="center" | 12<br />
| align="center" | 22<br />
| align="center" | 36<br />
| align="center" | 54<br />
| align="center" | 76<br />
| align="center" | 89<br />
| align="center" | 104<br />
| align="center" | 121<br />
|- class="odd"<br />
| align="center" | 32-33<br />
| align="center" | —<br />
| align="center" | 3<br />
| align="center" | 12<br />
| align="center" | 24<br />
| align="center" | 38<br />
| align="center" | 56<br />
| align="center" | 78<br />
| align="center" | 104<br />
| align="center" | 119<br />
| align="center" | 136<br />
|- class="even"<br />
| align="center" | 34-35<br />
| align="center" | —<br />
| align="center" | 3<br />
| align="center" | 12<br />
| align="center" | 27<br />
| align="center" | 48<br />
| align="center" | 66<br />
| align="center" | 88<br />
| align="center" | 114<br />
| align="center" | 144<br />
| align="center" | 161<br />
|- class="odd"<br />
| align="center" | 36-37<br />
| align="center" | —<br />
| align="center" | 4<br />
| align="center" | 13<br />
| align="center" | 28<br />
| align="center" | 49<br />
| align="center" | 76<br />
| align="center" | 98<br />
| align="center" | 124<br />
| align="center" | 154<br />
| align="center" | 188<br />
|- class="even"<br />
| align="center" | 38-39<br />
| align="center" | —<br />
| align="center" | 4<br />
| align="center" | 16<br />
| align="center" | 31<br />
| align="center" | 52<br />
| align="center" | 77<br />
| align="center" | 110<br />
| align="center" | 136<br />
| align="center" | 166<br />
| align="center" | 200<br />
|- class="odd"<br />
| align="center" | 40-41<br />
| align="center" | —<br />
| align="center" | 4<br />
| align="center" | 16<br />
| align="center" | 36<br />
| align="center" | 57<br />
| align="center" | 84<br />
| align="center" | 117<br />
| align="center" | 156<br />
| align="center" | 186<br />
| align="center" | 220<br />
|- class="even"<br />
| align="center" | 42-43<br />
| align="center" | —<br />
| align="center" | 4<br />
| align="center" | 16<br />
| align="center" | 36<br />
| align="center" | 64<br />
| align="center" | 91<br />
| align="center" | 124<br />
| align="center" | 163<br />
| align="center" | 208<br />
| align="center" | 242<br />
|- class="odd"<br />
| align="center" | 44-45<br />
| align="center" | —<br />
| align="center" | 5<br />
| align="center" | 17<br />
| align="center" | 37<br />
| align="center" | 65<br />
| align="center" | 101<br />
| align="center" | 134<br />
| align="center" | 173<br />
| align="center" | 218<br />
| align="center" | 269<br />
|- class="even"<br />
| align="center" | 46-47<br />
| align="center" | —<br />
| align="center" | 5<br />
| align="center" | 20<br />
| align="center" | 40<br />
| align="center" | 68<br />
| align="center" | 104<br />
| align="center" | 148<br />
| align="center" | 187<br />
| align="center" | 232<br />
| align="center" | 283<br />
|- class="odd"<br />
| align="center" | 48-49<br />
| align="center" | —<br />
| align="center" | 5<br />
| align="center" | 20<br />
| align="center" | 45<br />
| align="center" | 73<br />
| align="center" | 109<br />
| align="center" | 153<br />
| align="center" | 205<br />
| align="center" | 250<br />
| align="center" | 301<br />
|- class="even"<br />
| align="center" | 50-51<br />
| align="center" | —<br />
| align="center" | 5<br />
| align="center" | 20<br />
| align="center" | 45<br />
| align="center" | 80<br />
| align="center" | 116<br />
| align="center" | 160<br />
| align="center" | 212<br />
| align="center" | 272<br />
| align="center" | 323<br />
|- class="odd"<br />
| colspan="11" | and so on…<br />
|}<br />
<br />
Any spellcaster who would normally receive bonus spells for a high ability score receives bonus spell points instead. In effect, the character can simply cast more of his spells each day.<br />
<br />
To determine the number of bonus spell points gained from a high ability score, first find the row for the character’s ability score on Table: Bonus Spell Points. Use whichever ability score would normally award bonus spells for the character’s class (Wisdom for clerics and druids, Intelligence for wizards, and so forth).<br />
<br />
Next, find the column for the highest level of spell the character is capable of casting based on his class level (even if he doesn’t have a high enough ability score to cast spells of that level). At the point where the row and column intersect, you find the bonus spell points the character gains. This value can change each time his ability score undergoes a permanent change (such from an ability score increase due to character level or one from a wish spell) and each time his level changes.<br />
<br />
For example, a 4th-level human wizard has an Intelligence score of 16 and is capable of casting 2nd-level spells. The number on Table: Bonus Spell Points at the intersection of the 16-17 row and the 2nd column is 4, so the wizard has 4 extra spell points to spend each day (in addition to the 11 points he gets for being a 4th-level wizard). If the wizard’s Intelligence were increased to 20 because of a fox’s cunning spell or a headband of intellect +4, he wouldn’t gain any additional bonus spell points, since those effects produce temporary changes, not permanent changes. However, when he reaches 5th level, his bonus spell points would increase from 4 to 9 (since he is now capable of casting 3rd-level spells and thus uses that column), and his overall total would increase from 15 to 25.<br />
<br />
A character who would normally receive bonus spells from a class feature (such as from wizard specialization or access to a domain) can instead prepare extra spells of the appropriate levels, domains, and/or schools. The character doesn’t get any extra spell points (and thus can’t cast any more spells than normal), but the added flexibility of being able to use the bonus spell more than once per day makes up for that.<br />
<br />
For instance, a specialist wizard can prepare one extra spell from the chosen school of each spell level that he can cast. A cleric can prepare one domain spell (chosen from among his domain spells available) of each spell level that he can cast.<br />
<br />
For example, if the wizard were an evoker, he could prepare one additional spell per level, but that spell would have to be from the evocation school. Once it is prepared, he can use that spell just like any of his other spells, casting it as often as he has spell points.<br />
<br />
Another example: At 1st level, the cleric gains a bonus 1st-level spell, which must be selected from one of his two domains. Once it is prepared, he can use that domain spell just like any of his other spells, casting it as often as he has spell points.<br />
<br />
For class features that grant bonus spells of a nonfixed spell level (such as the dragon disciple’s bonus spells), the character instead gains a number of bonus spell points equal to twice the highest spell level he can cast, minus 1 (minimum 1 point) each time he gains a bonus spell. This is a fixed value—it doesn’t increase later as the character gains levels—though later rewards may be larger as appropriate to the character’s spellcasting ability.<br />
<br />
For example, a 4th-level fighter/4th-level sorcerer who gains a level of dragon disciple gets a bonus spell. Since the character is capable of casting 2nd-level spells, he receives 3 bonus spell points (2 × 2 = 4, 4 - 1 = 3).<br />
<br />
====Spontaneous Spellcasting====<br />
<br />
Characters who cast all their spells spontaneously—such as bards and sorcerers—don’t have to prepare spells. They can cast any spell they know by spending the requisite number of spell points.<br />
<br />
Characters with the ability to cast a limited number of spells spontaneously (such as druids, who can spontaneously cast a summon nature’s ally spell in place of another spell of the same level) are always treated as having those spells prepared, without spending any spell slots to do so. Thus, they can cast such spells any time they have sufficient spell points.<br />
<br />
Under this system, the Healing domain becomes a relatively poor choice for good-aligned clerics, since they gain less of a benefit for that domain. See [[UA:Spontaneous Divine Casters|Spontaneous Divine Casters]] for ways to solve that dilemma.<br />
<br />
====Regaining Spell Points====<br />
<br />
Spellcasters regain lost spell points whenever they could normally regain spells. Doing this requires the same amount of rest and preparation or concentration time as normal for the class. Without this period of rest and mental preparation, the caster’s mind isn’t ready to regain its power. Spell points are not divorced from the body; they are part of it. Using spell points is mentally tiring, and without the requisite period of rest, they do not regenerate. Any spell points spent within the last 8 hours count against a character’s daily limit and aren’t regained.<br />
<br />
==Casting Spells==<br />
<br />
{| id="tableSpellPointCosts" class="d20"<br />
|+ Table: Spell Point Costs<br />
! Spell Level<br />
! Spell Point Cost<br />
| colspan="2" |<br />
|- class="odd"<br />
| align="center" | 0<sup>1</sup><br />
|- class="even"<br />
| align="center" | 1st<br />
| align="center" | 1<br />
|- class="odd"<br />
| align="center" | 2nd<br />
| align="center" | 3<br />
|- class="even"<br />
| align="center" | 3rd<br />
| align="center" | 5<br />
|- class="odd"<br />
| align="center" | 4th<br />
| align="center" | 7<br />
|- class="even"<br />
| align="center" | 5th<br />
| align="center" | 9<br />
|- class="odd"<br />
| align="center" | 6th<br />
| align="center" | 11<br />
|- class="even"<br />
| align="center" | 7th<br />
| align="center" | 13<br />
|- class="odd"<br />
| align="center" | 8th<br />
| align="center" | 15<br />
|- class="even"<br />
| align="center" | 9th<br />
| align="center" | 17<br />
|-<br />
| class="foot" colspan="2" |<br />
# 0-level spells cost no spell points to cast. If a spellcaster is capable of casting 0-level spells, he can cast a number of 0-level spells each day equal to three + the number of spell points gained by that class at 1st level.<br />
|}<br />
<br />
Each spell costs a certain number of spell points to cast. The higher the level of the spell, the more points it costs. Table: Spell Point Costs describes each spell’s cost.<br />
<br />
Spellcasters use their full normal caster level for determining the effects of their spells in this system, with one significant exception. Spells that deal a number of dice of damage based on caster level (such as magic missile, searing light, or lightning bolt) deal damage as if cast by a character of the minimum level of the class capable of casting the spell. Spells whose damage is partially based on caster level, but that don’t deal a number of dice of damage based on caster level (such as produce flame or an inflict spell) use the spellcaster’s normal caster level to determine damage. Use the character’s normal caster level for all other effects, including range and duration.<br />
<br />
For example, a fireball deals a number of dice of damage based on the caster’s level, so when cast by a wizard using this system, it deals 5d6 points of damage (as if cast by a 5th-level wizard, which is the minimum level of wizard capable of casting fireball). A sorcerer who casts the same spell deals 6d6 points of damage, since the minimum level of sorcerer capable of casting fireball is 6th.<br />
<br />
A character can pay additional spell points to increase the dice of damage dealt by a spell. Every 1 extra spell point spent at the time of casting increases the spell’s effective caster level by 1 for purposes of dealing damage. A character can’t increase a damage-dealing spell’s caster level above his own caster level, or above the normal maximum allowed by the spell.<br />
<br />
For example, even at 7th level, the wizard’s lightning bolts deal only 5d6 points of damage (just like a 5th-level wizard) unless he spends extra spell points. If he spends 1 extra spell point (making the lightning bolt cost 6 points rather than 5), the spell deals 6d6 points of damage. A second extra spell point would increase the damage to 7d6 points, but he can’t spend more points than this, since his caster level is only 7th. Were he 10th level or higher, he could spend a maximum of 5 extra spell points on this spell, raising the damage up to 10d6, the maximum allowed for a lightning bolt spell.<br />
<br />
Similarly, his magic missile spell only shoots one missile unless he spends extra spell points. An extra 2 spell points increases the caster level from 1st to 3rd, granting his one additional missile. He can spend a maximum of 6 additional spell points in this manner, increasing his effective caster level to 7th for damage purposes and granting his a total of four missiles. If he were 9th level or higher, he could spend a maximum of 8 extra spell points, granting his five missiles (just like a 9th-level caster).<br />
<br />
==Metamagic And Spell Points==<br />
<br />
In the spell point system, a DM has two options for how to adjudicate metamagic effects. In either case, casters need not specially prepare metamagic versions of their spells—they can simply choose to apply the metamagic effect at the time of casting. Doing this does not increase the spell’s casting time.<br />
<br />
The first option is to apply an additional spell point cost to any spell cast with a metamagic feat. This option allows a character maximum flexibility in his choice of spellcasting. Effectively, the character must pay for the spell as if it were a higher-level spell, based on the adjustment from the metamagic feat. If the metamagic effect(s) would increase the spell’s effective level above what he is capable of casting, he can’t cast the spell in that way.<br />
<br />
For example, at 7th level the wizard is capable of casting 4th-level spells. He could empower a 2nd-level spell, or still a 3rd-level spell, or empower and still a 1st-level spell. He couldn’t empower a 3rd-level spell or still a 4th-level spell (since doing either of those things would raise either spell’s effective spell level to 5th).<br />
<br />
The spell’s caster level for purposes of damage-dealing effects (see above) doesn’t change, even if the metamagic effect increases the minimum caster level of that spell. For instance, a quickened fireball still deals damage as if cast by a 5th-level caster unless the caster chooses to pay additional spell points to increase the caster level.<br />
<br />
For example, if the wizard empowered his magic missile, it would cost his 5 spell points (as if it were a 3rd-level spell) but would shoot only one missile and deal (1d4+1 × 1.5) points of damage.<br />
<br />
If he spent an additional 6 spell points (for a total of 11), the caster level of the magic missile would increase to 7th, and the spell would shoot four missiles dealing a total of (4d4+4 × 1.5) points of damage.<br />
<br />
The second option is simpler but less flexible. In this option, each selection of a metamagic feat allows a character to apply the feat’s effects three times per day at no additional spell point cost. The normal limit for maximum spell level applies (a 7th-level wizard can’t empower any spell higher than 2nd level, for instance).<br />
<br />
You could even combine these options, allowing a spellcaster with a metamagic feat to use the feat three times per day for free, but any additional uses in the same day would cost extra spell points. Only choose this combination approach if you’re comfortable with characters throwing around a lot of metamagic spells.<br />
<br />
==Multiclass Spellcasters==<br />
<br />
A character with nonstacking spellcasting ability from multiple classes (such as a cleric/wizard) has a separate pool of spell points for each spellcasting class. Such characters may only spend spell points on spells granted by that class. Bonus spell points from a high ability score apply to each pool separately, even if the same ability score is tied to more than one spellcasting class. In the rare situations when a character has prepared or knows the same spell in two different slots (such as a druid/ranger preparing delay poison as both a 2nd-level druid spell and a 1st-level ranger spell), the character can cast the spell using either pool of spell points, but the spell is treated as being cast by a caster of the level of the class from which the spell points are drawn.<br />
<br />
For example, a 5th-level cleric/2nd-level bard has 15 spell points (plus bonus spell points for high Wisdom) for his cleric spells and 0 spell points (plus bonus spell points for high Charisma) for his bard spells. When he casts cure moderate wounds, the points for that spell must be drawn from his pool of cleric spell points. If he knows cure light wounds as a bard spell and has also prepared it as a cleric spell, he may cast it either as a cleric or as a bard. As a cleric spell, the spell is cast at 5th level and heals 1d8+5 points of damage; as a bard spell, it is cast at 2nd level and heals 1d8+2 points of damage.<br />
<br />
==Miscellaneous Issues==<br />
<br />
When a character would lose a spell slot (such as from gaining a negative level), he instead loses the number of spell points required to cast his highest-level spell.<br />
<br />
Spells that allow a character to recall or recast a spell don’t function in this system. (It doesn’t make any sense to have a spell that gives you more spell points, since you’re either paying more than you get, getting nothing, or getting more than you paid.) Items that function similarly can work, but differently— they restore a number of spell points required to cast a spell of that level. A pearl of power for 3rd-level spells, for instance, would restore 5 spell points to a character’s pool of available points when activated.<br />
<br />
==Spell Point Variant: Vitalizing==<br />
<br />
In the vitalizing system, spellcasters can potentially cast a great number of spells in a day, but every spell cast is a potential burden on the caster’s health and vitality. Reaching for and directing magical energy is a dangerous and taxing exercise, at least as difficult as heavy labor or prolonged exertion.<br />
<br />
This variant of the spell point system does not change the way a character prepares spells, casts spells, regains spell points, or any of the other rules from that system. However, the spellcaster’s pool of spell points represents a physical, not just mental, limit on his spellcasting power.<br />
<br />
When a spellcaster’s spell point pool falls to half of his maximum or less, he becomes fatigued.<br />
<br />
When his spell points drop to one-quarter of his maximum or less, he becomes exhausted.<br />
<br />
For example, at 1st level the cleric has 3 spell points (2 from his level, +1 bonus point for high Wisdom). He enters a fight by casting bless on his allies, spending 1 of his 3 spell points. Doing this has no ill effect on the cleric, since he still has more than half of his maximum spell points remaining. If, during the fight, he then casts divine favor, spending another spell point, he now becomes fatigued, since he has only one-third of his spell points remaining. After the fight, he spontaneously casts cure light wounds on Kroh, spending his last spell point. Not only has he exhausted his spells for the day, but he has exhausted his body as well.<br />
<br />
====Recovering Spell Points====<br />
<br />
In the vitalizing system, spellcasters must rest to recover their spell points and restore their physical well-being. A character’s spell point total is tied directly to his level of fatigue. If an exhausted character rests for 1 hour, he becomes fatigued—and his spell point total rises to one-third of his normal maximum (round fractions down). A second hour of rest increases the spellcaster’s spell point total to two-thirds of his maximum. It takes another 6 hours of rest to replenish the last one-third of his spell points and shake the physical effects of the spellcasting. Spells that remove fatigue and exhaustion (such as heal and restoration) leave the recipient with a spell point total equal to two-thirds of his normal maximum.<br />
<br />
As in the standard rules, a spellcaster must rest for a full 8 hours before preparing a fresh allotment of spells for the day. Even if an exhausted spellcaster regains his lost energy and spell points, he can’t change the spells he has prepared without 8 hours of rest.<br />
<br />
=====Mundane Fatigue=====<br />
<br />
If a spellcaster is subjected to some other effect that would make him fatigued or exhausted, he loses spell points accordingly. If he becomes fatigued, his spell point total drops to one-half his normal maximum (round down), and if he becomes exhausted, his spell point total drops to one-quarter his normal maximum.<br />
<br />
====Optional Vitalizing Variants====<br />
<br />
As a further variant of this system, all spellcasters gain bonus spell points based on their Constitution scores rather than the ability score that normally grants bonus spells. This variant reflects the idea that spellcasting power is tied to the caster’s physical health. It also essentially requires spellcasters to have two high ability scores, though most spellcasters are happy to have a high Constitution score anyway.<br />
<br />
A second optional variant would allow a spellcaster to exceed his normal pool of spell points, but at great personal risk. Doing so successfully requires a Concentration check (DC 20 + spell level). Each time a character casts a spell for which he does not have sufficient spell points and subsequently fails the Concentration check, he takes both lethal and nonlethal damage equal to the level of the spell cast. A desperate (or unwary) spellcaster can literally cast himself into unconsciousness in this manner.<br />
<br />
{{UA Magic Footer}}</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=UA:Spell_Points&diff=268623UA:Spell Points2008-07-21T01:46:57Z<p>OptimizationFanatic: /* Spell Points */</p>
<hr />
<div>{{OGL Top}}<br />
<br />
=Spell Points=<br />
<br />
=Spell Points=<br />
<br />
{| id="tableSpellPointsperDay" class="d20"<br />
|+ Table: Spell Points per Day<br />
|-<br />
! Level<br />
! Bard<br />
! Cleric,<br />Druid,<br />Wizard<br />
! Paladin,<br />Ranger<br />
! Sorcerer<br />
|- class="odd"<br />
| align="center" | 1st<br />
| align="center" | 0<br />
| align="center" | 2<br />
| align="center" | 0<br />
| align="center" | 3<br />
|- class="even"<br />
| align="center" | 2nd<br />
| align="center" | 0<br />
| align="center" | 4<br />
| align="center" | 0<br />
| align="center" | 5<br />
|- class="odd"<br />
| align="center" | 3rd<br />
| align="center" | 1<br />
| align="center" | 7<br />
| align="center" | 0<br />
| align="center" | 8<br />
|- class="even"<br />
| align="center" | 4th<br />
| align="center" | 5<br />
| align="center" | 11<br />
| align="center" | 0<br />
| align="center" | 14<br />
|- class="odd"<br />
| align="center" | 5th<br />
| align="center" | 6<br />
| align="center" | 16<br />
| align="center" | 0<br />
| align="center" | 19<br />
|- class="even"<br />
| align="center" | 6th<br />
| align="center" | 9<br />
| align="center" | 24<br />
| align="center" | 1<br />
| align="center" | 29<br />
|- class="odd"<br />
| align="center" | 7th<br />
| align="center" | 14<br />
| align="center" | 33<br />
| align="center" | 1<br />
| align="center" | 37<br />
|- class="even"<br />
| align="center" | 8th<br />
| align="center" | 17<br />
| align="center" | 44<br />
| align="center" | 1<br />
| align="center" | 51<br />
|- class="odd"<br />
| align="center" | 9th<br />
| align="center" | 22<br />
| align="center" | 56<br />
| align="center" | 1<br />
| align="center" | 63<br />
|- class="even"<br />
| align="center" | 10th<br />
| align="center" | 29<br />
| align="center" | 72<br />
| align="center" | 4<br />
| align="center" | 81<br />
|- class="odd"<br />
| align="center" | 11th<br />
| align="center" | 34<br />
| align="center" | 88<br />
| align="center" | 4<br />
| align="center" | 97<br />
|- class="even"<br />
| align="center" | 12th<br />
| align="center" | 41<br />
| align="center" | 104<br />
| align="center" | 9<br />
| align="center" | 115<br />
|- class="odd"<br />
| align="center" | 13th<br />
| align="center" | 50<br />
| align="center" | 120<br />
| align="center" | 9<br />
| align="center" | 131<br />
|- class="even"<br />
| align="center" | 14th<br />
| align="center" | 57<br />
| align="center" | 136<br />
| align="center" | 10<br />
| align="center" | 149<br />
|- class="odd"<br />
| align="center" | 15th<br />
| align="center" | 67<br />
| align="center" | 152<br />
| align="center" | 17<br />
| align="center" | 165<br />
|- class="even"<br />
| align="center" | 16th<br />
| align="center" | 81<br />
| align="center" | 168<br />
| align="center" | 20<br />
| align="center" | 183<br />
|- class="odd"<br />
| align="center" | 17th<br />
| align="center" | 95<br />
| align="center" | 184<br />
| align="center" | 25<br />
| align="center" | 199<br />
|- class="even"<br />
| align="center" | 18th<br />
| align="center" | 113<br />
| align="center" | 200<br />
| align="center" | 26<br />
| align="center" | 217<br />
|- class="odd"<br />
| align="center" | 19th<br />
| align="center" | 133<br />
| align="center" | 216<br />
| align="center" | 41<br />
| align="center" | 233<br />
|- class="even"<br />
| align="center" | 20th<br />
| align="center" | 144<br />
| align="center" | 232<br />
| align="center" | 48<br />
| align="center" | 249<br />
|}<br />
<br />
The spell point system presented here allows casters to more freely pick and choose which spells they cast each day.<br />
<br />
Every spellcaster has a reserve of spell points based on class and level (see Table: Spell Points Per Day). Characters also gain bonus spell points from a high ability score (just as a normal spellcaster would gain bonus spells from a high ability score; see Bonus Spell Points and Bonus Spells, below). These spell points provide the magical power behind the caster’s spells: He spends a number of spell points appropriate to the spell’s level to cast the spell (see Casting Spells, below). Once spent, spell points are expended until the caster has sufficient time to rest and prepare new spells (see Preparing Spells, below).<br />
<br />
=====Metagame Analysis: Spell Points=====<br />
<br />
The spell point system dramatically expands the versatility of a spellcaster. Since he’s no longer tied to using a specific number of spell slots, he can much more easily adapt to situations. In effect, spell points make all classes work more like the sorcerer, and make the sorcerer (or bard) work even more like the sorcerer. In general, spellcasters become more powerful—though they aren’t capable of casting any spell they couldn’t cast before, they are now capable of casting more high-level spells per day and more of whichever spells they need. If a 15th-level cleric needs to cast heal a dozen times during an adventure, he can do that (though not much else).<br />
<br />
One balancing factor is the cost for casters to increase the damage dealt by their spells. This cost helps to maintain balance between spells of different level. If you didn’t have to pay more for a 9d6 lightning bolt than for a 5d6 lightning bolt (a 3rd-level spell costing 5 spell points), then the 9d6 lightning bolt would cost barely more than half as much as a 9d6 cone of cold (a 5th-level spell costing 9 spell points), even though both spells deal equal damage.<br />
<br />
If you use this variant, consider adding other game elements that influence (or are influenced by) spell points. These might include magic items that grant (or cost) spell points, feats that grant bonus spell points (or make certain spells cost fewer spell points to cast), special abilities that drain spell points from casters, and so forth.<br />
<br />
==Preparing Spells==<br />
<br />
With this variant, spellcasters still prepare spells as normal (assuming they normally prepare spells). In effect, casters who prepare spells are setting their list of “spells known” for the day. They need not prepare multiple copies of the same spell, since they can cast any combination of their prepared spells each day (up to the limit of their spell points).<br />
<br />
For example, a 4th-level human wizard has an Intelligence score of 16. When using the spell point system, he would prepare four 0-level spells, four 1st-level spells (three plus his bonus spell for high Int), and three 2nd-level spells (two plus his bonus spell for high Int). These spells make up his entire list of spells that he can cast during the day, though he can cast any combination of them, as long as he has sufficient spell points.<br />
<br />
====Bonus Spell Points and Bonus Spells====<br />
<br />
{| id="tableBonusSpellPoints" class="d20"<br />
|+ Table: Bonus Spell Points<br />
|-<br />
! rowspan="2" | Score<br />
! colspan="10" | Bonus Spell Points (by Maximum Spell Level)<br />
|-<br />
! 0<br />
! 1st<br />
! 2nd<br />
! 3rd<br />
! 4th<br />
! 5th<br />
! 6th<br />
! 7th<br />
! 8th<br />
! 9th<br />
|- class="odd"<br />
| align="center" | 12-13<br />
| align="center" | —<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
|- class="even"<br />
| align="center" | 14-15<br />
| align="center" | —<br />
| align="center" | 1<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
|- class="odd"<br />
| align="center" | 16-17<br />
| align="center" | —<br />
| align="center" | 1<br />
| align="center" | 4<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
|- class="even"<br />
| align="center" | 18-19<br />
| align="center" | —<br />
| align="center" | 1<br />
| align="center" | 4<br />
| align="center" | 9<br />
| align="center" | 16<br />
| align="center" | 16<br />
| align="center" | 16<br />
| align="center" | 16<br />
| align="center" | 16<br />
| align="center" | 16<br />
|- class="odd"<br />
| align="center" | 20-21<br />
| align="center" | —<br />
| align="center" | 2<br />
| align="center" | 5<br />
| align="center" | 10<br />
| align="center" | 17<br />
| align="center" | 26<br />
| align="center" | 26<br />
| align="center" | 26<br />
| align="center" | 26<br />
| align="center" | 26<br />
|- class="even"<br />
| align="center" | 22-23<br />
| align="center" | —<br />
| align="center" | 2<br />
| align="center" | 8<br />
| align="center" | 13<br />
| align="center" | 20<br />
| align="center" | 29<br />
| align="center" | 40<br />
| align="center" | 40<br />
| align="center" | 40<br />
| align="center" | 40<br />
|- class="odd"<br />
| align="center" | 24-25<br />
| align="center" | —<br />
| align="center" | 2<br />
| align="center" | 8<br />
| align="center" | 18<br />
| align="center" | 25<br />
| align="center" | 34<br />
| align="center" | 45<br />
| align="center" | 58<br />
| align="center" | 58<br />
| align="center" | 58<br />
|- class="even"<br />
| align="center" | 26-27<br />
| align="center" | —<br />
| align="center" | 2<br />
| align="center" | 8<br />
| align="center" | 18<br />
| align="center" | 32<br />
| align="center" | 41<br />
| align="center" | 52<br />
| align="center" | 65<br />
| align="center" | 80<br />
| align="center" | 80<br />
|- class="odd"<br />
| align="center" | 28-29<br />
| align="center" | —<br />
| align="center" | 3<br />
| align="center" | 9<br />
| align="center" | 19<br />
| align="center" | 33<br />
| align="center" | 51<br />
| align="center" | 62<br />
| align="center" | 75<br />
| align="center" | 90<br />
| align="center" | 107<br />
|- class="even"<br />
| align="center" | 30-31<br />
| align="center" | —<br />
| align="center" | 3<br />
| align="center" | 12<br />
| align="center" | 22<br />
| align="center" | 36<br />
| align="center" | 54<br />
| align="center" | 76<br />
| align="center" | 89<br />
| align="center" | 104<br />
| align="center" | 121<br />
|- class="odd"<br />
| align="center" | 32-33<br />
| align="center" | —<br />
| align="center" | 3<br />
| align="center" | 12<br />
| align="center" | 24<br />
| align="center" | 38<br />
| align="center" | 56<br />
| align="center" | 78<br />
| align="center" | 104<br />
| align="center" | 119<br />
| align="center" | 136<br />
|- class="even"<br />
| align="center" | 34-35<br />
| align="center" | —<br />
| align="center" | 3<br />
| align="center" | 12<br />
| align="center" | 27<br />
| align="center" | 48<br />
| align="center" | 66<br />
| align="center" | 88<br />
| align="center" | 114<br />
| align="center" | 144<br />
| align="center" | 161<br />
|- class="odd"<br />
| align="center" | 36-37<br />
| align="center" | —<br />
| align="center" | 4<br />
| align="center" | 13<br />
| align="center" | 28<br />
| align="center" | 49<br />
| align="center" | 76<br />
| align="center" | 98<br />
| align="center" | 124<br />
| align="center" | 154<br />
| align="center" | 188<br />
|- class="even"<br />
| align="center" | 38-39<br />
| align="center" | —<br />
| align="center" | 4<br />
| align="center" | 16<br />
| align="center" | 31<br />
| align="center" | 52<br />
| align="center" | 77<br />
| align="center" | 110<br />
| align="center" | 136<br />
| align="center" | 166<br />
| align="center" | 200<br />
|- class="odd"<br />
| align="center" | 40-41<br />
| align="center" | —<br />
| align="center" | 4<br />
| align="center" | 16<br />
| align="center" | 36<br />
| align="center" | 57<br />
| align="center" | 84<br />
| align="center" | 117<br />
| align="center" | 156<br />
| align="center" | 186<br />
| align="center" | 220<br />
|- class="even"<br />
| align="center" | 42-43<br />
| align="center" | —<br />
| align="center" | 4<br />
| align="center" | 16<br />
| align="center" | 36<br />
| align="center" | 64<br />
| align="center" | 91<br />
| align="center" | 124<br />
| align="center" | 163<br />
| align="center" | 208<br />
| align="center" | 242<br />
|- class="odd"<br />
| align="center" | 44-45<br />
| align="center" | —<br />
| align="center" | 5<br />
| align="center" | 17<br />
| align="center" | 37<br />
| align="center" | 65<br />
| align="center" | 101<br />
| align="center" | 134<br />
| align="center" | 173<br />
| align="center" | 218<br />
| align="center" | 269<br />
|- class="even"<br />
| align="center" | 46-47<br />
| align="center" | —<br />
| align="center" | 5<br />
| align="center" | 20<br />
| align="center" | 40<br />
| align="center" | 68<br />
| align="center" | 104<br />
| align="center" | 148<br />
| align="center" | 187<br />
| align="center" | 232<br />
| align="center" | 283<br />
|- class="odd"<br />
| align="center" | 48-49<br />
| align="center" | —<br />
| align="center" | 5<br />
| align="center" | 20<br />
| align="center" | 45<br />
| align="center" | 73<br />
| align="center" | 109<br />
| align="center" | 153<br />
| align="center" | 205<br />
| align="center" | 250<br />
| align="center" | 301<br />
|- class="even"<br />
| align="center" | 50-51<br />
| align="center" | —<br />
| align="center" | 5<br />
| align="center" | 20<br />
| align="center" | 45<br />
| align="center" | 80<br />
| align="center" | 116<br />
| align="center" | 160<br />
| align="center" | 212<br />
| align="center" | 272<br />
| align="center" | 323<br />
|- class="odd"<br />
| colspan="11" | and so on…<br />
|}<br />
<br />
Any spellcaster who would normally receive bonus spells for a high ability score receives bonus spell points instead. In effect, the character can simply cast more of his spells each day.<br />
<br />
To determine the number of bonus spell points gained from a high ability score, first find the row for the character’s ability score on Table: Bonus Spell Points. Use whichever ability score would normally award bonus spells for the character’s class (Wisdom for clerics and druids, Intelligence for wizards, and so forth).<br />
<br />
Next, find the column for the highest level of spell the character is capable of casting based on his class level (even if he doesn’t have a high enough ability score to cast spells of that level). At the point where the row and column intersect, you find the bonus spell points the character gains. This value can change each time his ability score undergoes a permanent change (such from an ability score increase due to character level or one from a wish spell) and each time his level changes.<br />
<br />
For example, a 4th-level human wizard has an Intelligence score of 16 and is capable of casting 2nd-level spells. The number on Table: Bonus Spell Points at the intersection of the 16-17 row and the 2nd column is 4, so the wizard has 4 extra spell points to spend each day (in addition to the 11 points he gets for being a 4th-level wizard). If the wizard’s Intelligence were increased to 20 because of a fox’s cunning spell or a headband of intellect +4, he wouldn’t gain any additional bonus spell points, since those effects produce temporary changes, not permanent changes. However, when he reaches 5th level, his bonus spell points would increase from 4 to 9 (since he is now capable of casting 3rd-level spells and thus uses that column), and his overall total would increase from 15 to 25.<br />
<br />
A character who would normally receive bonus spells from a class feature (such as from wizard specialization or access to a domain) can instead prepare extra spells of the appropriate levels, domains, and/or schools. The character doesn’t get any extra spell points (and thus can’t cast any more spells than normal), but the added flexibility of being able to use the bonus spell more than once per day makes up for that.<br />
<br />
For instance, a specialist wizard can prepare one extra spell from the chosen school of each spell level that he can cast. A cleric can prepare one domain spell (chosen from among his domain spells available) of each spell level that he can cast.<br />
<br />
For example, if the wizard were an evoker, he could prepare one additional spell per level, but that spell would have to be from the evocation school. Once it is prepared, he can use that spell just like any of his other spells, casting it as often as he has spell points.<br />
<br />
Another example: At 1st level, the cleric gains a bonus 1st-level spell, which must be selected from one of his two domains. Once it is prepared, he can use that domain spell just like any of his other spells, casting it as often as he has spell points.<br />
<br />
For class features that grant bonus spells of a nonfixed spell level (such as the dragon disciple’s bonus spells), the character instead gains a number of bonus spell points equal to twice the highest spell level he can cast, minus 1 (minimum 1 point) each time he gains a bonus spell. This is a fixed value—it doesn’t increase later as the character gains levels—though later rewards may be larger as appropriate to the character’s spellcasting ability.<br />
<br />
For example, a 4th-level fighter/4th-level sorcerer who gains a level of dragon disciple gets a bonus spell. Since the character is capable of casting 2nd-level spells, he receives 3 bonus spell points (2 × 2 = 4, 4 - 1 = 3).<br />
<br />
====Spontaneous Spellcasting====<br />
<br />
Characters who cast all their spells spontaneously—such as bards and sorcerers—don’t have to prepare spells. They can cast any spell they know by spending the requisite number of spell points.<br />
<br />
Characters with the ability to cast a limited number of spells spontaneously (such as druids, who can spontaneously cast a summon nature’s ally spell in place of another spell of the same level) are always treated as having those spells prepared, without spending any spell slots to do so. Thus, they can cast such spells any time they have sufficient spell points.<br />
<br />
Under this system, the Healing domain becomes a relatively poor choice for good-aligned clerics, since they gain less of a benefit for that domain. See [[UA:Spontaneous Divine Casters|Spontaneous Divine Casters]] for ways to solve that dilemma.<br />
<br />
====Regaining Spell Points====<br />
<br />
Spellcasters regain lost spell points whenever they could normally regain spells. Doing this requires the same amount of rest and preparation or concentration time as normal for the class. Without this period of rest and mental preparation, the caster’s mind isn’t ready to regain its power. Spell points are not divorced from the body; they are part of it. Using spell points is mentally tiring, and without the requisite period of rest, they do not regenerate. Any spell points spent within the last 8 hours count against a character’s daily limit and aren’t regained.<br />
<br />
==Casting Spells==<br />
<br />
{| id="tableSpellPointCosts" class="d20"<br />
|+ Table: Spell Point Costs<br />
! Spell Level<br />
! Spell Point Cost<br />
| colspan="2" |<br />
|- class="odd"<br />
| align="center" | 0<sup>1</sup><br />
|- class="even"<br />
| align="center" | 1st<br />
| align="center" | 1<br />
|- class="odd"<br />
| align="center" | 2nd<br />
| align="center" | 3<br />
|- class="even"<br />
| align="center" | 3rd<br />
| align="center" | 5<br />
|- class="odd"<br />
| align="center" | 4th<br />
| align="center" | 7<br />
|- class="even"<br />
| align="center" | 5th<br />
| align="center" | 9<br />
|- class="odd"<br />
| align="center" | 6th<br />
| align="center" | 11<br />
|- class="even"<br />
| align="center" | 7th<br />
| align="center" | 13<br />
|- class="odd"<br />
| align="center" | 8th<br />
| align="center" | 15<br />
|- class="even"<br />
| align="center" | 9th<br />
| align="center" | 17<br />
|-<br />
| class="foot" colspan="2" |<br />
# 0-level spells cost no spell points to cast. If a spellcaster is capable of casting 0-level spells, he can cast a number of 0-level spells each day equal to three + the number of spell points gained by that class at 1st level.<br />
|}<br />
<br />
Each spell costs a certain number of spell points to cast. The higher the level of the spell, the more points it costs. Table: Spell Point Costs describes each spell’s cost.<br />
<br />
Spellcasters use their full normal caster level for determining the effects of their spells in this system, with one significant exception. Spells that deal a number of dice of damage based on caster level (such as magic missile, searing light, or lightning bolt) deal damage as if cast by a character of the minimum level of the class capable of casting the spell. Spells whose damage is partially based on caster level, but that don’t deal a number of dice of damage based on caster level (such as produce flame or an inflict spell) use the spellcaster’s normal caster level to determine damage. Use the character’s normal caster level for all other effects, including range and duration.<br />
<br />
For example, a fireball deals a number of dice of damage based on the caster’s level, so when cast by a wizard using this system, it deals 5d6 points of damage (as if cast by a 5th-level wizard, which is the minimum level of wizard capable of casting fireball). A sorcerer who casts the same spell deals 6d6 points of damage, since the minimum level of sorcerer capable of casting fireball is 6th.<br />
<br />
A character can pay additional spell points to increase the dice of damage dealt by a spell. Every 1 extra spell point spent at the time of casting increases the spell’s effective caster level by 1 for purposes of dealing damage. A character can’t increase a damage-dealing spell’s caster level above his own caster level, or above the normal maximum allowed by the spell.<br />
<br />
For example, even at 7th level, the wizard’s lightning bolts deal only 5d6 points of damage (just like a 5th-level wizard) unless he spends extra spell points. If he spends 1 extra spell point (making the lightning bolt cost 6 points rather than 5), the spell deals 6d6 points of damage. A second extra spell point would increase the damage to 7d6 points, but he can’t spend more points than this, since his caster level is only 7th. Were he 10th level or higher, he could spend a maximum of 5 extra spell points on this spell, raising the damage up to 10d6, the maximum allowed for a lightning bolt spell.<br />
<br />
Similarly, his magic missile spell only shoots one missile unless he spends extra spell points. An extra 2 spell points increases the caster level from 1st to 3rd, granting his one additional missile. He can spend a maximum of 6 additional spell points in this manner, increasing his effective caster level to 7th for damage purposes and granting his a total of four missiles. If he were 9th level or higher, he could spend a maximum of 8 extra spell points, granting his five missiles (just like a 9th-level caster).<br />
<br />
==Metamagic And Spell Points==<br />
<br />
In the spell point system, a GM has two options for how to adjudicate metamagic effects. In either case, casters need not specially prepare metamagic versions of their spells—they can simply choose to apply the metamagic effect at the time of casting. Doing this does not increase the spell’s casting time.<br />
<br />
The first option is to apply an additional spell point cost to any spell cast with a metamagic feat. This option allows a character maximum flexibility in his choice of spellcasting. Effectively, the character must pay for the spell as if it were a higher-level spell, based on the adjustment from the metamagic feat. If the metamagic effect(s) would increase the spell’s effective level above what he is capable of casting, he can’t cast the spell in that way.<br />
<br />
For example, at 7th level the wizard is capable of casting 4th-level spells. He could empower a 2nd-level spell, or still a 3rd-level spell, or empower and still a 1st-level spell. He couldn’t empower a 3rd-level spell or still a 4th-level spell (since doing either of those things would raise either spell’s effective spell level to 5th).<br />
<br />
The spell’s caster level for purposes of damage-dealing effects (see above) doesn’t change, even if the metamagic effect increases the minimum caster level of that spell. For instance, a quickened fireball still deals damage as if cast by a 5th-level caster unless the caster chooses to pay additional spell points to increase the caster level.<br />
<br />
For example, if the wizard empowered his magic missile, it would cost his 5 spell points (as if it were a 3rd-level spell) but would shoot only one missile and deal (1d4+1 × 1.5) points of damage.<br />
<br />
If he spent an additional 6 spell points (for a total of 11), the caster level of the magic missile would increase to 7th, and the spell would shoot four missiles dealing a total of (4d4+4 × 1.5) points of damage.<br />
<br />
The second option is simpler but less flexible. In this option, each selection of a metamagic feat allows a character to apply the feat’s effects three times per day at no additional spell point cost. The normal limit for maximum spell level applies (a 7th-level wizard can’t empower any spell higher than 2nd level, for instance).<br />
<br />
You could even combine these options, allowing a spellcaster with a metamagic feat to use the feat three times per day for free, but any additional uses in the same day would cost extra spell points. Only choose this combination approach if you’re comfortable with characters throwing around a lot of metamagic spells.<br />
<br />
==Multiclass Spellcasters==<br />
<br />
A character with nonstacking spellcasting ability from multiple classes (such as a cleric/wizard) has a separate pool of spell points for each spellcasting class. Such characters may only spend spell points on spells granted by that class. Bonus spell points from a high ability score apply to each pool separately, even if the same ability score is tied to more than one spellcasting class. In the rare situations when a character has prepared or knows the same spell in two different slots (such as a druid/ranger preparing delay poison as both a 2nd-level druid spell and a 1st-level ranger spell), the character can cast the spell using either pool of spell points, but the spell is treated as being cast by a caster of the level of the class from which the spell points are drawn.<br />
<br />
For example, a 5th-level cleric/2nd-level bard has 15 spell points (plus bonus spell points for high Wisdom) for his cleric spells and 0 spell points (plus bonus spell points for high Charisma) for his bard spells. When he casts cure moderate wounds, the points for that spell must be drawn from his pool of cleric spell points. If he knows cure light wounds as a bard spell and has also prepared it as a cleric spell, he may cast it either as a cleric or as a bard. As a cleric spell, the spell is cast at 5th level and heals 1d8+5 points of damage; as a bard spell, it is cast at 2nd level and heals 1d8+2 points of damage.<br />
<br />
==Miscellaneous Issues==<br />
<br />
When a character would lose a spell slot (such as from gaining a negative level), he instead loses the number of spell points required to cast his highest-level spell.<br />
<br />
Spells that allow a character to recall or recast a spell don’t function in this system. (It doesn’t make any sense to have a spell that gives you more spell points, since you’re either paying more than you get, getting nothing, or getting more than you paid.) Items that function similarly can work, but differently— they restore a number of spell points required to cast a spell of that level. A pearl of power for 3rd-level spells, for instance, would restore 5 spell points to a character’s pool of available points when activated.<br />
<br />
==Spell Point Variant: Vitalizing==<br />
<br />
In the vitalizing system, spellcasters can potentially cast a great number of spells in a day, but every spell cast is a potential burden on the caster’s health and vitality. Reaching for and directing magical energy is a dangerous and taxing exercise, at least as difficult as heavy labor or prolonged exertion.<br />
<br />
This variant of the spell point system does not change the way a character prepares spells, casts spells, regains spell points, or any of the other rules from that system. However, the spellcaster’s pool of spell points represents a physical, not just mental, limit on his spellcasting power.<br />
<br />
When a spellcaster’s spell point pool falls to half of his maximum or less, he becomes fatigued.<br />
<br />
When his spell points drop to one-quarter of his maximum or less, he becomes exhausted.<br />
<br />
For example, at 1st level the cleric has 3 spell points (2 from his level, +1 bonus point for high Wisdom). He enters a fight by casting bless on his allies, spending 1 of his 3 spell points. Doing this has no ill effect on the cleric, since he still has more than half of his maximum spell points remaining. If, during the fight, he then casts divine favor, spending another spell point, he now becomes fatigued, since he has only one-third of his spell points remaining. After the fight, he spontaneously casts cure light wounds on Kroh, spending his last spell point. Not only has he exhausted his spells for the day, but he has exhausted his body as well.<br />
<br />
====Recovering Spell Points====<br />
<br />
In the vitalizing system, spellcasters must rest to recover their spell points and restore their physical well-being. A character’s spell point total is tied directly to his level of fatigue. If an exhausted character rests for 1 hour, he becomes fatigued—and his spell point total rises to one-third of his normal maximum (round fractions down). A second hour of rest increases the spellcaster’s spell point total to two-thirds of his maximum. It takes another 6 hours of rest to replenish the last one-third of his spell points and shake the physical effects of the spellcasting. Spells that remove fatigue and exhaustion (such as heal and restoration) leave the recipient with a spell point total equal to two-thirds of his normal maximum.<br />
<br />
As in the standard rules, a spellcaster must rest for a full 8 hours before preparing a fresh allotment of spells for the day. Even if an exhausted spellcaster regains his lost energy and spell points, he can’t change the spells he has prepared without 8 hours of rest.<br />
<br />
=====Mundane Fatigue=====<br />
<br />
If a spellcaster is subjected to some other effect that would make him fatigued or exhausted, he loses spell points accordingly. If he becomes fatigued, his spell point total drops to one-half his normal maximum (round down), and if he becomes exhausted, his spell point total drops to one-quarter his normal maximum.<br />
<br />
====Optional Vitalizing Variants====<br />
<br />
As a further variant of this system, all spellcasters gain bonus spell points based on their Constitution scores rather than the ability score that normally grants bonus spells. This variant reflects the idea that spellcasting power is tied to the caster’s physical health. It also essentially requires spellcasters to have two high ability scores, though most spellcasters are happy to have a high Constitution score anyway.<br />
<br />
A second optional variant would allow a spellcaster to exceed his normal pool of spell points, but at great personal risk. Doing so successfully requires a Concentration check (DC 20 + spell level). Each time a character casts a spell for which he does not have sufficient spell points and subsequently fails the Concentration check, he takes both lethal and nonlethal damage equal to the level of the spell cast. A desperate (or unwary) spellcaster can literally cast himself into unconsciousness in this manner.<br />
<br />
{{UA Magic Footer}}</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=UA:Spell_Points&diff=268622UA:Spell Points2008-07-21T01:42:49Z<p>OptimizationFanatic: /* Spell Points */</p>
<hr />
<div>{{OGL Top}}<br />
<br />
=Spell Points=<br />
<br />
TABLE BEING WRITTEN.<br />
<br />
The spell point system presented here allows casters to more freely pick and choose which spells they cast each day.<br />
<br />
Every spellcaster has a reserve of spell points based on class and level (see Table: Spell Points Per Day). Characters also gain bonus spell points from a high ability score (just as a normal spellcaster would gain bonus spells from a high ability score; see Bonus Spell Points and Bonus Spells, below). These spell points provide the magical power behind the caster’s spells: He spends a number of spell points appropriate to the spell’s level to cast the spell (see Casting Spells, below). Once spent, spell points are expended until the caster has sufficient time to rest and prepare new spells (see Preparing Spells, below).<br />
<br />
=====Metagame Analysis: Spell Points=====<br />
<br />
The spell point system dramatically expands the versatility of a spellcaster. Since he’s no longer tied to using a specific number of spell slots, he can much more easily adapt to situations. In effect, spell points make all classes work more like the sorcerer, and make the sorcerer (or bard) work even more like the sorcerer. In general, spellcasters become more powerful—though they aren’t capable of casting any spell they couldn’t cast before, they are now capable of casting more high-level spells per day and more of whichever spells they need. If a 15th-level cleric needs to cast heal a dozen times during an adventure, he can do that (though not much else).<br />
<br />
One balancing factor is the cost for casters to increase the damage dealt by their spells. This cost helps to maintain balance between spells of different level. If you didn’t have to pay more for a 9d6 lightning bolt than for a 5d6 lightning bolt (a 3rd-level spell costing 5 spell points), then the 9d6 lightning bolt would cost barely more than half as much as a 9d6 cone of cold (a 5th-level spell costing 9 spell points), even though both spells deal equal damage.<br />
<br />
If you use this variant, consider adding other game elements that influence (or are influenced by) spell points. These might include magic items that grant (or cost) spell points, feats that grant bonus spell points (or make certain spells cost fewer spell points to cast), special abilities that drain spell points from casters, and so forth.<br />
<br />
==Preparing Spells==<br />
<br />
With this variant, spellcasters still prepare spells as normal (assuming they normally prepare spells). In effect, casters who prepare spells are setting their list of “spells known” for the day. They need not prepare multiple copies of the same spell, since they can cast any combination of their prepared spells each day (up to the limit of their spell points).<br />
<br />
For example, a 4th-level human wizard has an Intelligence score of 16. When using the spell point system, he would prepare four 0-level spells, four 1st-level spells (three plus his bonus spell for high Int), and three 2nd-level spells (two plus his bonus spell for high Int). These spells make up his entire list of spells that he can cast during the day, though he can cast any combination of them, as long as he has sufficient spell points.<br />
<br />
====Bonus Spell Points and Bonus Spells====<br />
<br />
{| id="tableBonusSpellPoints" class="d20"<br />
|+ Table: Bonus Spell Points<br />
|-<br />
! rowspan="2" | Score<br />
! colspan="10" | Bonus Spell Points (by Maximum Spell Level)<br />
|-<br />
! 0<br />
! 1st<br />
! 2nd<br />
! 3rd<br />
! 4th<br />
! 5th<br />
! 6th<br />
! 7th<br />
! 8th<br />
! 9th<br />
|- class="odd"<br />
| align="center" | 12-13<br />
| align="center" | —<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
|- class="even"<br />
| align="center" | 14-15<br />
| align="center" | —<br />
| align="center" | 1<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
|- class="odd"<br />
| align="center" | 16-17<br />
| align="center" | —<br />
| align="center" | 1<br />
| align="center" | 4<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
|- class="even"<br />
| align="center" | 18-19<br />
| align="center" | —<br />
| align="center" | 1<br />
| align="center" | 4<br />
| align="center" | 9<br />
| align="center" | 16<br />
| align="center" | 16<br />
| align="center" | 16<br />
| align="center" | 16<br />
| align="center" | 16<br />
| align="center" | 16<br />
|- class="odd"<br />
| align="center" | 20-21<br />
| align="center" | —<br />
| align="center" | 2<br />
| align="center" | 5<br />
| align="center" | 10<br />
| align="center" | 17<br />
| align="center" | 26<br />
| align="center" | 26<br />
| align="center" | 26<br />
| align="center" | 26<br />
| align="center" | 26<br />
|- class="even"<br />
| align="center" | 22-23<br />
| align="center" | —<br />
| align="center" | 2<br />
| align="center" | 8<br />
| align="center" | 13<br />
| align="center" | 20<br />
| align="center" | 29<br />
| align="center" | 40<br />
| align="center" | 40<br />
| align="center" | 40<br />
| align="center" | 40<br />
|- class="odd"<br />
| align="center" | 24-25<br />
| align="center" | —<br />
| align="center" | 2<br />
| align="center" | 8<br />
| align="center" | 18<br />
| align="center" | 25<br />
| align="center" | 34<br />
| align="center" | 45<br />
| align="center" | 58<br />
| align="center" | 58<br />
| align="center" | 58<br />
|- class="even"<br />
| align="center" | 26-27<br />
| align="center" | —<br />
| align="center" | 2<br />
| align="center" | 8<br />
| align="center" | 18<br />
| align="center" | 32<br />
| align="center" | 41<br />
| align="center" | 52<br />
| align="center" | 65<br />
| align="center" | 80<br />
| align="center" | 80<br />
|- class="odd"<br />
| align="center" | 28-29<br />
| align="center" | —<br />
| align="center" | 3<br />
| align="center" | 9<br />
| align="center" | 19<br />
| align="center" | 33<br />
| align="center" | 51<br />
| align="center" | 62<br />
| align="center" | 75<br />
| align="center" | 90<br />
| align="center" | 107<br />
|- class="even"<br />
| align="center" | 30-31<br />
| align="center" | —<br />
| align="center" | 3<br />
| align="center" | 12<br />
| align="center" | 22<br />
| align="center" | 36<br />
| align="center" | 54<br />
| align="center" | 76<br />
| align="center" | 89<br />
| align="center" | 104<br />
| align="center" | 121<br />
|- class="odd"<br />
| align="center" | 32-33<br />
| align="center" | —<br />
| align="center" | 3<br />
| align="center" | 12<br />
| align="center" | 24<br />
| align="center" | 38<br />
| align="center" | 56<br />
| align="center" | 78<br />
| align="center" | 104<br />
| align="center" | 119<br />
| align="center" | 136<br />
|- class="even"<br />
| align="center" | 34-35<br />
| align="center" | —<br />
| align="center" | 3<br />
| align="center" | 12<br />
| align="center" | 27<br />
| align="center" | 48<br />
| align="center" | 66<br />
| align="center" | 88<br />
| align="center" | 114<br />
| align="center" | 144<br />
| align="center" | 161<br />
|- class="odd"<br />
| align="center" | 36-37<br />
| align="center" | —<br />
| align="center" | 4<br />
| align="center" | 13<br />
| align="center" | 28<br />
| align="center" | 49<br />
| align="center" | 76<br />
| align="center" | 98<br />
| align="center" | 124<br />
| align="center" | 154<br />
| align="center" | 188<br />
|- class="even"<br />
| align="center" | 38-39<br />
| align="center" | —<br />
| align="center" | 4<br />
| align="center" | 16<br />
| align="center" | 31<br />
| align="center" | 52<br />
| align="center" | 77<br />
| align="center" | 110<br />
| align="center" | 136<br />
| align="center" | 166<br />
| align="center" | 200<br />
|- class="odd"<br />
| align="center" | 40-41<br />
| align="center" | —<br />
| align="center" | 4<br />
| align="center" | 16<br />
| align="center" | 36<br />
| align="center" | 57<br />
| align="center" | 84<br />
| align="center" | 117<br />
| align="center" | 156<br />
| align="center" | 186<br />
| align="center" | 220<br />
|- class="even"<br />
| align="center" | 42-43<br />
| align="center" | —<br />
| align="center" | 4<br />
| align="center" | 16<br />
| align="center" | 36<br />
| align="center" | 64<br />
| align="center" | 91<br />
| align="center" | 124<br />
| align="center" | 163<br />
| align="center" | 208<br />
| align="center" | 242<br />
|- class="odd"<br />
| align="center" | 44-45<br />
| align="center" | —<br />
| align="center" | 5<br />
| align="center" | 17<br />
| align="center" | 37<br />
| align="center" | 65<br />
| align="center" | 101<br />
| align="center" | 134<br />
| align="center" | 173<br />
| align="center" | 218<br />
| align="center" | 269<br />
|- class="even"<br />
| align="center" | 46-47<br />
| align="center" | —<br />
| align="center" | 5<br />
| align="center" | 20<br />
| align="center" | 40<br />
| align="center" | 68<br />
| align="center" | 104<br />
| align="center" | 148<br />
| align="center" | 187<br />
| align="center" | 232<br />
| align="center" | 283<br />
|- class="odd"<br />
| align="center" | 48-49<br />
| align="center" | —<br />
| align="center" | 5<br />
| align="center" | 20<br />
| align="center" | 45<br />
| align="center" | 73<br />
| align="center" | 109<br />
| align="center" | 153<br />
| align="center" | 205<br />
| align="center" | 250<br />
| align="center" | 301<br />
|- class="even"<br />
| align="center" | 50-51<br />
| align="center" | —<br />
| align="center" | 5<br />
| align="center" | 20<br />
| align="center" | 45<br />
| align="center" | 80<br />
| align="center" | 116<br />
| align="center" | 160<br />
| align="center" | 212<br />
| align="center" | 272<br />
| align="center" | 323<br />
|- class="odd"<br />
| colspan="11" | and so on…<br />
|}<br />
<br />
Any spellcaster who would normally receive bonus spells for a high ability score receives bonus spell points instead. In effect, the character can simply cast more of his spells each day.<br />
<br />
To determine the number of bonus spell points gained from a high ability score, first find the row for the character’s ability score on Table: Bonus Spell Points. Use whichever ability score would normally award bonus spells for the character’s class (Wisdom for clerics and druids, Intelligence for wizards, and so forth).<br />
<br />
Next, find the column for the highest level of spell the character is capable of casting based on his class level (even if he doesn’t have a high enough ability score to cast spells of that level). At the point where the row and column intersect, you find the bonus spell points the character gains. This value can change each time his ability score undergoes a permanent change (such from an ability score increase due to character level or one from a wish spell) and each time his level changes.<br />
<br />
For example, a 4th-level human wizard has an Intelligence score of 16 and is capable of casting 2nd-level spells. The number on Table: Bonus Spell Points at the intersection of the 16-17 row and the 2nd column is 4, so the wizard has 4 extra spell points to spend each day (in addition to the 11 points he gets for being a 4th-level wizard). If the wizard’s Intelligence were increased to 20 because of a fox’s cunning spell or a headband of intellect +4, he wouldn’t gain any additional bonus spell points, since those effects produce temporary changes, not permanent changes. However, when he reaches 5th level, his bonus spell points would increase from 4 to 9 (since he is now capable of casting 3rd-level spells and thus uses that column), and his overall total would increase from 15 to 25.<br />
<br />
A character who would normally receive bonus spells from a class feature (such as from wizard specialization or access to a domain) can instead prepare extra spells of the appropriate levels, domains, and/or schools. The character doesn’t get any extra spell points (and thus can’t cast any more spells than normal), but the added flexibility of being able to use the bonus spell more than once per day makes up for that.<br />
<br />
For instance, a specialist wizard can prepare one extra spell from the chosen school of each spell level that he can cast. A cleric can prepare one domain spell (chosen from among his domain spells available) of each spell level that he can cast.<br />
<br />
For example, if the wizard were an evoker, he could prepare one additional spell per level, but that spell would have to be from the evocation school. Once it is prepared, he can use that spell just like any of his other spells, casting it as often as he has spell points.<br />
<br />
Another example: At 1st level, the cleric gains a bonus 1st-level spell, which must be selected from one of his two domains. Once it is prepared, he can use that domain spell just like any of his other spells, casting it as often as he has spell points.<br />
<br />
For class features that grant bonus spells of a nonfixed spell level (such as the dragon disciple’s bonus spells), the character instead gains a number of bonus spell points equal to twice the highest spell level he can cast, minus 1 (minimum 1 point) each time he gains a bonus spell. This is a fixed value—it doesn’t increase later as the character gains levels—though later rewards may be larger as appropriate to the character’s spellcasting ability.<br />
<br />
For example, a 4th-level fighter/4th-level sorcerer who gains a level of dragon disciple gets a bonus spell. Since the character is capable of casting 2nd-level spells, he receives 3 bonus spell points (2 × 2 = 4, 4 - 1 = 3).<br />
<br />
====Spontaneous Spellcasting====<br />
<br />
Characters who cast all their spells spontaneously—such as bards and sorcerers—don’t have to prepare spells. They can cast any spell they know by spending the requisite number of spell points.<br />
<br />
Characters with the ability to cast a limited number of spells spontaneously (such as druids, who can spontaneously cast a summon nature’s ally spell in place of another spell of the same level) are always treated as having those spells prepared, without spending any spell slots to do so. Thus, they can cast such spells any time they have sufficient spell points.<br />
<br />
Under this system, the Healing domain becomes a relatively poor choice for good-aligned clerics, since they gain less of a benefit for that domain. See [[UA:Spontaneous Divine Casters|Spontaneous Divine Casters]] for ways to solve that dilemma.<br />
<br />
====Regaining Spell Points====<br />
<br />
Spellcasters regain lost spell points whenever they could normally regain spells. Doing this requires the same amount of rest and preparation or concentration time as normal for the class. Without this period of rest and mental preparation, the caster’s mind isn’t ready to regain its power. Spell points are not divorced from the body; they are part of it. Using spell points is mentally tiring, and without the requisite period of rest, they do not regenerate. Any spell points spent within the last 8 hours count against a character’s daily limit and aren’t regained.<br />
<br />
==Casting Spells==<br />
<br />
{| id="tableSpellPointCosts" class="d20"<br />
|+ Table: Spell Point Costs<br />
! Spell Level<br />
! Spell Point Cost<br />
| colspan="2" |<br />
|- class="odd"<br />
| align="center" | 0<sup>1</sup><br />
|- class="even"<br />
| align="center" | 1st<br />
| align="center" | 1<br />
|- class="odd"<br />
| align="center" | 2nd<br />
| align="center" | 3<br />
|- class="even"<br />
| align="center" | 3rd<br />
| align="center" | 5<br />
|- class="odd"<br />
| align="center" | 4th<br />
| align="center" | 7<br />
|- class="even"<br />
| align="center" | 5th<br />
| align="center" | 9<br />
|- class="odd"<br />
| align="center" | 6th<br />
| align="center" | 11<br />
|- class="even"<br />
| align="center" | 7th<br />
| align="center" | 13<br />
|- class="odd"<br />
| align="center" | 8th<br />
| align="center" | 15<br />
|- class="even"<br />
| align="center" | 9th<br />
| align="center" | 17<br />
|-<br />
| class="foot" colspan="2" |<br />
# 0-level spells cost no spell points to cast. If a spellcaster is capable of casting 0-level spells, he can cast a number of 0-level spells each day equal to three + the number of spell points gained by that class at 1st level.<br />
|}<br />
<br />
Each spell costs a certain number of spell points to cast. The higher the level of the spell, the more points it costs. Table: Spell Point Costs describes each spell’s cost.<br />
<br />
Spellcasters use their full normal caster level for determining the effects of their spells in this system, with one significant exception. Spells that deal a number of dice of damage based on caster level (such as magic missile, searing light, or lightning bolt) deal damage as if cast by a character of the minimum level of the class capable of casting the spell. Spells whose damage is partially based on caster level, but that don’t deal a number of dice of damage based on caster level (such as produce flame or an inflict spell) use the spellcaster’s normal caster level to determine damage. Use the character’s normal caster level for all other effects, including range and duration.<br />
<br />
For example, a fireball deals a number of dice of damage based on the caster’s level, so when cast by a wizard using this system, it deals 5d6 points of damage (as if cast by a 5th-level wizard, which is the minimum level of wizard capable of casting fireball). A sorcerer who casts the same spell deals 6d6 points of damage, since the minimum level of sorcerer capable of casting fireball is 6th.<br />
<br />
A character can pay additional spell points to increase the dice of damage dealt by a spell. Every 1 extra spell point spent at the time of casting increases the spell’s effective caster level by 1 for purposes of dealing damage. A character can’t increase a damage-dealing spell’s caster level above his own caster level, or above the normal maximum allowed by the spell.<br />
<br />
For example, even at 7th level, the wizard’s lightning bolts deal only 5d6 points of damage (just like a 5th-level wizard) unless he spends extra spell points. If he spends 1 extra spell point (making the lightning bolt cost 6 points rather than 5), the spell deals 6d6 points of damage. A second extra spell point would increase the damage to 7d6 points, but he can’t spend more points than this, since his caster level is only 7th. Were he 10th level or higher, he could spend a maximum of 5 extra spell points on this spell, raising the damage up to 10d6, the maximum allowed for a lightning bolt spell.<br />
<br />
Similarly, his magic missile spell only shoots one missile unless he spends extra spell points. An extra 2 spell points increases the caster level from 1st to 3rd, granting his one additional missile. He can spend a maximum of 6 additional spell points in this manner, increasing his effective caster level to 7th for damage purposes and granting his a total of four missiles. If he were 9th level or higher, he could spend a maximum of 8 extra spell points, granting his five missiles (just like a 9th-level caster).<br />
<br />
==Metamagic And Spell Points==<br />
<br />
In the spell point system, a GM has two options for how to adjudicate metamagic effects. In either case, casters need not specially prepare metamagic versions of their spells—they can simply choose to apply the metamagic effect at the time of casting. Doing this does not increase the spell’s casting time.<br />
<br />
The first option is to apply an additional spell point cost to any spell cast with a metamagic feat. This option allows a character maximum flexibility in his choice of spellcasting. Effectively, the character must pay for the spell as if it were a higher-level spell, based on the adjustment from the metamagic feat. If the metamagic effect(s) would increase the spell’s effective level above what he is capable of casting, he can’t cast the spell in that way.<br />
<br />
For example, at 7th level the wizard is capable of casting 4th-level spells. He could empower a 2nd-level spell, or still a 3rd-level spell, or empower and still a 1st-level spell. He couldn’t empower a 3rd-level spell or still a 4th-level spell (since doing either of those things would raise either spell’s effective spell level to 5th).<br />
<br />
The spell’s caster level for purposes of damage-dealing effects (see above) doesn’t change, even if the metamagic effect increases the minimum caster level of that spell. For instance, a quickened fireball still deals damage as if cast by a 5th-level caster unless the caster chooses to pay additional spell points to increase the caster level.<br />
<br />
For example, if the wizard empowered his magic missile, it would cost his 5 spell points (as if it were a 3rd-level spell) but would shoot only one missile and deal (1d4+1 × 1.5) points of damage.<br />
<br />
If he spent an additional 6 spell points (for a total of 11), the caster level of the magic missile would increase to 7th, and the spell would shoot four missiles dealing a total of (4d4+4 × 1.5) points of damage.<br />
<br />
The second option is simpler but less flexible. In this option, each selection of a metamagic feat allows a character to apply the feat’s effects three times per day at no additional spell point cost. The normal limit for maximum spell level applies (a 7th-level wizard can’t empower any spell higher than 2nd level, for instance).<br />
<br />
You could even combine these options, allowing a spellcaster with a metamagic feat to use the feat three times per day for free, but any additional uses in the same day would cost extra spell points. Only choose this combination approach if you’re comfortable with characters throwing around a lot of metamagic spells.<br />
<br />
==Multiclass Spellcasters==<br />
<br />
A character with nonstacking spellcasting ability from multiple classes (such as a cleric/wizard) has a separate pool of spell points for each spellcasting class. Such characters may only spend spell points on spells granted by that class. Bonus spell points from a high ability score apply to each pool separately, even if the same ability score is tied to more than one spellcasting class. In the rare situations when a character has prepared or knows the same spell in two different slots (such as a druid/ranger preparing delay poison as both a 2nd-level druid spell and a 1st-level ranger spell), the character can cast the spell using either pool of spell points, but the spell is treated as being cast by a caster of the level of the class from which the spell points are drawn.<br />
<br />
For example, a 5th-level cleric/2nd-level bard has 15 spell points (plus bonus spell points for high Wisdom) for his cleric spells and 0 spell points (plus bonus spell points for high Charisma) for his bard spells. When he casts cure moderate wounds, the points for that spell must be drawn from his pool of cleric spell points. If he knows cure light wounds as a bard spell and has also prepared it as a cleric spell, he may cast it either as a cleric or as a bard. As a cleric spell, the spell is cast at 5th level and heals 1d8+5 points of damage; as a bard spell, it is cast at 2nd level and heals 1d8+2 points of damage.<br />
<br />
==Miscellaneous Issues==<br />
<br />
When a character would lose a spell slot (such as from gaining a negative level), he instead loses the number of spell points required to cast his highest-level spell.<br />
<br />
Spells that allow a character to recall or recast a spell don’t function in this system. (It doesn’t make any sense to have a spell that gives you more spell points, since you’re either paying more than you get, getting nothing, or getting more than you paid.) Items that function similarly can work, but differently— they restore a number of spell points required to cast a spell of that level. A pearl of power for 3rd-level spells, for instance, would restore 5 spell points to a character’s pool of available points when activated.<br />
<br />
==Spell Point Variant: Vitalizing==<br />
<br />
In the vitalizing system, spellcasters can potentially cast a great number of spells in a day, but every spell cast is a potential burden on the caster’s health and vitality. Reaching for and directing magical energy is a dangerous and taxing exercise, at least as difficult as heavy labor or prolonged exertion.<br />
<br />
This variant of the spell point system does not change the way a character prepares spells, casts spells, regains spell points, or any of the other rules from that system. However, the spellcaster’s pool of spell points represents a physical, not just mental, limit on his spellcasting power.<br />
<br />
When a spellcaster’s spell point pool falls to half of his maximum or less, he becomes fatigued.<br />
<br />
When his spell points drop to one-quarter of his maximum or less, he becomes exhausted.<br />
<br />
For example, at 1st level the cleric has 3 spell points (2 from his level, +1 bonus point for high Wisdom). He enters a fight by casting bless on his allies, spending 1 of his 3 spell points. Doing this has no ill effect on the cleric, since he still has more than half of his maximum spell points remaining. If, during the fight, he then casts divine favor, spending another spell point, he now becomes fatigued, since he has only one-third of his spell points remaining. After the fight, he spontaneously casts cure light wounds on Kroh, spending his last spell point. Not only has he exhausted his spells for the day, but he has exhausted his body as well.<br />
<br />
====Recovering Spell Points====<br />
<br />
In the vitalizing system, spellcasters must rest to recover their spell points and restore their physical well-being. A character’s spell point total is tied directly to his level of fatigue. If an exhausted character rests for 1 hour, he becomes fatigued—and his spell point total rises to one-third of his normal maximum (round fractions down). A second hour of rest increases the spellcaster’s spell point total to two-thirds of his maximum. It takes another 6 hours of rest to replenish the last one-third of his spell points and shake the physical effects of the spellcasting. Spells that remove fatigue and exhaustion (such as heal and restoration) leave the recipient with a spell point total equal to two-thirds of his normal maximum.<br />
<br />
As in the standard rules, a spellcaster must rest for a full 8 hours before preparing a fresh allotment of spells for the day. Even if an exhausted spellcaster regains his lost energy and spell points, he can’t change the spells he has prepared without 8 hours of rest.<br />
<br />
=====Mundane Fatigue=====<br />
<br />
If a spellcaster is subjected to some other effect that would make him fatigued or exhausted, he loses spell points accordingly. If he becomes fatigued, his spell point total drops to one-half his normal maximum (round down), and if he becomes exhausted, his spell point total drops to one-quarter his normal maximum.<br />
<br />
====Optional Vitalizing Variants====<br />
<br />
As a further variant of this system, all spellcasters gain bonus spell points based on their Constitution scores rather than the ability score that normally grants bonus spells. This variant reflects the idea that spellcasting power is tied to the caster’s physical health. It also essentially requires spellcasters to have two high ability scores, though most spellcasters are happy to have a high Constitution score anyway.<br />
<br />
A second optional variant would allow a spellcaster to exceed his normal pool of spell points, but at great personal risk. Doing so successfully requires a Concentration check (DC 20 + spell level). Each time a character casts a spell for which he does not have sufficient spell points and subsequently fails the Concentration check, he takes both lethal and nonlethal damage equal to the level of the spell cast. A desperate (or unwary) spellcaster can literally cast himself into unconsciousness in this manner.<br />
<br />
{{UA Magic Footer}}</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=UA:Spell_Points&diff=268620UA:Spell Points2008-07-21T01:39:57Z<p>OptimizationFanatic: /* Casting Spells */</p>
<hr />
<div>{{OGL Top}}<br />
<br />
=Spell Points=<br />
<br />
TABLE BEING WRITTEN.<br />
<br />
The spell point system presented here allows casters to more freely pick and choose which spells they cast each day.<br />
<br />
Every spellcaster has a reserve of spell points based on class and level (see Table: Spell Points Per Day). Characters also gain bonus spell points from a high ability score (just as a normal spellcaster would gain bonus spells from a high ability score; see Bonus Spell Points and Bonus Spells, below). These spell points provide the magical power behind the caster’s spells: He spends a number of spell points appropriate to the spell’s level to cast the spell (see Casting Spells, below). Once spent, spell points are expended until the caster has sufficient time to rest and prepare new spells (see Preparing Spells, below).<br />
<br />
=====Metagame Analysis: Spell Points=====<br />
<br />
The spell point system dramatically expands the versatility of a spellcaster. Since he’s no longer tied to using a specific number of spell slots, he can much more easily adapt to situations. In effect, spell points make all classes work more like the sorcerer, and make the sorcerer (or bard) work even more like the sorcerer. In general, spellcasters become more powerful—though they aren’t capable of casting any spell they couldn’t cast before, they are now capable of casting more high-level spells per day and more of whichever spells they need. If a 15th-level cleric needs to cast heal a dozen times during an adventure, he can do that (though not much else).<br />
<br />
One balancing factor is the cost for casters to increase the damage dealt by their spells. This cost helps to maintain balance between spells of different level. If you didn’t have to pay more for a 9d6 lightning bolt than for a 5d6 lightning bolt (a 3rd-level spell costing 5 spell points), then the 9d6 lightning bolt would cost barely more than half as much as a 9d6 cone of cold (a 5th-level spell costing 9 spell points), even though both spells deal equal damage.<br />
<br />
If you use this variant, consider adding other game elements that influence (or are influenced by) spell points. These might include magic items that grant (or cost) spell points, feats that grant bonus spell points (or make certain spells cost fewer spell points to cast), special abilities that drain spell points from casters, and so forth.<br />
<br />
==Preparing Spells==<br />
<br />
With this variant, spellcasters still prepare spells as normal (assuming they normally prepare spells). In effect, casters who prepare spells are setting their list of “spells known” for the day. They need not prepare multiple copies of the same spell, since they can cast any combination of their prepared spells each day (up to the limit of their spell points).<br />
<br />
For example, Boredflak the 4th-level wizard has an Intelligence score of 16. When using the spell point system, he would prepare four 0-level spells, four 1st-level spells (three plus his bonus spell for high Int), and three 2nd-level spells (two plus his bonus spell for high Int). These spells make up his entire list of spells that he can cast during the day, though he can cast any combination of them, as long as he has sufficient spell points.<br />
<br />
====Bonus Spell Points and Bonus Spells====<br />
<br />
{| id="tableBonusSpellPoints" class="d20"<br />
|+ Table: Bonus Spell Points<br />
|-<br />
! rowspan="2" | Score<br />
! colspan="10" | Bonus Spell Points (by Maximum Spell Level)<br />
|-<br />
! 0<br />
! 1st<br />
! 2nd<br />
! 3rd<br />
! 4th<br />
! 5th<br />
! 6th<br />
! 7th<br />
! 8th<br />
! 9th<br />
|- class="odd"<br />
| align="center" | 12-13<br />
| align="center" | —<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
|- class="even"<br />
| align="center" | 14-15<br />
| align="center" | —<br />
| align="center" | 1<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
|- class="odd"<br />
| align="center" | 16-17<br />
| align="center" | —<br />
| align="center" | 1<br />
| align="center" | 4<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
|- class="even"<br />
| align="center" | 18-19<br />
| align="center" | —<br />
| align="center" | 1<br />
| align="center" | 4<br />
| align="center" | 9<br />
| align="center" | 16<br />
| align="center" | 16<br />
| align="center" | 16<br />
| align="center" | 16<br />
| align="center" | 16<br />
| align="center" | 16<br />
|- class="odd"<br />
| align="center" | 20-21<br />
| align="center" | —<br />
| align="center" | 2<br />
| align="center" | 5<br />
| align="center" | 10<br />
| align="center" | 17<br />
| align="center" | 26<br />
| align="center" | 26<br />
| align="center" | 26<br />
| align="center" | 26<br />
| align="center" | 26<br />
|- class="even"<br />
| align="center" | 22-23<br />
| align="center" | —<br />
| align="center" | 2<br />
| align="center" | 8<br />
| align="center" | 13<br />
| align="center" | 20<br />
| align="center" | 29<br />
| align="center" | 40<br />
| align="center" | 40<br />
| align="center" | 40<br />
| align="center" | 40<br />
|- class="odd"<br />
| align="center" | 24-25<br />
| align="center" | —<br />
| align="center" | 2<br />
| align="center" | 8<br />
| align="center" | 18<br />
| align="center" | 25<br />
| align="center" | 34<br />
| align="center" | 45<br />
| align="center" | 58<br />
| align="center" | 58<br />
| align="center" | 58<br />
|- class="even"<br />
| align="center" | 26-27<br />
| align="center" | —<br />
| align="center" | 2<br />
| align="center" | 8<br />
| align="center" | 18<br />
| align="center" | 32<br />
| align="center" | 41<br />
| align="center" | 52<br />
| align="center" | 65<br />
| align="center" | 80<br />
| align="center" | 80<br />
|- class="odd"<br />
| align="center" | 28-29<br />
| align="center" | —<br />
| align="center" | 3<br />
| align="center" | 9<br />
| align="center" | 19<br />
| align="center" | 33<br />
| align="center" | 51<br />
| align="center" | 62<br />
| align="center" | 75<br />
| align="center" | 90<br />
| align="center" | 107<br />
|- class="even"<br />
| align="center" | 30-31<br />
| align="center" | —<br />
| align="center" | 3<br />
| align="center" | 12<br />
| align="center" | 22<br />
| align="center" | 36<br />
| align="center" | 54<br />
| align="center" | 76<br />
| align="center" | 89<br />
| align="center" | 104<br />
| align="center" | 121<br />
|- class="odd"<br />
| align="center" | 32-33<br />
| align="center" | —<br />
| align="center" | 3<br />
| align="center" | 12<br />
| align="center" | 24<br />
| align="center" | 38<br />
| align="center" | 56<br />
| align="center" | 78<br />
| align="center" | 104<br />
| align="center" | 119<br />
| align="center" | 136<br />
|- class="even"<br />
| align="center" | 34-35<br />
| align="center" | —<br />
| align="center" | 3<br />
| align="center" | 12<br />
| align="center" | 27<br />
| align="center" | 48<br />
| align="center" | 66<br />
| align="center" | 88<br />
| align="center" | 114<br />
| align="center" | 144<br />
| align="center" | 161<br />
|- class="odd"<br />
| align="center" | 36-37<br />
| align="center" | —<br />
| align="center" | 4<br />
| align="center" | 13<br />
| align="center" | 28<br />
| align="center" | 49<br />
| align="center" | 76<br />
| align="center" | 98<br />
| align="center" | 124<br />
| align="center" | 154<br />
| align="center" | 188<br />
|- class="even"<br />
| align="center" | 38-39<br />
| align="center" | —<br />
| align="center" | 4<br />
| align="center" | 16<br />
| align="center" | 31<br />
| align="center" | 52<br />
| align="center" | 77<br />
| align="center" | 110<br />
| align="center" | 136<br />
| align="center" | 166<br />
| align="center" | 200<br />
|- class="odd"<br />
| align="center" | 40-41<br />
| align="center" | —<br />
| align="center" | 4<br />
| align="center" | 16<br />
| align="center" | 36<br />
| align="center" | 57<br />
| align="center" | 84<br />
| align="center" | 117<br />
| align="center" | 156<br />
| align="center" | 186<br />
| align="center" | 220<br />
|- class="even"<br />
| align="center" | 42-43<br />
| align="center" | —<br />
| align="center" | 4<br />
| align="center" | 16<br />
| align="center" | 36<br />
| align="center" | 64<br />
| align="center" | 91<br />
| align="center" | 124<br />
| align="center" | 163<br />
| align="center" | 208<br />
| align="center" | 242<br />
|- class="odd"<br />
| align="center" | 44-45<br />
| align="center" | —<br />
| align="center" | 5<br />
| align="center" | 17<br />
| align="center" | 37<br />
| align="center" | 65<br />
| align="center" | 101<br />
| align="center" | 134<br />
| align="center" | 173<br />
| align="center" | 218<br />
| align="center" | 269<br />
|- class="even"<br />
| align="center" | 46-47<br />
| align="center" | —<br />
| align="center" | 5<br />
| align="center" | 20<br />
| align="center" | 40<br />
| align="center" | 68<br />
| align="center" | 104<br />
| align="center" | 148<br />
| align="center" | 187<br />
| align="center" | 232<br />
| align="center" | 283<br />
|- class="odd"<br />
| align="center" | 48-49<br />
| align="center" | —<br />
| align="center" | 5<br />
| align="center" | 20<br />
| align="center" | 45<br />
| align="center" | 73<br />
| align="center" | 109<br />
| align="center" | 153<br />
| align="center" | 205<br />
| align="center" | 250<br />
| align="center" | 301<br />
|- class="even"<br />
| align="center" | 50-51<br />
| align="center" | —<br />
| align="center" | 5<br />
| align="center" | 20<br />
| align="center" | 45<br />
| align="center" | 80<br />
| align="center" | 116<br />
| align="center" | 160<br />
| align="center" | 212<br />
| align="center" | 272<br />
| align="center" | 323<br />
|- class="odd"<br />
| colspan="11" | and so on…<br />
|}<br />
<br />
Any spellcaster who would normally receive bonus spells for a high ability score receives bonus spell points instead. In effect, the character can simply cast more of his spells each day.<br />
<br />
To determine the number of bonus spell points gained from a high ability score, first find the row for the character’s ability score on Table: Bonus Spell Points. Use whichever ability score would normally award bonus spells for the character’s class (Wisdom for clerics and druids, Intelligence for wizards, and so forth).<br />
<br />
Next, find the column for the highest level of spell the character is capable of casting based on his class level (even if he doesn’t have a high enough ability score to cast spells of that level). At the point where the row and column intersect, you find the bonus spell points the character gains. This value can change each time his ability score undergoes a permanent change (such from an ability score increase due to character level or one from a wish spell) and each time his level changes.<br />
<br />
For example, Boredflak the 4th-level wizard has an Intelligence score of 16 and is capable of casting 2nd-level spells. The number on Table: Bonus Spell Points at the intersection of the 16-17 row and the 2nd column is 4, so Boredflak has 4 extra spell points to spend each day (in addition to the 11 points he gets for being a 4th-level wizard). If Boredflak’s Intelligence were increased to 20 because of a fox’s cunning spell or a headband of intellect +4, he wouldn’t gain any additional bonus spell points, since those effects produce temporary changes, not permanent changes. However, when he reaches 5th level, his bonus spell points would increase from 4 to 9 (since he is now capable of casting 3rd-level spells and thus uses that column), and his overall total would increase from 15 to 25.<br />
<br />
A character who would normally receive bonus spells from a class feature (such as from wizard specialization or access to a domain) can instead prepare extra spells of the appropriate levels, domains, and/or schools. The character doesn’t get any extra spell points (and thus can’t cast any more spells than normal), but the added flexibility of being able to use the bonus spell more than once per day makes up for that.<br />
<br />
For instance, a specialist wizard can prepare one extra spell from the chosen school of each spell level that he can cast. A cleric can prepare one domain spell (chosen from among his domain spells available) of each spell level that he can cast.<br />
<br />
For example, if Boredflak were an evoker, he could prepare one additional spell per level, but that spell would have to be from the evocation school. Once it is prepared, he can use that spell just like any of his other spells, casting it as often as he has spell points.<br />
<br />
Another example: At 1st level, Haigh the cleric gains a bonus 1st-level spell, which must be selected from one of his two domains. Once it is prepared, he can use that domain spell just like any of his other spells, casting it as often as he has spell points.<br />
<br />
For class features that grant bonus spells of a nonfixed spell level (such as the dragon disciple’s bonus spells), the character instead gains a number of bonus spell points equal to twice the highest spell level he can cast, minus 1 (minimum 1 point) each time he gains a bonus spell. This is a fixed value—it doesn’t increase later as the character gains levels—though later rewards may be larger as appropriate to the character’s spellcasting ability.<br />
<br />
For example, a 4th-level fighter/4th-level sorcerer who gains a level of dragon disciple gets a bonus spell. Since the character is capable of casting 2nd-level spells, he receives 3 bonus spell points (2 × 2 = 4, 4 - 1 = 3).<br />
<br />
====Spontaneous Spellcasting====<br />
<br />
Characters who cast all their spells spontaneously—such as bards and sorcerers—don’t have to prepare spells. They can cast any spell they know by spending the requisite number of spell points.<br />
<br />
Characters with the ability to cast a limited number of spells spontaneously (such as druids, who can spontaneously cast a summon nature’s ally spell in place of another spell of the same level) are always treated as having those spells prepared, without spending any spell slots to do so. Thus, they can cast such spells any time they have sufficient spell points.<br />
<br />
Under this system, the Healing domain becomes a relatively poor choice for good-aligned clerics, since they gain less of a benefit for that domain. See [[UA:Spontaneous Divine Casters|Spontaneous Divine Casters]] for ways to solve that dilemma.<br />
<br />
====Regaining Spell Points====<br />
<br />
Spellcasters regain lost spell points whenever they could normally regain spells. Doing this requires the same amount of rest and preparation or concentration time as normal for the class. Without this period of rest and mental preparation, the caster’s mind isn’t ready to regain its power. Spell points are not divorced from the body; they are part of it. Using spell points is mentally tiring, and without the requisite period of rest, they do not regenerate. Any spell points spent within the last 8 hours count against a character’s daily limit and aren’t regained.<br />
<br />
==Casting Spells==<br />
<br />
{| id="tableSpellPointCosts" class="d20"<br />
|+ Table: Spell Point Costs<br />
! Spell Level<br />
! Spell Point Cost<br />
| colspan="2" |<br />
|- class="odd"<br />
| align="center" | 0<sup>1</sup><br />
|- class="even"<br />
| align="center" | 1st<br />
| align="center" | 1<br />
|- class="odd"<br />
| align="center" | 2nd<br />
| align="center" | 3<br />
|- class="even"<br />
| align="center" | 3rd<br />
| align="center" | 5<br />
|- class="odd"<br />
| align="center" | 4th<br />
| align="center" | 7<br />
|- class="even"<br />
| align="center" | 5th<br />
| align="center" | 9<br />
|- class="odd"<br />
| align="center" | 6th<br />
| align="center" | 11<br />
|- class="even"<br />
| align="center" | 7th<br />
| align="center" | 13<br />
|- class="odd"<br />
| align="center" | 8th<br />
| align="center" | 15<br />
|- class="even"<br />
| align="center" | 9th<br />
| align="center" | 17<br />
|-<br />
| class="foot" colspan="2" |<br />
# 0-level spells cost no spell points to cast. If a spellcaster is capable of casting 0-level spells, he can cast a number of 0-level spells each day equal to three + the number of spell points gained by that class at 1st level.<br />
|}<br />
<br />
Each spell costs a certain number of spell points to cast. The higher the level of the spell, the more points it costs. Table: Spell Point Costs describes each spell’s cost.<br />
<br />
Spellcasters use their full normal caster level for determining the effects of their spells in this system, with one significant exception. Spells that deal a number of dice of damage based on caster level (such as magic missile, searing light, or lightning bolt) deal damage as if cast by a character of the minimum level of the class capable of casting the spell. Spells whose damage is partially based on caster level, but that don’t deal a number of dice of damage based on caster level (such as produce flame or an inflict spell) use the spellcaster’s normal caster level to determine damage. Use the character’s normal caster level for all other effects, including range and duration.<br />
<br />
For example, a fireball deals a number of dice of damage based on the caster’s level, so when cast by a wizard using this system, it deals 5d6 points of damage (as if cast by a 5th-level wizard, which is the minimum level of wizard capable of casting fireball). A sorcerer who casts the same spell deals 6d6 points of damage, since the minimum level of sorcerer capable of casting fireball is 6th.<br />
<br />
A character can pay additional spell points to increase the dice of damage dealt by a spell. Every 1 extra spell point spent at the time of casting increases the spell’s effective caster level by 1 for purposes of dealing damage. A character can’t increase a damage-dealing spell’s caster level above his own caster level, or above the normal maximum allowed by the spell.<br />
<br />
For example, even at 7th level, Boredflak’s lightning bolts deal only 5d6 points of damage (just like a 5th-level wizard) unless he spends extra spell points. If he spends 1 extra spell point (making the lightning bolt cost 6 points rather than 5), the spell deals 6d6 points of damage. A second extra spell point would increase the damage to 7d6 points, but he can’t spend more points than this, since his caster level is only 7th. Were he 10th level or higher, he could spend a maximum of 5 extra spell points on this spell, raising the damage up to 10d6, the maximum allowed for a lightning bolt spell.<br />
<br />
Similarly, his magic missile spell only shoots one missile unless he spends extra spell points. An extra 2 spell points increases the caster level from 1st to 3rd, granting his one additional missile. He can spend a maximum of 6 additional spell points in this manner, increasing his effective caster level to 7th for damage purposes and granting his a total of four missiles. If he were 9th level or higher, he could spend a maximum of 8 extra spell points, granting his five missiles (just like a 9th-level caster).<br />
<br />
==Metamagic And Spell Points==<br />
<br />
In the spell point system, a GM has two options for how to adjudicate metamagic effects. In either case, casters need not specially prepare metamagic versions of their spells—they can simply choose to apply the metamagic effect at the time of casting. Doing this does not increase the spell’s casting time.<br />
<br />
The first option is to apply an additional spell point cost to any spell cast with a metamagic feat. This option allows a character maximum flexibility in his choice of spellcasting. Effectively, the character must pay for the spell as if it were a higher-level spell, based on the adjustment from the metamagic feat. If the metamagic effect(s) would increase the spell’s effective level above what he is capable of casting, he can’t cast the spell in that way.<br />
<br />
For example, at 7th level Boredflak is capable of casting 4th-level spells. He could empower a 2nd-level spell, or still a 3rd-level spell, or empower and still a 1st-level spell. He couldn’t empower a 3rd-level spell or still a 4th-level spell (since doing either of those things would raise either spell’s effective spell level to 5th).<br />
<br />
The spell’s caster level for purposes of damage-dealing effects (see above) doesn’t change, even if the metamagic effect increases the minimum caster level of that spell. For instance, a quickened fireball still deals damage as if cast by a 5th-level caster unless the caster chooses to pay additional spell points to increase the caster level.<br />
<br />
For example, if Boredflak empowered his magic missile, it would cost his 5 spell points (as if it were a 3rd-level spell) but would shoot only one missile and deal (1d4+1 × 1.5) points of damage.<br />
<br />
If he spent an additional 6 spell points (for a total of 11), the caster level of the magic missile would increase to 7th, and the spell would shoot four missiles dealing a total of (4d4+4 × 1.5) points of damage.<br />
<br />
The second option is simpler but less flexible. In this option, each selection of a metamagic feat allows a character to apply the feat’s effects three times per day at no additional spell point cost. The normal limit for maximum spell level applies (a 7th-level wizard can’t empower any spell higher than 2nd level, for instance).<br />
<br />
You could even combine these options, allowing a spellcaster with a metamagic feat to use the feat three times per day for free, but any additional uses in the same day would cost extra spell points. Only choose this combination approach if you’re comfortable with characters throwing around a lot of metamagic spells.<br />
<br />
==Multiclass Spellcasters==<br />
<br />
A character with nonstacking spellcasting ability from multiple classes (such as a cleric/wizard) has a separate pool of spell points for each spellcasting class. Such characters may only spend spell points on spells granted by that class. Bonus spell points from a high ability score apply to each pool separately, even if the same ability score is tied to more than one spellcasting class. In the rare situations when a character has prepared or knows the same spell in two different slots (such as a druid/ranger preparing delay poison as both a 2nd-level druid spell and a 1st-level ranger spell), the character can cast the spell using either pool of spell points, but the spell is treated as being cast by a caster of the level of the class from which the spell points are drawn.<br />
<br />
For example, a 5th-level cleric/2nd-level bard has 15 spell points (plus bonus spell points for high Wisdom) for his cleric spells and 0 spell points (plus bonus spell points for high Charisma) for his bard spells. When he casts cure moderate wounds, the points for that spell must be drawn from his pool of cleric spell points. If he knows cure light wounds as a bard spell and has also prepared it as a cleric spell, he may cast it either as a cleric or as a bard. As a cleric spell, the spell is cast at 5th level and heals 1d8+5 points of damage; as a bard spell, it is cast at 2nd level and heals 1d8+2 points of damage.<br />
<br />
==Miscellaneous Issues==<br />
<br />
When a character would lose a spell slot (such as from gaining a negative level), he instead loses the number of spell points required to cast his highest-level spell.<br />
<br />
Spells that allow a character to recall or recast a spell don’t function in this system. (It doesn’t make any sense to have a spell that gives you more spell points, since you’re either paying more than you get, getting nothing, or getting more than you paid.) Items that function similarly can work, but differently— they restore a number of spell points required to cast a spell of that level. A pearl of power for 3rd-level spells, for instance, would restore 5 spell points to a character’s pool of available points when activated.<br />
<br />
==Spell Point Variant: Vitalizing==<br />
<br />
In the vitalizing system, spellcasters can potentially cast a great number of spells in a day, but every spell cast is a potential burden on the caster’s health and vitality. Reaching for and directing magical energy is a dangerous and taxing exercise, at least as difficult as heavy labor or prolonged exertion.<br />
<br />
This variant of the spell point system does not change the way a character prepares spells, casts spells, regains spell points, or any of the other rules from that system. However, the spellcaster’s pool of spell points represents a physical, not just mental, limit on his spellcasting power.<br />
<br />
When a spellcaster’s spell point pool falls to half of his maximum or less, he becomes fatigued.<br />
<br />
When his spell points drop to one-quarter of his maximum or less, he becomes exhausted.<br />
<br />
For example, at 1st level Haigh the cleric has 3 spell points (2 from his level, +1 bonus point for high Wisdom). He enters a fight by casting bless on his allies, spending 1 of his 3 spell points. Doing this has no ill effect on Haigh, since he still has more than half of his maximum spell points remaining. If, during the fight, he then casts divine favor, spending another spell point, he now becomes fatigued, since he has only one-third of his spell points remaining. After the fight, he spontaneously casts cure light wounds on Kroh, spending his last spell point. Not only has he exhausted his spells for the day, but he has exhausted his body as well.<br />
<br />
====Recovering Spell Points====<br />
<br />
In the vitalizing system, spellcasters must rest to recover their spell points and restore their physical well-being. A character’s spell point total is tied directly to his level of fatigue. If an exhausted character rests for 1 hour, he becomes fatigued—and his spell point total rises to one-third of his normal maximum (round fractions down). A second hour of rest increases the spellcaster’s spell point total to two-thirds of his maximum. It takes another 6 hours of rest to replenish the last one-third of his spell points and shake the physical effects of the spellcasting. Spells that remove fatigue and exhaustion (such as heal and restoration) leave the recipient with a spell point total equal to two-thirds of his normal maximum.<br />
<br />
As in the standard rules, a spellcaster must rest for a full 8 hours before preparing a fresh allotment of spells for the day. Even if an exhausted spellcaster regains his lost energy and spell points, he can’t change the spells he has prepared without 8 hours of rest.<br />
<br />
=====Mundane Fatigue=====<br />
<br />
If a spellcaster is subjected to some other effect that would make him fatigued or exhausted, he loses spell points accordingly. If he becomes fatigued, his spell point total drops to one-half his normal maximum (round down), and if he becomes exhausted, his spell point total drops to one-quarter his normal maximum.<br />
<br />
====Optional Vitalizing Variants====<br />
<br />
As a further variant of this system, all spellcasters gain bonus spell points based on their Constitution scores rather than the ability score that normally grants bonus spells. This variant reflects the idea that spellcasting power is tied to the caster’s physical health. It also essentially requires spellcasters to have two high ability scores, though most spellcasters are happy to have a high Constitution score anyway.<br />
<br />
A second optional variant would allow a spellcaster to exceed his normal pool of spell points, but at great personal risk. Doing so successfully requires a Concentration check (DC 20 + spell level). Each time a character casts a spell for which he does not have sufficient spell points and subsequently fails the Concentration check, he takes both lethal and nonlethal damage equal to the level of the spell cast. A desperate (or unwary) spellcaster can literally cast himself into unconsciousness in this manner.<br />
<br />
{{UA Magic Footer}}</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=UA:Spell_Points&diff=268619UA:Spell Points2008-07-21T01:37:46Z<p>OptimizationFanatic: /* Spell Points */</p>
<hr />
<div>{{OGL Top}}<br />
<br />
=Spell Points=<br />
<br />
TABLE BEING WRITTEN.<br />
<br />
The spell point system presented here allows casters to more freely pick and choose which spells they cast each day.<br />
<br />
Every spellcaster has a reserve of spell points based on class and level (see Table: Spell Points Per Day). Characters also gain bonus spell points from a high ability score (just as a normal spellcaster would gain bonus spells from a high ability score; see Bonus Spell Points and Bonus Spells, below). These spell points provide the magical power behind the caster’s spells: He spends a number of spell points appropriate to the spell’s level to cast the spell (see Casting Spells, below). Once spent, spell points are expended until the caster has sufficient time to rest and prepare new spells (see Preparing Spells, below).<br />
<br />
=====Metagame Analysis: Spell Points=====<br />
<br />
The spell point system dramatically expands the versatility of a spellcaster. Since he’s no longer tied to using a specific number of spell slots, he can much more easily adapt to situations. In effect, spell points make all classes work more like the sorcerer, and make the sorcerer (or bard) work even more like the sorcerer. In general, spellcasters become more powerful—though they aren’t capable of casting any spell they couldn’t cast before, they are now capable of casting more high-level spells per day and more of whichever spells they need. If a 15th-level cleric needs to cast heal a dozen times during an adventure, he can do that (though not much else).<br />
<br />
One balancing factor is the cost for casters to increase the damage dealt by their spells. This cost helps to maintain balance between spells of different level. If you didn’t have to pay more for a 9d6 lightning bolt than for a 5d6 lightning bolt (a 3rd-level spell costing 5 spell points), then the 9d6 lightning bolt would cost barely more than half as much as a 9d6 cone of cold (a 5th-level spell costing 9 spell points), even though both spells deal equal damage.<br />
<br />
If you use this variant, consider adding other game elements that influence (or are influenced by) spell points. These might include magic items that grant (or cost) spell points, feats that grant bonus spell points (or make certain spells cost fewer spell points to cast), special abilities that drain spell points from casters, and so forth.<br />
<br />
==Preparing Spells==<br />
<br />
With this variant, spellcasters still prepare spells as normal (assuming they normally prepare spells). In effect, casters who prepare spells are setting their list of “spells known” for the day. They need not prepare multiple copies of the same spell, since they can cast any combination of their prepared spells each day (up to the limit of their spell points).<br />
<br />
For example, Boredflak the 4th-level wizard has an Intelligence score of 16. When using the spell point system, he would prepare four 0-level spells, four 1st-level spells (three plus his bonus spell for high Int), and three 2nd-level spells (two plus his bonus spell for high Int). These spells make up his entire list of spells that he can cast during the day, though he can cast any combination of them, as long as he has sufficient spell points.<br />
<br />
====Bonus Spell Points and Bonus Spells====<br />
<br />
{| id="tableBonusSpellPoints" class="d20"<br />
|+ Table: Bonus Spell Points<br />
|-<br />
! rowspan="2" | Score<br />
! colspan="10" | Bonus Spell Points (by Maximum Spell Level)<br />
|-<br />
! 0<br />
! 1st<br />
! 2nd<br />
! 3rd<br />
! 4th<br />
! 5th<br />
! 6th<br />
! 7th<br />
! 8th<br />
! 9th<br />
|- class="odd"<br />
| align="center" | 12-13<br />
| align="center" | —<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
|- class="even"<br />
| align="center" | 14-15<br />
| align="center" | —<br />
| align="center" | 1<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
|- class="odd"<br />
| align="center" | 16-17<br />
| align="center" | —<br />
| align="center" | 1<br />
| align="center" | 4<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
|- class="even"<br />
| align="center" | 18-19<br />
| align="center" | —<br />
| align="center" | 1<br />
| align="center" | 4<br />
| align="center" | 9<br />
| align="center" | 16<br />
| align="center" | 16<br />
| align="center" | 16<br />
| align="center" | 16<br />
| align="center" | 16<br />
| align="center" | 16<br />
|- class="odd"<br />
| align="center" | 20-21<br />
| align="center" | —<br />
| align="center" | 2<br />
| align="center" | 5<br />
| align="center" | 10<br />
| align="center" | 17<br />
| align="center" | 26<br />
| align="center" | 26<br />
| align="center" | 26<br />
| align="center" | 26<br />
| align="center" | 26<br />
|- class="even"<br />
| align="center" | 22-23<br />
| align="center" | —<br />
| align="center" | 2<br />
| align="center" | 8<br />
| align="center" | 13<br />
| align="center" | 20<br />
| align="center" | 29<br />
| align="center" | 40<br />
| align="center" | 40<br />
| align="center" | 40<br />
| align="center" | 40<br />
|- class="odd"<br />
| align="center" | 24-25<br />
| align="center" | —<br />
| align="center" | 2<br />
| align="center" | 8<br />
| align="center" | 18<br />
| align="center" | 25<br />
| align="center" | 34<br />
| align="center" | 45<br />
| align="center" | 58<br />
| align="center" | 58<br />
| align="center" | 58<br />
|- class="even"<br />
| align="center" | 26-27<br />
| align="center" | —<br />
| align="center" | 2<br />
| align="center" | 8<br />
| align="center" | 18<br />
| align="center" | 32<br />
| align="center" | 41<br />
| align="center" | 52<br />
| align="center" | 65<br />
| align="center" | 80<br />
| align="center" | 80<br />
|- class="odd"<br />
| align="center" | 28-29<br />
| align="center" | —<br />
| align="center" | 3<br />
| align="center" | 9<br />
| align="center" | 19<br />
| align="center" | 33<br />
| align="center" | 51<br />
| align="center" | 62<br />
| align="center" | 75<br />
| align="center" | 90<br />
| align="center" | 107<br />
|- class="even"<br />
| align="center" | 30-31<br />
| align="center" | —<br />
| align="center" | 3<br />
| align="center" | 12<br />
| align="center" | 22<br />
| align="center" | 36<br />
| align="center" | 54<br />
| align="center" | 76<br />
| align="center" | 89<br />
| align="center" | 104<br />
| align="center" | 121<br />
|- class="odd"<br />
| align="center" | 32-33<br />
| align="center" | —<br />
| align="center" | 3<br />
| align="center" | 12<br />
| align="center" | 24<br />
| align="center" | 38<br />
| align="center" | 56<br />
| align="center" | 78<br />
| align="center" | 104<br />
| align="center" | 119<br />
| align="center" | 136<br />
|- class="even"<br />
| align="center" | 34-35<br />
| align="center" | —<br />
| align="center" | 3<br />
| align="center" | 12<br />
| align="center" | 27<br />
| align="center" | 48<br />
| align="center" | 66<br />
| align="center" | 88<br />
| align="center" | 114<br />
| align="center" | 144<br />
| align="center" | 161<br />
|- class="odd"<br />
| align="center" | 36-37<br />
| align="center" | —<br />
| align="center" | 4<br />
| align="center" | 13<br />
| align="center" | 28<br />
| align="center" | 49<br />
| align="center" | 76<br />
| align="center" | 98<br />
| align="center" | 124<br />
| align="center" | 154<br />
| align="center" | 188<br />
|- class="even"<br />
| align="center" | 38-39<br />
| align="center" | —<br />
| align="center" | 4<br />
| align="center" | 16<br />
| align="center" | 31<br />
| align="center" | 52<br />
| align="center" | 77<br />
| align="center" | 110<br />
| align="center" | 136<br />
| align="center" | 166<br />
| align="center" | 200<br />
|- class="odd"<br />
| align="center" | 40-41<br />
| align="center" | —<br />
| align="center" | 4<br />
| align="center" | 16<br />
| align="center" | 36<br />
| align="center" | 57<br />
| align="center" | 84<br />
| align="center" | 117<br />
| align="center" | 156<br />
| align="center" | 186<br />
| align="center" | 220<br />
|- class="even"<br />
| align="center" | 42-43<br />
| align="center" | —<br />
| align="center" | 4<br />
| align="center" | 16<br />
| align="center" | 36<br />
| align="center" | 64<br />
| align="center" | 91<br />
| align="center" | 124<br />
| align="center" | 163<br />
| align="center" | 208<br />
| align="center" | 242<br />
|- class="odd"<br />
| align="center" | 44-45<br />
| align="center" | —<br />
| align="center" | 5<br />
| align="center" | 17<br />
| align="center" | 37<br />
| align="center" | 65<br />
| align="center" | 101<br />
| align="center" | 134<br />
| align="center" | 173<br />
| align="center" | 218<br />
| align="center" | 269<br />
|- class="even"<br />
| align="center" | 46-47<br />
| align="center" | —<br />
| align="center" | 5<br />
| align="center" | 20<br />
| align="center" | 40<br />
| align="center" | 68<br />
| align="center" | 104<br />
| align="center" | 148<br />
| align="center" | 187<br />
| align="center" | 232<br />
| align="center" | 283<br />
|- class="odd"<br />
| align="center" | 48-49<br />
| align="center" | —<br />
| align="center" | 5<br />
| align="center" | 20<br />
| align="center" | 45<br />
| align="center" | 73<br />
| align="center" | 109<br />
| align="center" | 153<br />
| align="center" | 205<br />
| align="center" | 250<br />
| align="center" | 301<br />
|- class="even"<br />
| align="center" | 50-51<br />
| align="center" | —<br />
| align="center" | 5<br />
| align="center" | 20<br />
| align="center" | 45<br />
| align="center" | 80<br />
| align="center" | 116<br />
| align="center" | 160<br />
| align="center" | 212<br />
| align="center" | 272<br />
| align="center" | 323<br />
|- class="odd"<br />
| colspan="11" | and so on…<br />
|}<br />
<br />
Any spellcaster who would normally receive bonus spells for a high ability score receives bonus spell points instead. In effect, the character can simply cast more of his spells each day.<br />
<br />
To determine the number of bonus spell points gained from a high ability score, first find the row for the character’s ability score on Table: Bonus Spell Points. Use whichever ability score would normally award bonus spells for the character’s class (Wisdom for clerics and druids, Intelligence for wizards, and so forth).<br />
<br />
Next, find the column for the highest level of spell the character is capable of casting based on his class level (even if he doesn’t have a high enough ability score to cast spells of that level). At the point where the row and column intersect, you find the bonus spell points the character gains. This value can change each time his ability score undergoes a permanent change (such from an ability score increase due to character level or one from a wish spell) and each time his level changes.<br />
<br />
For example, Boredflak the 4th-level wizard has an Intelligence score of 16 and is capable of casting 2nd-level spells. The number on Table: Bonus Spell Points at the intersection of the 16-17 row and the 2nd column is 4, so Boredflak has 4 extra spell points to spend each day (in addition to the 11 points he gets for being a 4th-level wizard). If Boredflak’s Intelligence were increased to 20 because of a fox’s cunning spell or a headband of intellect +4, he wouldn’t gain any additional bonus spell points, since those effects produce temporary changes, not permanent changes. However, when he reaches 5th level, his bonus spell points would increase from 4 to 9 (since he is now capable of casting 3rd-level spells and thus uses that column), and his overall total would increase from 15 to 25.<br />
<br />
A character who would normally receive bonus spells from a class feature (such as from wizard specialization or access to a domain) can instead prepare extra spells of the appropriate levels, domains, and/or schools. The character doesn’t get any extra spell points (and thus can’t cast any more spells than normal), but the added flexibility of being able to use the bonus spell more than once per day makes up for that.<br />
<br />
For instance, a specialist wizard can prepare one extra spell from the chosen school of each spell level that he can cast. A cleric can prepare one domain spell (chosen from among his domain spells available) of each spell level that he can cast.<br />
<br />
For example, if Boredflak were an evoker, he could prepare one additional spell per level, but that spell would have to be from the evocation school. Once it is prepared, he can use that spell just like any of his other spells, casting it as often as he has spell points.<br />
<br />
Another example: At 1st level, Haigh the cleric gains a bonus 1st-level spell, which must be selected from one of his two domains. Once it is prepared, he can use that domain spell just like any of his other spells, casting it as often as he has spell points.<br />
<br />
For class features that grant bonus spells of a nonfixed spell level (such as the dragon disciple’s bonus spells), the character instead gains a number of bonus spell points equal to twice the highest spell level he can cast, minus 1 (minimum 1 point) each time he gains a bonus spell. This is a fixed value—it doesn’t increase later as the character gains levels—though later rewards may be larger as appropriate to the character’s spellcasting ability.<br />
<br />
For example, a 4th-level fighter/4th-level sorcerer who gains a level of dragon disciple gets a bonus spell. Since the character is capable of casting 2nd-level spells, he receives 3 bonus spell points (2 × 2 = 4, 4 - 1 = 3).<br />
<br />
====Spontaneous Spellcasting====<br />
<br />
Characters who cast all their spells spontaneously—such as bards and sorcerers—don’t have to prepare spells. They can cast any spell they know by spending the requisite number of spell points.<br />
<br />
Characters with the ability to cast a limited number of spells spontaneously (such as druids, who can spontaneously cast a summon nature’s ally spell in place of another spell of the same level) are always treated as having those spells prepared, without spending any spell slots to do so. Thus, they can cast such spells any time they have sufficient spell points.<br />
<br />
Under this system, the Healing domain becomes a relatively poor choice for good-aligned clerics, since they gain less of a benefit for that domain. See [[UA:Spontaneous Divine Casters|Spontaneous Divine Casters]] for ways to solve that dilemma.<br />
<br />
====Regaining Spell Points====<br />
<br />
Spellcasters regain lost spell points whenever they could normally regain spells. Doing this requires the same amount of rest and preparation or concentration time as normal for the class. Without this period of rest and mental preparation, the caster’s mind isn’t ready to regain its power. Spell points are not divorced from the body; they are part of it. Using spell points is mentally tiring, and without the requisite period of rest, they do not regenerate. Any spell points spent within the last 8 hours count against a character’s daily limit and aren’t regained.<br />
<br />
==Casting Spells==<br />
<br />
{| id="tableSpellPointCosts" class="d20"<br />
|+ Table: Spell Point Costs<br />
! Spell Level<br />
! Spell Point Cost<br />
| colspan="2" |<br />
|- class="odd"<br />
| align="center" | 0<sup>1</sup><br />
|- class="even"<br />
| align="center" | 1st<br />
| align="center" | 1<br />
|- class="odd"<br />
| align="center" | 2nd<br />
| align="center" | 3<br />
|- class="even"<br />
| align="center" | 3rd<br />
| align="center" | 5<br />
|- class="odd"<br />
| align="center" | 4th<br />
| align="center" | 7<br />
|- class="even"<br />
| align="center" | 5th<br />
| align="center" | 9<br />
|- class="odd"<br />
| align="center" | 6th<br />
| align="center" | 11<br />
|- class="even"<br />
| align="center" | 7th<br />
| align="center" | 13<br />
|- class="odd"<br />
| align="center" | 8th<br />
| align="center" | 15<br />
|- class="even"<br />
| align="center" | 9th<br />
| align="center" | 17<br />
|-<br />
# 0-level spells cost no spell points to cast. If a spellcaster is capable of casting 0-level spells, he can cast a number of 0-level spells each day equal to three + the number of spell points gained by that class at 1st level.<br />
|}<br />
<br />
Each spell costs a certain number of spell points to cast. The higher the level of the spell, the more points it costs. Table: Spell Point Costs describes each spell’s cost.<br />
<br />
Spellcasters use their full normal caster level for determining the effects of their spells in this system, with one significant exception. Spells that deal a number of dice of damage based on caster level (such as magic missile, searing light, or lightning bolt) deal damage as if cast by a character of the minimum level of the class capable of casting the spell. Spells whose damage is partially based on caster level, but that don’t deal a number of dice of damage based on caster level (such as produce flame or an inflict spell) use the spellcaster’s normal caster level to determine damage. Use the character’s normal caster level for all other effects, including range and duration.<br />
<br />
For example, a fireball deals a number of dice of damage based on the caster’s level, so when cast by a wizard using this system, it deals 5d6 points of damage (as if cast by a 5th-level wizard, which is the minimum level of wizard capable of casting fireball). A sorcerer who casts the same spell deals 6d6 points of damage, since the minimum level of sorcerer capable of casting fireball is 6th.<br />
<br />
A character can pay additional spell points to increase the dice of damage dealt by a spell. Every 1 extra spell point spent at the time of casting increases the spell’s effective caster level by 1 for purposes of dealing damage. A character can’t increase a damage-dealing spell’s caster level above his own caster level, or above the normal maximum allowed by the spell.<br />
<br />
For example, even at 7th level, Boredflak’s lightning bolts deal only 5d6 points of damage (just like a 5th-level wizard) unless he spends extra spell points. If he spends 1 extra spell point (making the lightning bolt cost 6 points rather than 5), the spell deals 6d6 points of damage. A second extra spell point would increase the damage to 7d6 points, but he can’t spend more points than this, since his caster level is only 7th. Were he 10th level or higher, he could spend a maximum of 5 extra spell points on this spell, raising the damage up to 10d6, the maximum allowed for a lightning bolt spell.<br />
<br />
Similarly, his magic missile spell only shoots one missile unless he spends extra spell points. An extra 2 spell points increases the caster level from 1st to 3rd, granting his one additional missile. He can spend a maximum of 6 additional spell points in this manner, increasing his effective caster level to 7th for damage purposes and granting his a total of four missiles. If he were 9th level or higher, he could spend a maximum of 8 extra spell points, granting his five missiles (just like a 9th-level caster).<br />
<br />
==Metamagic And Spell Points==<br />
<br />
In the spell point system, a GM has two options for how to adjudicate metamagic effects. In either case, casters need not specially prepare metamagic versions of their spells—they can simply choose to apply the metamagic effect at the time of casting. Doing this does not increase the spell’s casting time.<br />
<br />
The first option is to apply an additional spell point cost to any spell cast with a metamagic feat. This option allows a character maximum flexibility in his choice of spellcasting. Effectively, the character must pay for the spell as if it were a higher-level spell, based on the adjustment from the metamagic feat. If the metamagic effect(s) would increase the spell’s effective level above what he is capable of casting, he can’t cast the spell in that way.<br />
<br />
For example, at 7th level Boredflak is capable of casting 4th-level spells. He could empower a 2nd-level spell, or still a 3rd-level spell, or empower and still a 1st-level spell. He couldn’t empower a 3rd-level spell or still a 4th-level spell (since doing either of those things would raise either spell’s effective spell level to 5th).<br />
<br />
The spell’s caster level for purposes of damage-dealing effects (see above) doesn’t change, even if the metamagic effect increases the minimum caster level of that spell. For instance, a quickened fireball still deals damage as if cast by a 5th-level caster unless the caster chooses to pay additional spell points to increase the caster level.<br />
<br />
For example, if Boredflak empowered his magic missile, it would cost his 5 spell points (as if it were a 3rd-level spell) but would shoot only one missile and deal (1d4+1 × 1.5) points of damage.<br />
<br />
If he spent an additional 6 spell points (for a total of 11), the caster level of the magic missile would increase to 7th, and the spell would shoot four missiles dealing a total of (4d4+4 × 1.5) points of damage.<br />
<br />
The second option is simpler but less flexible. In this option, each selection of a metamagic feat allows a character to apply the feat’s effects three times per day at no additional spell point cost. The normal limit for maximum spell level applies (a 7th-level wizard can’t empower any spell higher than 2nd level, for instance).<br />
<br />
You could even combine these options, allowing a spellcaster with a metamagic feat to use the feat three times per day for free, but any additional uses in the same day would cost extra spell points. Only choose this combination approach if you’re comfortable with characters throwing around a lot of metamagic spells.<br />
<br />
==Multiclass Spellcasters==<br />
<br />
A character with nonstacking spellcasting ability from multiple classes (such as a cleric/wizard) has a separate pool of spell points for each spellcasting class. Such characters may only spend spell points on spells granted by that class. Bonus spell points from a high ability score apply to each pool separately, even if the same ability score is tied to more than one spellcasting class. In the rare situations when a character has prepared or knows the same spell in two different slots (such as a druid/ranger preparing delay poison as both a 2nd-level druid spell and a 1st-level ranger spell), the character can cast the spell using either pool of spell points, but the spell is treated as being cast by a caster of the level of the class from which the spell points are drawn.<br />
<br />
For example, a 5th-level cleric/2nd-level bard has 15 spell points (plus bonus spell points for high Wisdom) for his cleric spells and 0 spell points (plus bonus spell points for high Charisma) for his bard spells. When he casts cure moderate wounds, the points for that spell must be drawn from his pool of cleric spell points. If he knows cure light wounds as a bard spell and has also prepared it as a cleric spell, he may cast it either as a cleric or as a bard. As a cleric spell, the spell is cast at 5th level and heals 1d8+5 points of damage; as a bard spell, it is cast at 2nd level and heals 1d8+2 points of damage.<br />
<br />
==Miscellaneous Issues==<br />
<br />
When a character would lose a spell slot (such as from gaining a negative level), he instead loses the number of spell points required to cast his highest-level spell.<br />
<br />
Spells that allow a character to recall or recast a spell don’t function in this system. (It doesn’t make any sense to have a spell that gives you more spell points, since you’re either paying more than you get, getting nothing, or getting more than you paid.) Items that function similarly can work, but differently— they restore a number of spell points required to cast a spell of that level. A pearl of power for 3rd-level spells, for instance, would restore 5 spell points to a character’s pool of available points when activated.<br />
<br />
==Spell Point Variant: Vitalizing==<br />
<br />
In the vitalizing system, spellcasters can potentially cast a great number of spells in a day, but every spell cast is a potential burden on the caster’s health and vitality. Reaching for and directing magical energy is a dangerous and taxing exercise, at least as difficult as heavy labor or prolonged exertion.<br />
<br />
This variant of the spell point system does not change the way a character prepares spells, casts spells, regains spell points, or any of the other rules from that system. However, the spellcaster’s pool of spell points represents a physical, not just mental, limit on his spellcasting power.<br />
<br />
When a spellcaster’s spell point pool falls to half of his maximum or less, he becomes fatigued.<br />
<br />
When his spell points drop to one-quarter of his maximum or less, he becomes exhausted.<br />
<br />
For example, at 1st level Haigh the cleric has 3 spell points (2 from his level, +1 bonus point for high Wisdom). He enters a fight by casting bless on his allies, spending 1 of his 3 spell points. Doing this has no ill effect on Haigh, since he still has more than half of his maximum spell points remaining. If, during the fight, he then casts divine favor, spending another spell point, he now becomes fatigued, since he has only one-third of his spell points remaining. After the fight, he spontaneously casts cure light wounds on Kroh, spending his last spell point. Not only has he exhausted his spells for the day, but he has exhausted his body as well.<br />
<br />
====Recovering Spell Points====<br />
<br />
In the vitalizing system, spellcasters must rest to recover their spell points and restore their physical well-being. A character’s spell point total is tied directly to his level of fatigue. If an exhausted character rests for 1 hour, he becomes fatigued—and his spell point total rises to one-third of his normal maximum (round fractions down). A second hour of rest increases the spellcaster’s spell point total to two-thirds of his maximum. It takes another 6 hours of rest to replenish the last one-third of his spell points and shake the physical effects of the spellcasting. Spells that remove fatigue and exhaustion (such as heal and restoration) leave the recipient with a spell point total equal to two-thirds of his normal maximum.<br />
<br />
As in the standard rules, a spellcaster must rest for a full 8 hours before preparing a fresh allotment of spells for the day. Even if an exhausted spellcaster regains his lost energy and spell points, he can’t change the spells he has prepared without 8 hours of rest.<br />
<br />
=====Mundane Fatigue=====<br />
<br />
If a spellcaster is subjected to some other effect that would make him fatigued or exhausted, he loses spell points accordingly. If he becomes fatigued, his spell point total drops to one-half his normal maximum (round down), and if he becomes exhausted, his spell point total drops to one-quarter his normal maximum.<br />
<br />
====Optional Vitalizing Variants====<br />
<br />
As a further variant of this system, all spellcasters gain bonus spell points based on their Constitution scores rather than the ability score that normally grants bonus spells. This variant reflects the idea that spellcasting power is tied to the caster’s physical health. It also essentially requires spellcasters to have two high ability scores, though most spellcasters are happy to have a high Constitution score anyway.<br />
<br />
A second optional variant would allow a spellcaster to exceed his normal pool of spell points, but at great personal risk. Doing so successfully requires a Concentration check (DC 20 + spell level). Each time a character casts a spell for which he does not have sufficient spell points and subsequently fails the Concentration check, he takes both lethal and nonlethal damage equal to the level of the spell cast. A desperate (or unwary) spellcaster can literally cast himself into unconsciousness in this manner.<br />
<br />
{{UA Magic Footer}}</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=UA:Spell_Points&diff=268618UA:Spell Points2008-07-21T01:35:18Z<p>OptimizationFanatic: /* Spell Points */</p>
<hr />
<div>{{OGL Top}}<br />
<br />
=Spell Points=<br />
<br />
{| id="tableSpellPointsperDay" class="d20"<br />
|+ Table: Spell Points per Day<br />
|-<br />
! Level<br />
! Bard<br />
! Cleric,<br />Druid,<br />Wizard<br />
! Paladin,<br />Ranger<br />
! Sorcerer<br />
|- class="odd"<br />
| align="center" | 1st<br />
| align="center" | 2<br />
| align="center" | 3<br />
||<br />
||<br />
|- class="even"<br />
| align="center" | 2nd<br />
| align="center" | 4<br />
| align="center" | 5<br />
||<br />
||<br />
|- class="odd"<br />
| align="center" | 3rd<br />
| align="center" | 1<br />
| align="center" | 7<br />
| align="center" | 8<br />
||<br />
|- class="even"<br />
| align="center" | 4th<br />
| align="center" | 5<br />
| align="center" | 11<br />
| align="center" | 14<br />
||<br />
|- class="odd"<br />
| align="center" | 5th<br />
| align="center" | 6<br />
| align="center" | 16<br />
| align="center" | 19<br />
||<br />
|- class="even"<br />
| align="center" | 6th<br />
| align="center" | 9<br />
| align="center" | 24<br />
| align="center" | 1<br />
| align="center" | 29<br />
|- class="odd"<br />
| align="center" | 7th<br />
| align="center" | 14<br />
| align="center" | 33<br />
| align="center" | 1<br />
| align="center" | 37<br />
|- class="even"<br />
| align="center" | 8th<br />
| align="center" | 17<br />
| align="center" | 44<br />
| align="center" | 1<br />
| align="center" | 51<br />
|- class="odd"<br />
| align="center" | 9th<br />
| align="center" | 22<br />
| align="center" | 56<br />
| align="center" | 1<br />
| align="center" | 63<br />
|- class="even"<br />
| align="center" | 10th<br />
| align="center" | 29<br />
| align="center" | 72<br />
| align="center" | 4<br />
| align="center" | 81<br />
|- class="odd"<br />
| align="center" | 11th<br />
| align="center" | 34<br />
| align="center" | 88<br />
| align="center" | 4<br />
| align="center" | 97<br />
|- class="even"<br />
| align="center" | 12th<br />
| align="center" | 41<br />
| align="center" | 104<br />
| align="center" | 9<br />
| align="center" | 115<br />
|- class="odd"<br />
| align="center" | 13th<br />
| align="center" | 50<br />
| align="center" | 120<br />
| align="center" | 9<br />
| align="center" | 131<br />
|- class="even"<br />
| align="center" | 14th<br />
| align="center" | 57<br />
| align="center" | 136<br />
| align="center" | 10<br />
| align="center" | 149<br />
|- class="odd"<br />
| align="center" | 15th<br />
| align="center" | 67<br />
| align="center" | 152<br />
| align="center" | 17<br />
| align="center" | 165<br />
|- class="even"<br />
| align="center" | 16th<br />
| align="center" | 81<br />
| align="center" | 168<br />
| align="center" | 20<br />
| align="center" | 183<br />
|- class="odd"<br />
| align="center" | 17th<br />
| align="center" | 95<br />
| align="center" | 184<br />
| align="center" | 25<br />
| align="center" | 199<br />
|- class="even"<br />
| align="center" | 18th<br />
| align="center" | 113<br />
| align="center" | 200<br />
| align="center" | 26<br />
| align="center" | 217<br />
|- class="odd"<br />
| align="center" | 19th<br />
| align="center" | 133<br />
| align="center" | 216<br />
| align="center" | 41<br />
| align="center" | 233<br />
|- class="even"<br />
| align="center" | 20th<br />
| align="center" | 144<br />
| align="center" | 232<br />
| align="center" | 48<br />
| align="center" | 249<br />
|}<br />
<br />
The spell point system presented here allows casters to more freely pick and choose which spells they cast each day.<br />
<br />
Every spellcaster has a reserve of spell points based on class and level (see Table: Spell Points Per Day). Characters also gain bonus spell points from a high ability score (just as a normal spellcaster would gain bonus spells from a high ability score; see Bonus Spell Points and Bonus Spells, below). These spell points provide the magical power behind the caster’s spells: He spends a number of spell points appropriate to the spell’s level to cast the spell (see Casting Spells, below). Once spent, spell points are expended until the caster has sufficient time to rest and prepare new spells (see Preparing Spells, below).<br />
<br />
=====Metagame Analysis: Spell Points=====<br />
<br />
The spell point system dramatically expands the versatility of a spellcaster. Since he’s no longer tied to using a specific number of spell slots, he can much more easily adapt to situations. In effect, spell points make all classes work more like the sorcerer, and make the sorcerer (or bard) work even more like the sorcerer. In general, spellcasters become more powerful—though they aren’t capable of casting any spell they couldn’t cast before, they are now capable of casting more high-level spells per day and more of whichever spells they need. If a 15th-level cleric needs to cast heal a dozen times during an adventure, he can do that (though not much else).<br />
<br />
One balancing factor is the cost for casters to increase the damage dealt by their spells. This cost helps to maintain balance between spells of different level. If you didn’t have to pay more for a 9d6 lightning bolt than for a 5d6 lightning bolt (a 3rd-level spell costing 5 spell points), then the 9d6 lightning bolt would cost barely more than half as much as a 9d6 cone of cold (a 5th-level spell costing 9 spell points), even though both spells deal equal damage.<br />
<br />
If you use this variant, consider adding other game elements that influence (or are influenced by) spell points. These might include magic items that grant (or cost) spell points, feats that grant bonus spell points (or make certain spells cost fewer spell points to cast), special abilities that drain spell points from casters, and so forth.<br />
<br />
==Preparing Spells==<br />
<br />
With this variant, spellcasters still prepare spells as normal (assuming they normally prepare spells). In effect, casters who prepare spells are setting their list of “spells known” for the day. They need not prepare multiple copies of the same spell, since they can cast any combination of their prepared spells each day (up to the limit of their spell points).<br />
<br />
For example, Boredflak the 4th-level wizard has an Intelligence score of 16. When using the spell point system, he would prepare four 0-level spells, four 1st-level spells (three plus his bonus spell for high Int), and three 2nd-level spells (two plus his bonus spell for high Int). These spells make up his entire list of spells that he can cast during the day, though he can cast any combination of them, as long as he has sufficient spell points.<br />
<br />
====Bonus Spell Points and Bonus Spells====<br />
<br />
{| id="tableBonusSpellPoints" class="right"<br />
|+ Table: Bonus Spell Points<br />
|-<br />
! rowspan="2" | Score<br />
! colspan="10" | Bonus Spell Points (by Maximum Spell Level)<br />
|-<br />
! 1st<br />
! 2nd<br />
! 3rd<br />
! 4th<br />
! 5th<br />
! 6th<br />
! 7th<br />
! 8th<br />
! 9th<br />
|- class="odd"<br />
| align="center" | 12-13<br />
| align="center" | —<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
|- class="even"<br />
| align="center" | 14-15<br />
| align="center" | —<br />
| align="center" | 1<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
|- class="odd"<br />
| align="center" | 16-17<br />
| align="center" | —<br />
| align="center" | 1<br />
| align="center" | 4<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
|- class="even"<br />
| align="center" | 18-19<br />
| align="center" | —<br />
| align="center" | 1<br />
| align="center" | 4<br />
| align="center" | 9<br />
| align="center" | 16<br />
| align="center" | 16<br />
| align="center" | 16<br />
| align="center" | 16<br />
| align="center" | 16<br />
| align="center" | 16<br />
|- class="odd"<br />
| align="center" | 20-21<br />
| align="center" | —<br />
| align="center" | 2<br />
| align="center" | 5<br />
| align="center" | 10<br />
| align="center" | 17<br />
| align="center" | 26<br />
| align="center" | 26<br />
| align="center" | 26<br />
| align="center" | 26<br />
| align="center" | 26<br />
|- class="even"<br />
| align="center" | 22-23<br />
| align="center" | —<br />
| align="center" | 2<br />
| align="center" | 8<br />
| align="center" | 13<br />
| align="center" | 20<br />
| align="center" | 29<br />
| align="center" | 40<br />
| align="center" | 40<br />
| align="center" | 40<br />
| align="center" | 40<br />
|- class="odd"<br />
| align="center" | 24-25<br />
| align="center" | —<br />
| align="center" | 2<br />
| align="center" | 8<br />
| align="center" | 18<br />
| align="center" | 25<br />
| align="center" | 34<br />
| align="center" | 45<br />
| align="center" | 58<br />
| align="center" | 58<br />
| align="center" | 58<br />
|- class="even"<br />
| align="center" | 26-27<br />
| align="center" | —<br />
| align="center" | 2<br />
| align="center" | 8<br />
| align="center" | 18<br />
| align="center" | 32<br />
| align="center" | 41<br />
| align="center" | 52<br />
| align="center" | 65<br />
| align="center" | 80<br />
| align="center" | 80<br />
|- class="odd"<br />
| align="center" | 28-29<br />
| align="center" | —<br />
| align="center" | 3<br />
| align="center" | 9<br />
| align="center" | 19<br />
| align="center" | 33<br />
| align="center" | 51<br />
| align="center" | 62<br />
| align="center" | 75<br />
| align="center" | 90<br />
| align="center" | 107<br />
|- class="even"<br />
| align="center" | 30-31<br />
| align="center" | —<br />
| align="center" | 3<br />
| align="center" | 12<br />
| align="center" | 22<br />
| align="center" | 36<br />
| align="center" | 54<br />
| align="center" | 76<br />
| align="center" | 89<br />
| align="center" | 104<br />
| align="center" | 121<br />
|- class="odd"<br />
| align="center" | 32-33<br />
| align="center" | —<br />
| align="center" | 3<br />
| align="center" | 12<br />
| align="center" | 24<br />
| align="center" | 38<br />
| align="center" | 56<br />
| align="center" | 78<br />
| align="center" | 104<br />
| align="center" | 119<br />
| align="center" | 136<br />
|- class="even"<br />
| align="center" | 34-35<br />
| align="center" | —<br />
| align="center" | 3<br />
| align="center" | 12<br />
| align="center" | 27<br />
| align="center" | 48<br />
| align="center" | 66<br />
| align="center" | 88<br />
| align="center" | 114<br />
| align="center" | 144<br />
| align="center" | 161<br />
|- class="odd"<br />
| align="center" | 36-37<br />
| align="center" | —<br />
| align="center" | 4<br />
| align="center" | 13<br />
| align="center" | 28<br />
| align="center" | 49<br />
| align="center" | 76<br />
| align="center" | 98<br />
| align="center" | 124<br />
| align="center" | 154<br />
| align="center" | 188<br />
|- class="even"<br />
| align="center" | 38-39<br />
| align="center" | —<br />
| align="center" | 4<br />
| align="center" | 16<br />
| align="center" | 31<br />
| align="center" | 52<br />
| align="center" | 77<br />
| align="center" | 110<br />
| align="center" | 136<br />
| align="center" | 166<br />
| align="center" | 200<br />
|- class="odd"<br />
| align="center" | 40-41<br />
| align="center" | —<br />
| align="center" | 4<br />
| align="center" | 16<br />
| align="center" | 36<br />
| align="center" | 57<br />
| align="center" | 84<br />
| align="center" | 117<br />
| align="center" | 156<br />
| align="center" | 186<br />
| align="center" | 220<br />
|- class="even"<br />
| align="center" | 42-43<br />
| align="center" | —<br />
| align="center" | 4<br />
| align="center" | 16<br />
| align="center" | 36<br />
| align="center" | 64<br />
| align="center" | 91<br />
| align="center" | 124<br />
| align="center" | 163<br />
| align="center" | 208<br />
| align="center" | 242<br />
|- class="odd"<br />
| align="center" | 44-45<br />
| align="center" | —<br />
| align="center" | 5<br />
| align="center" | 17<br />
| align="center" | 37<br />
| align="center" | 65<br />
| align="center" | 101<br />
| align="center" | 134<br />
| align="center" | 173<br />
| align="center" | 218<br />
| align="center" | 269<br />
|- class="even"<br />
| align="center" | 46-47<br />
| align="center" | —<br />
| align="center" | 5<br />
| align="center" | 20<br />
| align="center" | 40<br />
| align="center" | 68<br />
| align="center" | 104<br />
| align="center" | 148<br />
| align="center" | 187<br />
| align="center" | 232<br />
| align="center" | 283<br />
|- class="odd"<br />
| align="center" | 48-49<br />
| align="center" | —<br />
| align="center" | 5<br />
| align="center" | 20<br />
| align="center" | 45<br />
| align="center" | 73<br />
| align="center" | 109<br />
| align="center" | 153<br />
| align="center" | 205<br />
| align="center" | 250<br />
| align="center" | 301<br />
|- class="even"<br />
| align="center" | 50-51<br />
| align="center" | —<br />
| align="center" | 5<br />
| align="center" | 20<br />
| align="center" | 45<br />
| align="center" | 80<br />
| align="center" | 116<br />
| align="center" | 160<br />
| align="center" | 212<br />
| align="center" | 272<br />
| align="center" | 323<br />
|- class="odd"<br />
| colspan="11" | and so on…<br />
|}<br />
<br />
Any spellcaster who would normally receive bonus spells for a high ability score receives bonus spell points instead. In effect, the character can simply cast more of his spells each day.<br />
<br />
To determine the number of bonus spell points gained from a high ability score, first find the row for the character’s ability score on Table: Bonus Spell Points. Use whichever ability score would normally award bonus spells for the character’s class (Wisdom for clerics and druids, Intelligence for wizards, and so forth).<br />
<br />
Next, find the column for the highest level of spell the character is capable of casting based on his class level (even if he doesn’t have a high enough ability score to cast spells of that level). At the point where the row and column intersect, you find the bonus spell points the character gains. This value can change each time his ability score undergoes a permanent change (such from an ability score increase due to character level or one from a wish spell) and each time his level changes.<br />
<br />
For example, Boredflak the 4th-level wizard has an Intelligence score of 16 and is capable of casting 2nd-level spells. The number on Table: Bonus Spell Points at the intersection of the 16-17 row and the 2nd column is 4, so Boredflak has 4 extra spell points to spend each day (in addition to the 11 points he gets for being a 4th-level wizard). If Boredflak’s Intelligence were increased to 20 because of a fox’s cunning spell or a headband of intellect +4, he wouldn’t gain any additional bonus spell points, since those effects produce temporary changes, not permanent changes. However, when he reaches 5th level, his bonus spell points would increase from 4 to 9 (since he is now capable of casting 3rd-level spells and thus uses that column), and his overall total would increase from 15 to 25.<br />
<br />
A character who would normally receive bonus spells from a class feature (such as from wizard specialization or access to a domain) can instead prepare extra spells of the appropriate levels, domains, and/or schools. The character doesn’t get any extra spell points (and thus can’t cast any more spells than normal), but the added flexibility of being able to use the bonus spell more than once per day makes up for that.<br />
<br />
For instance, a specialist wizard can prepare one extra spell from the chosen school of each spell level that he can cast. A cleric can prepare one domain spell (chosen from among his domain spells available) of each spell level that he can cast.<br />
<br />
For example, if Boredflak were an evoker, he could prepare one additional spell per level, but that spell would have to be from the evocation school. Once it is prepared, he can use that spell just like any of his other spells, casting it as often as he has spell points.<br />
<br />
Another example: At 1st level, Haigh the cleric gains a bonus 1st-level spell, which must be selected from one of his two domains. Once it is prepared, he can use that domain spell just like any of his other spells, casting it as often as he has spell points.<br />
<br />
For class features that grant bonus spells of a nonfixed spell level (such as the dragon disciple’s bonus spells), the character instead gains a number of bonus spell points equal to twice the highest spell level he can cast, minus 1 (minimum 1 point) each time he gains a bonus spell. This is a fixed value—it doesn’t increase later as the character gains levels—though later rewards may be larger as appropriate to the character’s spellcasting ability.<br />
<br />
For example, a 4th-level fighter/4th-level sorcerer who gains a level of dragon disciple gets a bonus spell. Since the character is capable of casting 2nd-level spells, he receives 3 bonus spell points (2 × 2 = 4, 4 - 1 = 3).<br />
<br />
====Spontaneous Spellcasting====<br />
<br />
Characters who cast all their spells spontaneously—such as bards and sorcerers—don’t have to prepare spells. They can cast any spell they know by spending the requisite number of spell points.<br />
<br />
Characters with the ability to cast a limited number of spells spontaneously (such as druids, who can spontaneously cast a summon nature’s ally spell in place of another spell of the same level) are always treated as having those spells prepared, without spending any spell slots to do so. Thus, they can cast such spells any time they have sufficient spell points.<br />
<br />
Under this system, the Healing domain becomes a relatively poor choice for good-aligned clerics, since they gain less of a benefit for that domain. See [[UA:Spontaneous Divine Casters|Spontaneous Divine Casters]] for ways to solve that dilemma.<br />
<br />
====Regaining Spell Points====<br />
<br />
Spellcasters regain lost spell points whenever they could normally regain spells. Doing this requires the same amount of rest and preparation or concentration time as normal for the class. Without this period of rest and mental preparation, the caster’s mind isn’t ready to regain its power. Spell points are not divorced from the body; they are part of it. Using spell points is mentally tiring, and without the requisite period of rest, they do not regenerate. Any spell points spent within the last 8 hours count against a character’s daily limit and aren’t regained.<br />
<br />
==Casting Spells==<br />
<br />
{| id="tableSpellPointCosts" class="right"<br />
|+ Table: Spell Point Costs<br />
! Spell Level<br />
! Spell Point Cost<br />
| colspan="2" |<br />
# 0-level spells cost no spell points to cast. If a spellcaster is capable of casting 0-level spells, he can cast a number of 0-level spells each day equal to three + the number of spell points gained by that class at 1st level.<br />
|- class="odd"<br />
| align="center" | 0<sup>1</sup><br />
|- class="even"<br />
| align="center" | 1st<br />
| align="center" | 1<br />
|- class="odd"<br />
| align="center" | 2nd<br />
| align="center" | 3<br />
|- class="even"<br />
| align="center" | 3rd<br />
| align="center" | 5<br />
|- class="odd"<br />
| align="center" | 4th<br />
| align="center" | 7<br />
|- class="even"<br />
| align="center" | 5th<br />
| align="center" | 9<br />
|- class="odd"<br />
| align="center" | 6th<br />
| align="center" | 11<br />
|- class="even"<br />
| align="center" | 7th<br />
| align="center" | 13<br />
|- class="odd"<br />
| align="center" | 8th<br />
| align="center" | 15<br />
|- class="even"<br />
| align="center" | 9th<br />
| align="center" | 17<br />
|}<br />
<br />
Each spell costs a certain number of spell points to cast. The higher the level of the spell, the more points it costs. Table: Spell Point Costs describes each spell’s cost.<br />
<br />
Spellcasters use their full normal caster level for determining the effects of their spells in this system, with one significant exception. Spells that deal a number of dice of damage based on caster level (such as magic missile, searing light, or lightning bolt) deal damage as if cast by a character of the minimum level of the class capable of casting the spell. Spells whose damage is partially based on caster level, but that don’t deal a number of dice of damage based on caster level (such as produce flame or an inflict spell) use the spellcaster’s normal caster level to determine damage. Use the character’s normal caster level for all other effects, including range and duration.<br />
<br />
For example, a fireball deals a number of dice of damage based on the caster’s level, so when cast by a wizard using this system, it deals 5d6 points of damage (as if cast by a 5th-level wizard, which is the minimum level of wizard capable of casting fireball). A sorcerer who casts the same spell deals 6d6 points of damage, since the minimum level of sorcerer capable of casting fireball is 6th.<br />
<br />
A character can pay additional spell points to increase the dice of damage dealt by a spell. Every 1 extra spell point spent at the time of casting increases the spell’s effective caster level by 1 for purposes of dealing damage. A character can’t increase a damage-dealing spell’s caster level above his own caster level, or above the normal maximum allowed by the spell.<br />
<br />
For example, even at 7th level, Boredflak’s lightning bolts deal only 5d6 points of damage (just like a 5th-level wizard) unless he spends extra spell points. If he spends 1 extra spell point (making the lightning bolt cost 6 points rather than 5), the spell deals 6d6 points of damage. A second extra spell point would increase the damage to 7d6 points, but he can’t spend more points than this, since his caster level is only 7th. Were he 10th level or higher, he could spend a maximum of 5 extra spell points on this spell, raising the damage up to 10d6, the maximum allowed for a lightning bolt spell.<br />
<br />
Similarly, his magic missile spell only shoots one missile unless he spends extra spell points. An extra 2 spell points increases the caster level from 1st to 3rd, granting his one additional missile. He can spend a maximum of 6 additional spell points in this manner, increasing his effective caster level to 7th for damage purposes and granting his a total of four missiles. If he were 9th level or higher, he could spend a maximum of 8 extra spell points, granting his five missiles (just like a 9th-level caster).<br />
<br />
==Metamagic And Spell Points==<br />
<br />
In the spell point system, a GM has two options for how to adjudicate metamagic effects. In either case, casters need not specially prepare metamagic versions of their spells—they can simply choose to apply the metamagic effect at the time of casting. Doing this does not increase the spell’s casting time.<br />
<br />
The first option is to apply an additional spell point cost to any spell cast with a metamagic feat. This option allows a character maximum flexibility in his choice of spellcasting. Effectively, the character must pay for the spell as if it were a higher-level spell, based on the adjustment from the metamagic feat. If the metamagic effect(s) would increase the spell’s effective level above what he is capable of casting, he can’t cast the spell in that way.<br />
<br />
For example, at 7th level Boredflak is capable of casting 4th-level spells. He could empower a 2nd-level spell, or still a 3rd-level spell, or empower and still a 1st-level spell. He couldn’t empower a 3rd-level spell or still a 4th-level spell (since doing either of those things would raise either spell’s effective spell level to 5th).<br />
<br />
The spell’s caster level for purposes of damage-dealing effects (see above) doesn’t change, even if the metamagic effect increases the minimum caster level of that spell. For instance, a quickened fireball still deals damage as if cast by a 5th-level caster unless the caster chooses to pay additional spell points to increase the caster level.<br />
<br />
For example, if Boredflak empowered his magic missile, it would cost his 5 spell points (as if it were a 3rd-level spell) but would shoot only one missile and deal (1d4+1 × 1.5) points of damage.<br />
<br />
If he spent an additional 6 spell points (for a total of 11), the caster level of the magic missile would increase to 7th, and the spell would shoot four missiles dealing a total of (4d4+4 × 1.5) points of damage.<br />
<br />
The second option is simpler but less flexible. In this option, each selection of a metamagic feat allows a character to apply the feat’s effects three times per day at no additional spell point cost. The normal limit for maximum spell level applies (a 7th-level wizard can’t empower any spell higher than 2nd level, for instance).<br />
<br />
You could even combine these options, allowing a spellcaster with a metamagic feat to use the feat three times per day for free, but any additional uses in the same day would cost extra spell points. Only choose this combination approach if you’re comfortable with characters throwing around a lot of metamagic spells.<br />
<br />
==Multiclass Spellcasters==<br />
<br />
A character with nonstacking spellcasting ability from multiple classes (such as a cleric/wizard) has a separate pool of spell points for each spellcasting class. Such characters may only spend spell points on spells granted by that class. Bonus spell points from a high ability score apply to each pool separately, even if the same ability score is tied to more than one spellcasting class. In the rare situations when a character has prepared or knows the same spell in two different slots (such as a druid/ranger preparing delay poison as both a 2nd-level druid spell and a 1st-level ranger spell), the character can cast the spell using either pool of spell points, but the spell is treated as being cast by a caster of the level of the class from which the spell points are drawn.<br />
<br />
For example, a 5th-level cleric/2nd-level bard has 15 spell points (plus bonus spell points for high Wisdom) for his cleric spells and 0 spell points (plus bonus spell points for high Charisma) for his bard spells. When he casts cure moderate wounds, the points for that spell must be drawn from his pool of cleric spell points. If he knows cure light wounds as a bard spell and has also prepared it as a cleric spell, he may cast it either as a cleric or as a bard. As a cleric spell, the spell is cast at 5th level and heals 1d8+5 points of damage; as a bard spell, it is cast at 2nd level and heals 1d8+2 points of damage.<br />
<br />
==Miscellaneous Issues==<br />
<br />
When a character would lose a spell slot (such as from gaining a negative level), he instead loses the number of spell points required to cast his highest-level spell.<br />
<br />
Spells that allow a character to recall or recast a spell don’t function in this system. (It doesn’t make any sense to have a spell that gives you more spell points, since you’re either paying more than you get, getting nothing, or getting more than you paid.) Items that function similarly can work, but differently— they restore a number of spell points required to cast a spell of that level. A pearl of power for 3rd-level spells, for instance, would restore 5 spell points to a character’s pool of available points when activated.<br />
<br />
==Spell Point Variant: Vitalizing==<br />
<br />
In the vitalizing system, spellcasters can potentially cast a great number of spells in a day, but every spell cast is a potential burden on the caster’s health and vitality. Reaching for and directing magical energy is a dangerous and taxing exercise, at least as difficult as heavy labor or prolonged exertion.<br />
<br />
This variant of the spell point system does not change the way a character prepares spells, casts spells, regains spell points, or any of the other rules from that system. However, the spellcaster’s pool of spell points represents a physical, not just mental, limit on his spellcasting power.<br />
<br />
When a spellcaster’s spell point pool falls to half of his maximum or less, he becomes fatigued.<br />
<br />
When his spell points drop to one-quarter of his maximum or less, he becomes exhausted.<br />
<br />
For example, at 1st level Haigh the cleric has 3 spell points (2 from his level, +1 bonus point for high Wisdom). He enters a fight by casting bless on his allies, spending 1 of his 3 spell points. Doing this has no ill effect on Haigh, since he still has more than half of his maximum spell points remaining. If, during the fight, he then casts divine favor, spending another spell point, he now becomes fatigued, since he has only one-third of his spell points remaining. After the fight, he spontaneously casts cure light wounds on Kroh, spending his last spell point. Not only has he exhausted his spells for the day, but he has exhausted his body as well.<br />
<br />
====Recovering Spell Points====<br />
<br />
In the vitalizing system, spellcasters must rest to recover their spell points and restore their physical well-being. A character’s spell point total is tied directly to his level of fatigue. If an exhausted character rests for 1 hour, he becomes fatigued—and his spell point total rises to one-third of his normal maximum (round fractions down). A second hour of rest increases the spellcaster’s spell point total to two-thirds of his maximum. It takes another 6 hours of rest to replenish the last one-third of his spell points and shake the physical effects of the spellcasting. Spells that remove fatigue and exhaustion (such as heal and restoration) leave the recipient with a spell point total equal to two-thirds of his normal maximum.<br />
<br />
As in the standard rules, a spellcaster must rest for a full 8 hours before preparing a fresh allotment of spells for the day. Even if an exhausted spellcaster regains his lost energy and spell points, he can’t change the spells he has prepared without 8 hours of rest.<br />
<br />
=====Mundane Fatigue=====<br />
<br />
If a spellcaster is subjected to some other effect that would make him fatigued or exhausted, he loses spell points accordingly. If he becomes fatigued, his spell point total drops to one-half his normal maximum (round down), and if he becomes exhausted, his spell point total drops to one-quarter his normal maximum.<br />
<br />
====Optional Vitalizing Variants====<br />
<br />
As a further variant of this system, all spellcasters gain bonus spell points based on their Constitution scores rather than the ability score that normally grants bonus spells. This variant reflects the idea that spellcasting power is tied to the caster’s physical health. It also essentially requires spellcasters to have two high ability scores, though most spellcasters are happy to have a high Constitution score anyway.<br />
<br />
A second optional variant would allow a spellcaster to exceed his normal pool of spell points, but at great personal risk. Doing so successfully requires a Concentration check (DC 20 + spell level). Each time a character casts a spell for which he does not have sufficient spell points and subsequently fails the Concentration check, he takes both lethal and nonlethal damage equal to the level of the spell cast. A desperate (or unwary) spellcaster can literally cast himself into unconsciousness in this manner.<br />
<br />
{{UA Magic Footer}}</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=UA:Spell_Points&diff=268617UA:Spell Points2008-07-21T01:34:46Z<p>OptimizationFanatic: Added text.</p>
<hr />
<div>{{OGL Top}}<br />
<br />
=Spell Points=<br />
<br />
{| id="tableSpellPointsperDay" class="d20"<br />
|+ Table: Spell Points per Day<br />
|-<br />
! Level<br />
! Bard<br />
! Cleric,<br />Druid,<br />Wizard<br />
! Paladin,<br />Ranger<br />
! Sorcerer<br />
|- class="odd"<br />
| align="center" | 1st<br />
| align="center" | 2<br />
| align="center" | 3<br />
|- class="even"<br />
| align="center" | 2nd<br />
| align="center" | 4<br />
| align="center" | 5<br />
|- class="odd"<br />
| align="center" | 3rd<br />
| align="center" | 1<br />
| align="center" | 7<br />
| align="center" | 8<br />
|- class="even"<br />
| align="center" | 4th<br />
| align="center" | 5<br />
| align="center" | 11<br />
| align="center" | 14<br />
|- class="odd"<br />
| align="center" | 5th<br />
| align="center" | 6<br />
| align="center" | 16<br />
| align="center" | 19<br />
|- class="even"<br />
| align="center" | 6th<br />
| align="center" | 9<br />
| align="center" | 24<br />
| align="center" | 1<br />
| align="center" | 29<br />
|- class="odd"<br />
| align="center" | 7th<br />
| align="center" | 14<br />
| align="center" | 33<br />
| align="center" | 1<br />
| align="center" | 37<br />
|- class="even"<br />
| align="center" | 8th<br />
| align="center" | 17<br />
| align="center" | 44<br />
| align="center" | 1<br />
| align="center" | 51<br />
|- class="odd"<br />
| align="center" | 9th<br />
| align="center" | 22<br />
| align="center" | 56<br />
| align="center" | 1<br />
| align="center" | 63<br />
|- class="even"<br />
| align="center" | 10th<br />
| align="center" | 29<br />
| align="center" | 72<br />
| align="center" | 4<br />
| align="center" | 81<br />
|- class="odd"<br />
| align="center" | 11th<br />
| align="center" | 34<br />
| align="center" | 88<br />
| align="center" | 4<br />
| align="center" | 97<br />
|- class="even"<br />
| align="center" | 12th<br />
| align="center" | 41<br />
| align="center" | 104<br />
| align="center" | 9<br />
| align="center" | 115<br />
|- class="odd"<br />
| align="center" | 13th<br />
| align="center" | 50<br />
| align="center" | 120<br />
| align="center" | 9<br />
| align="center" | 131<br />
|- class="even"<br />
| align="center" | 14th<br />
| align="center" | 57<br />
| align="center" | 136<br />
| align="center" | 10<br />
| align="center" | 149<br />
|- class="odd"<br />
| align="center" | 15th<br />
| align="center" | 67<br />
| align="center" | 152<br />
| align="center" | 17<br />
| align="center" | 165<br />
|- class="even"<br />
| align="center" | 16th<br />
| align="center" | 81<br />
| align="center" | 168<br />
| align="center" | 20<br />
| align="center" | 183<br />
|- class="odd"<br />
| align="center" | 17th<br />
| align="center" | 95<br />
| align="center" | 184<br />
| align="center" | 25<br />
| align="center" | 199<br />
|- class="even"<br />
| align="center" | 18th<br />
| align="center" | 113<br />
| align="center" | 200<br />
| align="center" | 26<br />
| align="center" | 217<br />
|- class="odd"<br />
| align="center" | 19th<br />
| align="center" | 133<br />
| align="center" | 216<br />
| align="center" | 41<br />
| align="center" | 233<br />
|- class="even"<br />
| align="center" | 20th<br />
| align="center" | 144<br />
| align="center" | 232<br />
| align="center" | 48<br />
| align="center" | 249<br />
|}<br />
<br />
The spell point system presented here allows casters to more freely pick and choose which spells they cast each day.<br />
<br />
Every spellcaster has a reserve of spell points based on class and level (see Table: Spell Points Per Day). Characters also gain bonus spell points from a high ability score (just as a normal spellcaster would gain bonus spells from a high ability score; see Bonus Spell Points and Bonus Spells, below). These spell points provide the magical power behind the caster’s spells: He spends a number of spell points appropriate to the spell’s level to cast the spell (see Casting Spells, below). Once spent, spell points are expended until the caster has sufficient time to rest and prepare new spells (see Preparing Spells, below).<br />
<br />
=====Metagame Analysis: Spell Points=====<br />
<br />
The spell point system dramatically expands the versatility of a spellcaster. Since he’s no longer tied to using a specific number of spell slots, he can much more easily adapt to situations. In effect, spell points make all classes work more like the sorcerer, and make the sorcerer (or bard) work even more like the sorcerer. In general, spellcasters become more powerful—though they aren’t capable of casting any spell they couldn’t cast before, they are now capable of casting more high-level spells per day and more of whichever spells they need. If a 15th-level cleric needs to cast heal a dozen times during an adventure, he can do that (though not much else).<br />
<br />
One balancing factor is the cost for casters to increase the damage dealt by their spells. This cost helps to maintain balance between spells of different level. If you didn’t have to pay more for a 9d6 lightning bolt than for a 5d6 lightning bolt (a 3rd-level spell costing 5 spell points), then the 9d6 lightning bolt would cost barely more than half as much as a 9d6 cone of cold (a 5th-level spell costing 9 spell points), even though both spells deal equal damage.<br />
<br />
If you use this variant, consider adding other game elements that influence (or are influenced by) spell points. These might include magic items that grant (or cost) spell points, feats that grant bonus spell points (or make certain spells cost fewer spell points to cast), special abilities that drain spell points from casters, and so forth.<br />
<br />
==Preparing Spells==<br />
<br />
With this variant, spellcasters still prepare spells as normal (assuming they normally prepare spells). In effect, casters who prepare spells are setting their list of “spells known” for the day. They need not prepare multiple copies of the same spell, since they can cast any combination of their prepared spells each day (up to the limit of their spell points).<br />
<br />
For example, Boredflak the 4th-level wizard has an Intelligence score of 16. When using the spell point system, he would prepare four 0-level spells, four 1st-level spells (three plus his bonus spell for high Int), and three 2nd-level spells (two plus his bonus spell for high Int). These spells make up his entire list of spells that he can cast during the day, though he can cast any combination of them, as long as he has sufficient spell points.<br />
<br />
====Bonus Spell Points and Bonus Spells====<br />
<br />
{| id="tableBonusSpellPoints" class="right"<br />
|+ Table: Bonus Spell Points<br />
|-<br />
! rowspan="2" | Score<br />
! colspan="10" | Bonus Spell Points (by Maximum Spell Level)<br />
|-<br />
! 1st<br />
! 2nd<br />
! 3rd<br />
! 4th<br />
! 5th<br />
! 6th<br />
! 7th<br />
! 8th<br />
! 9th<br />
|- class="odd"<br />
| align="center" | 12-13<br />
| align="center" | —<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
| align="center" | 1<br />
|- class="even"<br />
| align="center" | 14-15<br />
| align="center" | —<br />
| align="center" | 1<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 4<br />
|- class="odd"<br />
| align="center" | 16-17<br />
| align="center" | —<br />
| align="center" | 1<br />
| align="center" | 4<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | 9<br />
|- class="even"<br />
| align="center" | 18-19<br />
| align="center" | —<br />
| align="center" | 1<br />
| align="center" | 4<br />
| align="center" | 9<br />
| align="center" | 16<br />
| align="center" | 16<br />
| align="center" | 16<br />
| align="center" | 16<br />
| align="center" | 16<br />
| align="center" | 16<br />
|- class="odd"<br />
| align="center" | 20-21<br />
| align="center" | —<br />
| align="center" | 2<br />
| align="center" | 5<br />
| align="center" | 10<br />
| align="center" | 17<br />
| align="center" | 26<br />
| align="center" | 26<br />
| align="center" | 26<br />
| align="center" | 26<br />
| align="center" | 26<br />
|- class="even"<br />
| align="center" | 22-23<br />
| align="center" | —<br />
| align="center" | 2<br />
| align="center" | 8<br />
| align="center" | 13<br />
| align="center" | 20<br />
| align="center" | 29<br />
| align="center" | 40<br />
| align="center" | 40<br />
| align="center" | 40<br />
| align="center" | 40<br />
|- class="odd"<br />
| align="center" | 24-25<br />
| align="center" | —<br />
| align="center" | 2<br />
| align="center" | 8<br />
| align="center" | 18<br />
| align="center" | 25<br />
| align="center" | 34<br />
| align="center" | 45<br />
| align="center" | 58<br />
| align="center" | 58<br />
| align="center" | 58<br />
|- class="even"<br />
| align="center" | 26-27<br />
| align="center" | —<br />
| align="center" | 2<br />
| align="center" | 8<br />
| align="center" | 18<br />
| align="center" | 32<br />
| align="center" | 41<br />
| align="center" | 52<br />
| align="center" | 65<br />
| align="center" | 80<br />
| align="center" | 80<br />
|- class="odd"<br />
| align="center" | 28-29<br />
| align="center" | —<br />
| align="center" | 3<br />
| align="center" | 9<br />
| align="center" | 19<br />
| align="center" | 33<br />
| align="center" | 51<br />
| align="center" | 62<br />
| align="center" | 75<br />
| align="center" | 90<br />
| align="center" | 107<br />
|- class="even"<br />
| align="center" | 30-31<br />
| align="center" | —<br />
| align="center" | 3<br />
| align="center" | 12<br />
| align="center" | 22<br />
| align="center" | 36<br />
| align="center" | 54<br />
| align="center" | 76<br />
| align="center" | 89<br />
| align="center" | 104<br />
| align="center" | 121<br />
|- class="odd"<br />
| align="center" | 32-33<br />
| align="center" | —<br />
| align="center" | 3<br />
| align="center" | 12<br />
| align="center" | 24<br />
| align="center" | 38<br />
| align="center" | 56<br />
| align="center" | 78<br />
| align="center" | 104<br />
| align="center" | 119<br />
| align="center" | 136<br />
|- class="even"<br />
| align="center" | 34-35<br />
| align="center" | —<br />
| align="center" | 3<br />
| align="center" | 12<br />
| align="center" | 27<br />
| align="center" | 48<br />
| align="center" | 66<br />
| align="center" | 88<br />
| align="center" | 114<br />
| align="center" | 144<br />
| align="center" | 161<br />
|- class="odd"<br />
| align="center" | 36-37<br />
| align="center" | —<br />
| align="center" | 4<br />
| align="center" | 13<br />
| align="center" | 28<br />
| align="center" | 49<br />
| align="center" | 76<br />
| align="center" | 98<br />
| align="center" | 124<br />
| align="center" | 154<br />
| align="center" | 188<br />
|- class="even"<br />
| align="center" | 38-39<br />
| align="center" | —<br />
| align="center" | 4<br />
| align="center" | 16<br />
| align="center" | 31<br />
| align="center" | 52<br />
| align="center" | 77<br />
| align="center" | 110<br />
| align="center" | 136<br />
| align="center" | 166<br />
| align="center" | 200<br />
|- class="odd"<br />
| align="center" | 40-41<br />
| align="center" | —<br />
| align="center" | 4<br />
| align="center" | 16<br />
| align="center" | 36<br />
| align="center" | 57<br />
| align="center" | 84<br />
| align="center" | 117<br />
| align="center" | 156<br />
| align="center" | 186<br />
| align="center" | 220<br />
|- class="even"<br />
| align="center" | 42-43<br />
| align="center" | —<br />
| align="center" | 4<br />
| align="center" | 16<br />
| align="center" | 36<br />
| align="center" | 64<br />
| align="center" | 91<br />
| align="center" | 124<br />
| align="center" | 163<br />
| align="center" | 208<br />
| align="center" | 242<br />
|- class="odd"<br />
| align="center" | 44-45<br />
| align="center" | —<br />
| align="center" | 5<br />
| align="center" | 17<br />
| align="center" | 37<br />
| align="center" | 65<br />
| align="center" | 101<br />
| align="center" | 134<br />
| align="center" | 173<br />
| align="center" | 218<br />
| align="center" | 269<br />
|- class="even"<br />
| align="center" | 46-47<br />
| align="center" | —<br />
| align="center" | 5<br />
| align="center" | 20<br />
| align="center" | 40<br />
| align="center" | 68<br />
| align="center" | 104<br />
| align="center" | 148<br />
| align="center" | 187<br />
| align="center" | 232<br />
| align="center" | 283<br />
|- class="odd"<br />
| align="center" | 48-49<br />
| align="center" | —<br />
| align="center" | 5<br />
| align="center" | 20<br />
| align="center" | 45<br />
| align="center" | 73<br />
| align="center" | 109<br />
| align="center" | 153<br />
| align="center" | 205<br />
| align="center" | 250<br />
| align="center" | 301<br />
|- class="even"<br />
| align="center" | 50-51<br />
| align="center" | —<br />
| align="center" | 5<br />
| align="center" | 20<br />
| align="center" | 45<br />
| align="center" | 80<br />
| align="center" | 116<br />
| align="center" | 160<br />
| align="center" | 212<br />
| align="center" | 272<br />
| align="center" | 323<br />
|- class="odd"<br />
| colspan="11" | and so on…<br />
|}<br />
<br />
Any spellcaster who would normally receive bonus spells for a high ability score receives bonus spell points instead. In effect, the character can simply cast more of his spells each day.<br />
<br />
To determine the number of bonus spell points gained from a high ability score, first find the row for the character’s ability score on Table: Bonus Spell Points. Use whichever ability score would normally award bonus spells for the character’s class (Wisdom for clerics and druids, Intelligence for wizards, and so forth).<br />
<br />
Next, find the column for the highest level of spell the character is capable of casting based on his class level (even if he doesn’t have a high enough ability score to cast spells of that level). At the point where the row and column intersect, you find the bonus spell points the character gains. This value can change each time his ability score undergoes a permanent change (such from an ability score increase due to character level or one from a wish spell) and each time his level changes.<br />
<br />
For example, Boredflak the 4th-level wizard has an Intelligence score of 16 and is capable of casting 2nd-level spells. The number on Table: Bonus Spell Points at the intersection of the 16-17 row and the 2nd column is 4, so Boredflak has 4 extra spell points to spend each day (in addition to the 11 points he gets for being a 4th-level wizard). If Boredflak’s Intelligence were increased to 20 because of a fox’s cunning spell or a headband of intellect +4, he wouldn’t gain any additional bonus spell points, since those effects produce temporary changes, not permanent changes. However, when he reaches 5th level, his bonus spell points would increase from 4 to 9 (since he is now capable of casting 3rd-level spells and thus uses that column), and his overall total would increase from 15 to 25.<br />
<br />
A character who would normally receive bonus spells from a class feature (such as from wizard specialization or access to a domain) can instead prepare extra spells of the appropriate levels, domains, and/or schools. The character doesn’t get any extra spell points (and thus can’t cast any more spells than normal), but the added flexibility of being able to use the bonus spell more than once per day makes up for that.<br />
<br />
For instance, a specialist wizard can prepare one extra spell from the chosen school of each spell level that he can cast. A cleric can prepare one domain spell (chosen from among his domain spells available) of each spell level that he can cast.<br />
<br />
For example, if Boredflak were an evoker, he could prepare one additional spell per level, but that spell would have to be from the evocation school. Once it is prepared, he can use that spell just like any of his other spells, casting it as often as he has spell points.<br />
<br />
Another example: At 1st level, Haigh the cleric gains a bonus 1st-level spell, which must be selected from one of his two domains. Once it is prepared, he can use that domain spell just like any of his other spells, casting it as often as he has spell points.<br />
<br />
For class features that grant bonus spells of a nonfixed spell level (such as the dragon disciple’s bonus spells), the character instead gains a number of bonus spell points equal to twice the highest spell level he can cast, minus 1 (minimum 1 point) each time he gains a bonus spell. This is a fixed value—it doesn’t increase later as the character gains levels—though later rewards may be larger as appropriate to the character’s spellcasting ability.<br />
<br />
For example, a 4th-level fighter/4th-level sorcerer who gains a level of dragon disciple gets a bonus spell. Since the character is capable of casting 2nd-level spells, he receives 3 bonus spell points (2 × 2 = 4, 4 - 1 = 3).<br />
<br />
====Spontaneous Spellcasting====<br />
<br />
Characters who cast all their spells spontaneously—such as bards and sorcerers—don’t have to prepare spells. They can cast any spell they know by spending the requisite number of spell points.<br />
<br />
Characters with the ability to cast a limited number of spells spontaneously (such as druids, who can spontaneously cast a summon nature’s ally spell in place of another spell of the same level) are always treated as having those spells prepared, without spending any spell slots to do so. Thus, they can cast such spells any time they have sufficient spell points.<br />
<br />
Under this system, the Healing domain becomes a relatively poor choice for good-aligned clerics, since they gain less of a benefit for that domain. See [[UA:Spontaneous Divine Casters|Spontaneous Divine Casters]] for ways to solve that dilemma.<br />
<br />
====Regaining Spell Points====<br />
<br />
Spellcasters regain lost spell points whenever they could normally regain spells. Doing this requires the same amount of rest and preparation or concentration time as normal for the class. Without this period of rest and mental preparation, the caster’s mind isn’t ready to regain its power. Spell points are not divorced from the body; they are part of it. Using spell points is mentally tiring, and without the requisite period of rest, they do not regenerate. Any spell points spent within the last 8 hours count against a character’s daily limit and aren’t regained.<br />
<br />
==Casting Spells==<br />
<br />
{| id="tableSpellPointCosts" class="right"<br />
|+ Table: Spell Point Costs<br />
! Spell Level<br />
! Spell Point Cost<br />
| colspan="2" |<br />
# 0-level spells cost no spell points to cast. If a spellcaster is capable of casting 0-level spells, he can cast a number of 0-level spells each day equal to three + the number of spell points gained by that class at 1st level.<br />
|- class="odd"<br />
| align="center" | 0<sup>1</sup><br />
|- class="even"<br />
| align="center" | 1st<br />
| align="center" | 1<br />
|- class="odd"<br />
| align="center" | 2nd<br />
| align="center" | 3<br />
|- class="even"<br />
| align="center" | 3rd<br />
| align="center" | 5<br />
|- class="odd"<br />
| align="center" | 4th<br />
| align="center" | 7<br />
|- class="even"<br />
| align="center" | 5th<br />
| align="center" | 9<br />
|- class="odd"<br />
| align="center" | 6th<br />
| align="center" | 11<br />
|- class="even"<br />
| align="center" | 7th<br />
| align="center" | 13<br />
|- class="odd"<br />
| align="center" | 8th<br />
| align="center" | 15<br />
|- class="even"<br />
| align="center" | 9th<br />
| align="center" | 17<br />
|}<br />
<br />
Each spell costs a certain number of spell points to cast. The higher the level of the spell, the more points it costs. Table: Spell Point Costs describes each spell’s cost.<br />
<br />
Spellcasters use their full normal caster level for determining the effects of their spells in this system, with one significant exception. Spells that deal a number of dice of damage based on caster level (such as magic missile, searing light, or lightning bolt) deal damage as if cast by a character of the minimum level of the class capable of casting the spell. Spells whose damage is partially based on caster level, but that don’t deal a number of dice of damage based on caster level (such as produce flame or an inflict spell) use the spellcaster’s normal caster level to determine damage. Use the character’s normal caster level for all other effects, including range and duration.<br />
<br />
For example, a fireball deals a number of dice of damage based on the caster’s level, so when cast by a wizard using this system, it deals 5d6 points of damage (as if cast by a 5th-level wizard, which is the minimum level of wizard capable of casting fireball). A sorcerer who casts the same spell deals 6d6 points of damage, since the minimum level of sorcerer capable of casting fireball is 6th.<br />
<br />
A character can pay additional spell points to increase the dice of damage dealt by a spell. Every 1 extra spell point spent at the time of casting increases the spell’s effective caster level by 1 for purposes of dealing damage. A character can’t increase a damage-dealing spell’s caster level above his own caster level, or above the normal maximum allowed by the spell.<br />
<br />
For example, even at 7th level, Boredflak’s lightning bolts deal only 5d6 points of damage (just like a 5th-level wizard) unless he spends extra spell points. If he spends 1 extra spell point (making the lightning bolt cost 6 points rather than 5), the spell deals 6d6 points of damage. A second extra spell point would increase the damage to 7d6 points, but he can’t spend more points than this, since his caster level is only 7th. Were he 10th level or higher, he could spend a maximum of 5 extra spell points on this spell, raising the damage up to 10d6, the maximum allowed for a lightning bolt spell.<br />
<br />
Similarly, his magic missile spell only shoots one missile unless he spends extra spell points. An extra 2 spell points increases the caster level from 1st to 3rd, granting his one additional missile. He can spend a maximum of 6 additional spell points in this manner, increasing his effective caster level to 7th for damage purposes and granting his a total of four missiles. If he were 9th level or higher, he could spend a maximum of 8 extra spell points, granting his five missiles (just like a 9th-level caster).<br />
<br />
==Metamagic And Spell Points==<br />
<br />
In the spell point system, a GM has two options for how to adjudicate metamagic effects. In either case, casters need not specially prepare metamagic versions of their spells—they can simply choose to apply the metamagic effect at the time of casting. Doing this does not increase the spell’s casting time.<br />
<br />
The first option is to apply an additional spell point cost to any spell cast with a metamagic feat. This option allows a character maximum flexibility in his choice of spellcasting. Effectively, the character must pay for the spell as if it were a higher-level spell, based on the adjustment from the metamagic feat. If the metamagic effect(s) would increase the spell’s effective level above what he is capable of casting, he can’t cast the spell in that way.<br />
<br />
For example, at 7th level Boredflak is capable of casting 4th-level spells. He could empower a 2nd-level spell, or still a 3rd-level spell, or empower and still a 1st-level spell. He couldn’t empower a 3rd-level spell or still a 4th-level spell (since doing either of those things would raise either spell’s effective spell level to 5th).<br />
<br />
The spell’s caster level for purposes of damage-dealing effects (see above) doesn’t change, even if the metamagic effect increases the minimum caster level of that spell. For instance, a quickened fireball still deals damage as if cast by a 5th-level caster unless the caster chooses to pay additional spell points to increase the caster level.<br />
<br />
For example, if Boredflak empowered his magic missile, it would cost his 5 spell points (as if it were a 3rd-level spell) but would shoot only one missile and deal (1d4+1 × 1.5) points of damage.<br />
<br />
If he spent an additional 6 spell points (for a total of 11), the caster level of the magic missile would increase to 7th, and the spell would shoot four missiles dealing a total of (4d4+4 × 1.5) points of damage.<br />
<br />
The second option is simpler but less flexible. In this option, each selection of a metamagic feat allows a character to apply the feat’s effects three times per day at no additional spell point cost. The normal limit for maximum spell level applies (a 7th-level wizard can’t empower any spell higher than 2nd level, for instance).<br />
<br />
You could even combine these options, allowing a spellcaster with a metamagic feat to use the feat three times per day for free, but any additional uses in the same day would cost extra spell points. Only choose this combination approach if you’re comfortable with characters throwing around a lot of metamagic spells.<br />
<br />
==Multiclass Spellcasters==<br />
<br />
A character with nonstacking spellcasting ability from multiple classes (such as a cleric/wizard) has a separate pool of spell points for each spellcasting class. Such characters may only spend spell points on spells granted by that class. Bonus spell points from a high ability score apply to each pool separately, even if the same ability score is tied to more than one spellcasting class. In the rare situations when a character has prepared or knows the same spell in two different slots (such as a druid/ranger preparing delay poison as both a 2nd-level druid spell and a 1st-level ranger spell), the character can cast the spell using either pool of spell points, but the spell is treated as being cast by a caster of the level of the class from which the spell points are drawn.<br />
<br />
For example, a 5th-level cleric/2nd-level bard has 15 spell points (plus bonus spell points for high Wisdom) for his cleric spells and 0 spell points (plus bonus spell points for high Charisma) for his bard spells. When he casts cure moderate wounds, the points for that spell must be drawn from his pool of cleric spell points. If he knows cure light wounds as a bard spell and has also prepared it as a cleric spell, he may cast it either as a cleric or as a bard. As a cleric spell, the spell is cast at 5th level and heals 1d8+5 points of damage; as a bard spell, it is cast at 2nd level and heals 1d8+2 points of damage.<br />
<br />
==Miscellaneous Issues==<br />
<br />
When a character would lose a spell slot (such as from gaining a negative level), he instead loses the number of spell points required to cast his highest-level spell.<br />
<br />
Spells that allow a character to recall or recast a spell don’t function in this system. (It doesn’t make any sense to have a spell that gives you more spell points, since you’re either paying more than you get, getting nothing, or getting more than you paid.) Items that function similarly can work, but differently— they restore a number of spell points required to cast a spell of that level. A pearl of power for 3rd-level spells, for instance, would restore 5 spell points to a character’s pool of available points when activated.<br />
<br />
==Spell Point Variant: Vitalizing==<br />
<br />
In the vitalizing system, spellcasters can potentially cast a great number of spells in a day, but every spell cast is a potential burden on the caster’s health and vitality. Reaching for and directing magical energy is a dangerous and taxing exercise, at least as difficult as heavy labor or prolonged exertion.<br />
<br />
This variant of the spell point system does not change the way a character prepares spells, casts spells, regains spell points, or any of the other rules from that system. However, the spellcaster’s pool of spell points represents a physical, not just mental, limit on his spellcasting power.<br />
<br />
When a spellcaster’s spell point pool falls to half of his maximum or less, he becomes fatigued.<br />
<br />
When his spell points drop to one-quarter of his maximum or less, he becomes exhausted.<br />
<br />
For example, at 1st level Haigh the cleric has 3 spell points (2 from his level, +1 bonus point for high Wisdom). He enters a fight by casting bless on his allies, spending 1 of his 3 spell points. Doing this has no ill effect on Haigh, since he still has more than half of his maximum spell points remaining. If, during the fight, he then casts divine favor, spending another spell point, he now becomes fatigued, since he has only one-third of his spell points remaining. After the fight, he spontaneously casts cure light wounds on Kroh, spending his last spell point. Not only has he exhausted his spells for the day, but he has exhausted his body as well.<br />
<br />
====Recovering Spell Points====<br />
<br />
In the vitalizing system, spellcasters must rest to recover their spell points and restore their physical well-being. A character’s spell point total is tied directly to his level of fatigue. If an exhausted character rests for 1 hour, he becomes fatigued—and his spell point total rises to one-third of his normal maximum (round fractions down). A second hour of rest increases the spellcaster’s spell point total to two-thirds of his maximum. It takes another 6 hours of rest to replenish the last one-third of his spell points and shake the physical effects of the spellcasting. Spells that remove fatigue and exhaustion (such as heal and restoration) leave the recipient with a spell point total equal to two-thirds of his normal maximum.<br />
<br />
As in the standard rules, a spellcaster must rest for a full 8 hours before preparing a fresh allotment of spells for the day. Even if an exhausted spellcaster regains his lost energy and spell points, he can’t change the spells he has prepared without 8 hours of rest.<br />
<br />
=====Mundane Fatigue=====<br />
<br />
If a spellcaster is subjected to some other effect that would make him fatigued or exhausted, he loses spell points accordingly. If he becomes fatigued, his spell point total drops to one-half his normal maximum (round down), and if he becomes exhausted, his spell point total drops to one-quarter his normal maximum.<br />
<br />
====Optional Vitalizing Variants====<br />
<br />
As a further variant of this system, all spellcasters gain bonus spell points based on their Constitution scores rather than the ability score that normally grants bonus spells. This variant reflects the idea that spellcasting power is tied to the caster’s physical health. It also essentially requires spellcasters to have two high ability scores, though most spellcasters are happy to have a high Constitution score anyway.<br />
<br />
A second optional variant would allow a spellcaster to exceed his normal pool of spell points, but at great personal risk. Doing so successfully requires a Concentration check (DC 20 + spell level). Each time a character casts a spell for which he does not have sufficient spell points and subsequently fails the Concentration check, he takes both lethal and nonlethal damage equal to the level of the spell cast. A desperate (or unwary) spellcaster can literally cast himself into unconsciousness in this manner.<br />
<br />
{{UA Magic Footer}}</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=UA:Variant_Rules&diff=268615UA:Variant Rules2008-07-21T01:29:30Z<p>OptimizationFanatic: </p>
<hr />
<div>{{OGL Top}}<br />
<br />
<br />
{| class="column" cellspacing="0"<br />
|<br />
:[[UA:Races|Races]]<br />
:*[[UA:Environmental Racial Variants|Environmental Racial Variants]]<br />
:*[[UA:Elemental Racial Variants|Elemental Racial Variants]]<br />
:*[[UA:Reducing Level Adjustments|Reducing Level Adjustments]]<br />
:*[[UA:Bloodlines|Bloodlines]]<br />
:*[[UA:Racial Paragon Classes|Racial Paragon Classes]]<br />
:[[UA:Classes|Classes]]<br />
:*[[UA:Variant Character Classes|Variant Character Classes]]<br />
:*[[UA:Specialist Wizard Variants|Specialist Wizard Variants]]<br />
:*[[UA:Spontaneous Divine Casters|Spontaneous Divine Casters]]<br />
:*[[UA:Class Feature Variants|Class Feature Variants]]<br />
:*[[UA:Prestigious Character Classes|Prestigious Character Classes]]<br />
:*[[UA:Gestalt Characters|Gestalt Characters]]<br />
:*[[UA:Generic Classes|Generic Classes]]<br />
:[[UA:Building Characters|Building Characters]]<br />
:*[[UA:Alternative Skill Systems|Alternative Skill Systems]] <br />
:*[[UA:Complex Skill Checks|Complex Skill Checks]]<br />
:*[[UA:Character Traits|Character Traits]]<br />
:*[[UA:Character Flaws|Character Flaws]]<br />
:*[[UA:Spelltouched Feats|Spelltouched Feats]]<br />
:*[[UA:Weapon Group Feats|Weapon Group Feats]]<br />
:*[[UA:Craft Points|Craft Points]]<br />
:*[[UA:Character Background|Character Background]]<br />
|<br />
:[[UA:Adventuring|Adventuring]]<br />
:*[[UA:Defense Bonus|Defense Bonus]]<br />
:*[[UA:Armor as Damage Reduction|Armor as Damage Reduction]]<br />
:*[[UA:Damage Conversion|Damage Conversion]]<br />
:*[[UA:Injury|Injury]]<br />
:*[[UA:Vitality and Wound Points|Vitality and Wound Points]]<br />
:*[[UA:Reserve Points|Reserve Points]]<br />
:*[[UA:Massive Damage Thresholds and Results|Massive Damage Thresholds and Results]]<br />
:*[[UA:Death and Dying|Death and Dying]]<br />
:*[[UA:Action Points|Action Points]]<br />
:*[[UA:Combat Facing|Combat Facing]]<br />
:*[[UA:Hex Grid|Hex Grid]]<br />
:*[[UA:Variable Modifiers|Variable Modifiers]]<br />
:*[[UA:Bell Curve Rolls|Bell Curve Rolls]] <br />
:*[[UA:Players Roll All the Dice|Players Roll All the Dice]]<br />
|<br />
:[[UA:Magic|Magic]]<br />
:*[[UA:Magic Rating|Magic Rating]]<br />
:*[[UA:Summon Monster Variants|''Summon Monster'' Variants]]<small> (<span style="color: red;">coming soon</span>)</small><br />
:*[[UA:Metamagic Components|Metamagic Components]]<small> (<span style="color: red;">coming soon</span>)</small><br />
:*[[UA:Spontaneous Metamagic|Spontaneous Metamagic]]<br />
:*[[UA:Spell Points|Spell Points]]<small> (<span style="color: red;">coming soon</span>)</small><br />
:*[[UA:Recharge Magic|Recharge Magic]]<small> (<span style="color: red;">coming soon</span>)</small><br />
:*[[UA:Legendary Weapons|Legendary Weapons]]<small> (<span style="color: red;">coming soon</span>)</small><br />
:*[[UA:Item Familiars|Item Familiars]]<br />
:*[[UA:Incantations|Incantations]]<small> (<span style="color: red;">coming soon</span>)</small><br />
:[[UA:Campaigns|Campaigns]]<br />
:*[[UA:Contacts|Contacts]]<br />
:*[[UA:Reputation|Reputation]]<br />
:*[[UA:Honor|Honor]]<br />
:*[[UA:Taint|Taint]]<br />
:*[[UA:Tainted Prestige Classes|Tainted Prestige Classes]]<br />
:*[[UA:Sanity|Sanity]]<br />
:*[[UA:Test-Based Prerequisites|Test-Based Prerequisites]]<br />
:*[[UA:Level-Independent XP Awards|Level-Independent XP Awards]]<br />
:[[UA:When Worlds Collide|When Worlds Collide]]<br />
|}<br />
<br />
=== Introduction ===<br />
<br />
'''Warning:''' Get Ready to drink from the fire hose.<br />
<br />
''Unearthed Arcana'' exposes you to more variant rules and alternative methods of gaming than anyone can hope to use in a single campaign. On top of those, a bunch of House Rule sidebars written by various members of the Wizards of the Coast R&D department describe personal variants they’ve used in their home campaigns. In fact, there’s probably more in here than you could reasonably use in a dozen campaigns, and some of it you probably won’t ever get around to actually introducing to your game.<br />
<br />
Take a deep breath&mdash;it’s okay.<br />
<br />
Just as no player actually casts all the new spells in the latest rulebook, and no DM actually uses all the new creatures in the latest manual of monstrosities, you shouldn’t feel any compulsion to use all these variants, even in a lifetime of gaming.<br />
<br />
Instead, pick and choose the ones that feel right for your style of gaming, your players, and your campaign. Some groups may latch on to a specific variant&mdash;whether the taint rules, Sanity checks, spell points, or legendary weapons&mdash;in a heartbeat, making it a central feature of their game world. Others find a few smaller changes to incorporate, such as a variant class or class feature, reputation checks, or alternative massive damage thresholds. Use the checklist at the back of the book to track what you’re using, and what changes you make to the variants you use.<br />
<br />
The “trick” behind getting your money’s worth from this book is an attitude of curiosity and experimentation. Some groups may have a conservative outlook: “We like the way our game works and don’t want to wreck it.” It’s okay to think that way&mdash;but nothing in this book can wreck your game unless you let it. If you try out a variant and it doesn’t work for you after a session or three, go back to the way you were playing, or just start over from where you were before you tried out the new rules. No harm, no foul.<br />
<br />
The adventurous groups, though&mdash;the ones willing to learn new ways to play their familiar game&mdash;stand to reap the biggest rewards from ''Unearthed Arcana''. In a way, this book perfectly represents the game itself: Adventurous characters get rewarded, though it takes work to reap those rewards.<br />
<br />
When you turn to the next page, the inundation begins. Just remember to take small sips at first&mdash;try out a small number of variants for starters, gradually increasing the level of change until you reach your comfort level. Don’t worry that you’re not using all the new stuff at once. After all, there’s always another campaign waiting to be born, and maybe in that one you finally try out the new metamagic components, or the spelltouched feats, or . . .<div class="right">&mdash;''Andy Collins''</div><br />
<br />
== What’s Inside? ==<br />
<br />
It’s usually true that you don’t need to read a D&D rulebook from front to back to get the most out of it&mdash;and that’s never been more true than in the case of ''Unearthed Arcana''. Using the table of contents as a guide, you can simply flip to a part of the book that looks interesting and start reading. That said, here’s a summary of what each chapter contains.<br />
<br />
'''[[UA:Races|Races]]''' introduces the concept of racial variants, keyed either to a particular environment or a certain elemental type. It offers a way to reduce a character’s level adjustment, which can pay off in more rapid advancement at higher levels. Much of the chapter is devoted to bloodlines&mdash;a way to make characters distinctive by giving them a hint of monstrous ancestry. Finally, it presents paragon classes that enable characters to develop into quintessential examples of their race.<br />
<br />
'''[[UA:Classes|Classes]]''' is full of ways to tailor the standard d20 System character classes. It provides a system allowing divine spellcasters to cast their spells spontaneously, as well as some variant class features. You can replace the standard bard, paladin, and ranger classes with prestige versions of those classes, or you can create gestalt characters who gain levels in two classes at the same time. For a simpler approach to class selection, try out the generic classes at the end of this chapter.<br />
<br />
'''[[UA:Building Characters|Building Characters]]''' offers options for detailing a character&mdash;a new way of determining which skills a character knows, a system for complex skill checks, and selections of traits and flaws that make characters more distinctive. Spelltouched feats and weapon group feats add even more variety to what characters can do. Instead of using the standard rules for the Craft skill, you can give characters craft points that they spend to create alchemical substances and magic items. The largest section of this chapter deals with character background, a way to create a character of higher than 1st level who has a unique personal history.<br />
<br />
'''[[UA:Adventuring|Adventuring]]''' is a treasure trove of ideas for changing basic aspects of the way the game works. If you want to try out a new system for how [[SRD:Armor Class|Armor Class]] is determined, or the benefit that armor provides, or how characters are affected by damage, you’ll find options here. you can give characters action points, which they se to improve their chances of succeeding at a task. You can change the way combat works by keeping track of a creature’s facing, or by using a hexagonal grid rather than a square grid. You can even modify the most fundamental concept in the d20 System rules by getting rid of the d20 altogether!<br />
<br />
'''[[UA:Magic|Magic]]''' is in many ways a counterpart to [[UA:Adventuring|Adventuring]], except that the variants here are all related to the effects of magic on the game. You can give each character and creature a magic rating, which determines its caster level. You can generate individualized lists of ''summon'' spells related to each caster’s world view or goals. Metamagic components allow spellcasters to use spells with the effect of a metamagic feat already built in. The spontaneous metamagic variant gives casters the opportunity to assign metamagic effects to a spell just as it is cast. The spell point system gives casters more flexibility in their daily spell choices. Rather than limiting casters to a certain number of spells per day, you can use the recharge magic system to determine how often a character can cast a particular spell or a spell of a certain level. You can change the role of magic in the game without altering any other rules by using the material on legendary weapons, item familiars, and incantations.<br />
<br />
'''[[UA:Campaigns|Campaigns]]''' takes a look at concepts that can flesh out characters and affect (for good or ill) the way they interact with their world. Contacts are NPCs who can provide various forms of aid to player characters. Reputation and honor help to determine how the other residents of the campaign world perceive the PCs. For a darker and grittier campaign world, one in which characters are up against perils they can’t control, you can incorporate the rules for taint or insanity (or both). Finally, for a different way of determining how characters fulfill the requirements for feats and prestige classes, check out the variant test-based prerequisites.<br />
<br />
'''[[UA:When Worlds Collide|When Worlds Collide]]''' offers some brief advice for DMs on how to use a wide variety of variant rules during play without necessarily creating different campaign worlds for different combinations of variants.<br />
<br />
<br />
----<br />
{{Main Page Breadcrumb}}<br />
{{UA Footer Templates}}<br />
[[Category:Unearthed Arcana]]<br />
[[Category:Transcript]]<br />
[[Category:Variant Rule]]</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=UA:Variant_Rules&diff=268614UA:Variant Rules2008-07-21T01:29:12Z<p>OptimizationFanatic: Item Familiars is finished, so far as I can remember</p>
<hr />
<div>{{OGL Top}}<br />
<br />
<br />
{| class="column" cellspacing="0"<br />
|<br />
:[[UA:Races|Races]]<br />
:*[[UA:Environmental Racial Variants|Environmental Racial Variants]]<br />
:*[[UA:Elemental Racial Variants|Elemental Racial Variants]]<br />
:*[[UA:Reducing Level Adjustments|Reducing Level Adjustments]]<br />
:*[[UA:Bloodlines|Bloodlines]]<br />
:*[[UA:Racial Paragon Classes|Racial Paragon Classes]]<br />
:[[UA:Classes|Classes]]<br />
:*[[UA:Variant Character Classes|Variant Character Classes]]<br />
:*[[UA:Specialist Wizard Variants|Specialist Wizard Variants]]<br />
:*[[UA:Spontaneous Divine Casters|Spontaneous Divine Casters]]<br />
:*[[UA:Class Feature Variants|Class Feature Variants]]<br />
:*[[UA:Prestigious Character Classes|Prestigious Character Classes]]<br />
:*[[UA:Gestalt Characters|Gestalt Characters]]<br />
:*[[UA:Generic Classes|Generic Classes]]<br />
:[[UA:Building Characters|Building Characters]]<br />
:*[[UA:Alternative Skill Systems|Alternative Skill Systems]] <br />
:*[[UA:Complex Skill Checks|Complex Skill Checks]]<br />
:*[[UA:Character Traits|Character Traits]]<br />
:*[[UA:Character Flaws|Character Flaws]]<br />
:*[[UA:Spelltouched Feats|Spelltouched Feats]]<br />
:*[[UA:Weapon Group Feats|Weapon Group Feats]]<br />
:*[[UA:Craft Points|Craft Points]]<br />
:*[[UA:Character Background|Character Background]]<br />
|<br />
:[[UA:Adventuring|Adventuring]]<br />
:*[[UA:Defense Bonus|Defense Bonus]]<br />
:*[[UA:Armor as Damage Reduction|Armor as Damage Reduction]]<br />
:*[[UA:Damage Conversion|Damage Conversion]]<br />
:*[[UA:Injury|Injury]]<br />
:*[[UA:Vitality and Wound Points|Vitality and Wound Points]]<br />
:*[[UA:Reserve Points|Reserve Points]]<br />
:*[[UA:Massive Damage Thresholds and Results|Massive Damage Thresholds and Results]]<br />
:*[[UA:Death and Dying|Death and Dying]]<br />
:*[[UA:Action Points|Action Points]]<br />
:*[[UA:Combat Facing|Combat Facing]]<br />
:*[[UA:Hex Grid|Hex Grid]]<br />
:*[[UA:Variable Modifiers|Variable Modifiers]]<br />
:*[[UA:Bell Curve Rolls|Bell Curve Rolls]] <br />
:*[[UA:Players Roll All the Dice|Players Roll All the Dice]]<br />
|<br />
:[[UA:Magic|Magic]]<br />
:*[[UA:Magic Rating|Magic Rating]]<br />
:*[[UA:Summon Monster Variants|''Summon Monster'' Variants]]<small> (<span style="color: red;">coming soon</span>)</small><br />
:*[[UA:Metamagic Components|Metamagic Components]]<small> (<span style="color: red;">coming soon</span>)</small><br />
:*[[UA:Spontaneous Metamagic|Spontaneous Metamagic]]<small> (<span style="color: red;">not completely wikified</span>)</small><br />
:*[[UA:Spell Points|Spell Points]]<small> (<span style="color: red;">coming soon</span>)</small><br />
:*[[UA:Recharge Magic|Recharge Magic]]<small> (<span style="color: red;">coming soon</span>)</small><br />
:*[[UA:Legendary Weapons|Legendary Weapons]]<small> (<span style="color: red;">coming soon</span>)</small><br />
:*[[UA:Item Familiars|Item Familiars]]<br />
:*[[UA:Incantations|Incantations]]<small> (<span style="color: red;">coming soon</span>)</small><br />
:[[UA:Campaigns|Campaigns]]<br />
:*[[UA:Contacts|Contacts]]<br />
:*[[UA:Reputation|Reputation]]<br />
:*[[UA:Honor|Honor]]<br />
:*[[UA:Taint|Taint]]<br />
:*[[UA:Tainted Prestige Classes|Tainted Prestige Classes]]<br />
:*[[UA:Sanity|Sanity]]<br />
:*[[UA:Test-Based Prerequisites|Test-Based Prerequisites]]<br />
:*[[UA:Level-Independent XP Awards|Level-Independent XP Awards]]<br />
:[[UA:When Worlds Collide|When Worlds Collide]]<br />
|}<br />
<br />
=== Introduction ===<br />
<br />
'''Warning:''' Get Ready to drink from the fire hose.<br />
<br />
''Unearthed Arcana'' exposes you to more variant rules and alternative methods of gaming than anyone can hope to use in a single campaign. On top of those, a bunch of House Rule sidebars written by various members of the Wizards of the Coast R&D department describe personal variants they’ve used in their home campaigns. In fact, there’s probably more in here than you could reasonably use in a dozen campaigns, and some of it you probably won’t ever get around to actually introducing to your game.<br />
<br />
Take a deep breath&mdash;it’s okay.<br />
<br />
Just as no player actually casts all the new spells in the latest rulebook, and no DM actually uses all the new creatures in the latest manual of monstrosities, you shouldn’t feel any compulsion to use all these variants, even in a lifetime of gaming.<br />
<br />
Instead, pick and choose the ones that feel right for your style of gaming, your players, and your campaign. Some groups may latch on to a specific variant&mdash;whether the taint rules, Sanity checks, spell points, or legendary weapons&mdash;in a heartbeat, making it a central feature of their game world. Others find a few smaller changes to incorporate, such as a variant class or class feature, reputation checks, or alternative massive damage thresholds. Use the checklist at the back of the book to track what you’re using, and what changes you make to the variants you use.<br />
<br />
The “trick” behind getting your money’s worth from this book is an attitude of curiosity and experimentation. Some groups may have a conservative outlook: “We like the way our game works and don’t want to wreck it.” It’s okay to think that way&mdash;but nothing in this book can wreck your game unless you let it. If you try out a variant and it doesn’t work for you after a session or three, go back to the way you were playing, or just start over from where you were before you tried out the new rules. No harm, no foul.<br />
<br />
The adventurous groups, though&mdash;the ones willing to learn new ways to play their familiar game&mdash;stand to reap the biggest rewards from ''Unearthed Arcana''. In a way, this book perfectly represents the game itself: Adventurous characters get rewarded, though it takes work to reap those rewards.<br />
<br />
When you turn to the next page, the inundation begins. Just remember to take small sips at first&mdash;try out a small number of variants for starters, gradually increasing the level of change until you reach your comfort level. Don’t worry that you’re not using all the new stuff at once. After all, there’s always another campaign waiting to be born, and maybe in that one you finally try out the new metamagic components, or the spelltouched feats, or . . .<div class="right">&mdash;''Andy Collins''</div><br />
<br />
== What’s Inside? ==<br />
<br />
It’s usually true that you don’t need to read a D&D rulebook from front to back to get the most out of it&mdash;and that’s never been more true than in the case of ''Unearthed Arcana''. Using the table of contents as a guide, you can simply flip to a part of the book that looks interesting and start reading. That said, here’s a summary of what each chapter contains.<br />
<br />
'''[[UA:Races|Races]]''' introduces the concept of racial variants, keyed either to a particular environment or a certain elemental type. It offers a way to reduce a character’s level adjustment, which can pay off in more rapid advancement at higher levels. Much of the chapter is devoted to bloodlines&mdash;a way to make characters distinctive by giving them a hint of monstrous ancestry. Finally, it presents paragon classes that enable characters to develop into quintessential examples of their race.<br />
<br />
'''[[UA:Classes|Classes]]''' is full of ways to tailor the standard d20 System character classes. It provides a system allowing divine spellcasters to cast their spells spontaneously, as well as some variant class features. You can replace the standard bard, paladin, and ranger classes with prestige versions of those classes, or you can create gestalt characters who gain levels in two classes at the same time. For a simpler approach to class selection, try out the generic classes at the end of this chapter.<br />
<br />
'''[[UA:Building Characters|Building Characters]]''' offers options for detailing a character&mdash;a new way of determining which skills a character knows, a system for complex skill checks, and selections of traits and flaws that make characters more distinctive. Spelltouched feats and weapon group feats add even more variety to what characters can do. Instead of using the standard rules for the Craft skill, you can give characters craft points that they spend to create alchemical substances and magic items. The largest section of this chapter deals with character background, a way to create a character of higher than 1st level who has a unique personal history.<br />
<br />
'''[[UA:Adventuring|Adventuring]]''' is a treasure trove of ideas for changing basic aspects of the way the game works. If you want to try out a new system for how [[SRD:Armor Class|Armor Class]] is determined, or the benefit that armor provides, or how characters are affected by damage, you’ll find options here. you can give characters action points, which they se to improve their chances of succeeding at a task. You can change the way combat works by keeping track of a creature’s facing, or by using a hexagonal grid rather than a square grid. You can even modify the most fundamental concept in the d20 System rules by getting rid of the d20 altogether!<br />
<br />
'''[[UA:Magic|Magic]]''' is in many ways a counterpart to [[UA:Adventuring|Adventuring]], except that the variants here are all related to the effects of magic on the game. You can give each character and creature a magic rating, which determines its caster level. You can generate individualized lists of ''summon'' spells related to each caster’s world view or goals. Metamagic components allow spellcasters to use spells with the effect of a metamagic feat already built in. The spontaneous metamagic variant gives casters the opportunity to assign metamagic effects to a spell just as it is cast. The spell point system gives casters more flexibility in their daily spell choices. Rather than limiting casters to a certain number of spells per day, you can use the recharge magic system to determine how often a character can cast a particular spell or a spell of a certain level. You can change the role of magic in the game without altering any other rules by using the material on legendary weapons, item familiars, and incantations.<br />
<br />
'''[[UA:Campaigns|Campaigns]]''' takes a look at concepts that can flesh out characters and affect (for good or ill) the way they interact with their world. Contacts are NPCs who can provide various forms of aid to player characters. Reputation and honor help to determine how the other residents of the campaign world perceive the PCs. For a darker and grittier campaign world, one in which characters are up against perils they can’t control, you can incorporate the rules for taint or insanity (or both). Finally, for a different way of determining how characters fulfill the requirements for feats and prestige classes, check out the variant test-based prerequisites.<br />
<br />
'''[[UA:When Worlds Collide|When Worlds Collide]]''' offers some brief advice for DMs on how to use a wide variety of variant rules during play without necessarily creating different campaign worlds for different combinations of variants.<br />
<br />
<br />
----<br />
{{Main Page Breadcrumb}}<br />
{{UA Footer Templates}}<br />
[[Category:Unearthed Arcana]]<br />
[[Category:Transcript]]<br />
[[Category:Variant Rule]]</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=User_talk:Blue_Dragon&diff=268613User talk:Blue Dragon2008-07-21T01:26:20Z<p>OptimizationFanatic: /* Issues with search */</p>
<hr />
<div>{{Archives<br />
|label1= Archive 1 (Discussions 1 &ndash; 30)<br />
|label2= Archive 2 (Discussions 31 &ndash; 60)<br />
|label3= Archive 3 (Discussions 61 &ndash; 90)<br />
}}<br />
<br />
== MoI ==<br />
<br />
{{Messages of Interest|messages=<br />
{{MoI-Row<br />
|page=Help_talk:The_Tavern<br />
|section=Clever Idea<br />
|notifier=Green Dragon<br />
|date_time=21:00, 9 July 2008 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=User_talk:Blue_Dragon<br />
|section=<br />
|notifier=Eiji<br />
|date_time=20:27, 11 June 2008 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=User_talk:Blue_Dragon<br />
|section=Issues with search<br />
|notifier=OptimizationFanatic<br />
|date_time=09:44, 11 June 2008 (MDT)<br />
}}<br />
}}<br />
<br />
<br />
== Issues with search ==<br />
<br />
I keep getting this message when searching:<br />
There was a problem with the wiki search. This is probably temporary; try again in a few moments, or you can search the wiki <br /> through an external search service.<br />
Is this just happening on my end? If so, how do I fix it? -- [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 16:18, 17 May 2008 (MDT)<br />
<br />
:Same here- just try the external search. Eventually it will fix itself. --[[User:Palantini|Palantini]] 23:17, 18 May 2008 (MDT)<br />
<br />
::Thank you for alerting me to this issue! This was due to the downtime last week, and I did not realize that search was not working as a result of this. It should be fixed now. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 00:49, 23 May 2008 (MDT)<br />
<br />
:::You're welcome, and thanks for the quick fix! — [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 09:04, 23 May 2008 (MDT)<br />
<br />
::::It's happening again, unfortunately. Just thought I'd tell you. — [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 09:44, 11 June 2008 (MDT)<br />
<br />
:::::Thanks again for the report! I feel that I am going to have to add a layer of redundancy or see what is going on with it's now random seeming failures. Thank you for pointing this out! &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 15:57, 14 June 2008 (MDT)<br />
<br />
::::::Occurring yet again. Out of curiosity, are you using Lucene or the default search for Mediawiki? — [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 19:26, 20 July 2008 (MDT)<br />
<br />
== No Edit for You! ==<br />
<br />
For the last 3-4 days I have been unable to edit, preview, or otherwise alter any pages. I've tried both IE and Firefox on the matter. Now, i can create pages, but I can't do much after, as it will load and time out. Clearing cookies and the like has not helped and I am puzzled that at least once, it has gone through. I don't know if I'll even be able to post this. Can you help me out? <br />
<br />
This was the message that Eiji asked me to give you, from the Tavern.-- [[User:Ramses IV|Ramses IV]] 20:37, 11 June 2008 (MDT)<br />
<br />
:After testing via proxy, the problem appears to be with his IP. — [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 21:04, 11 June 2008 (MDT)<br />
<br />
::Hm... we do not run any extensive blacklists, but do you know if there is a problem with his ISP port connections, or something similar? If you want, I can mirror it on another domain and monitor closely what the problem is. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 15:58, 14 June 2008 (MDT)<br />
<br />
== Server Info? ==<br />
<br />
I would like to connect to the Tavern via my own irc client and would like to request the server information.<br />
<br />
Thank you. {{unsigned|207.20.85.157|14:22, 12 June 2008 (MST)}}<br />
<br />
:Hello. The main reason that this is, as of right now, not allowed is due to the naming scheme used. The IRC client builds the nickname from the D&D Wiki name, or uses the IP address. I will think about implementing some way to keep things working properly. Thank you for the suggestion! &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 15:59, 14 June 2008 (MDT)<br />
<br />
== Any Plans on Upgrading? ==<br />
<br />
Do you plan on upgrading MW anytime soon? And I can't seem to use the "View and edit watchlist" link in my watchlist. The browser just goes blank (the "Edit raw watchlist" link still works, though). —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 10:49, 25 June 2008 (MDT)<br />
<br />
== Backspace ==<br />
<br />
There something that bother me a bit, when someone connect on the tavern, the cursor dissapear from the typing bar. If we were erasing something, we got disconnected, if we were type a long text and don't notice, we lose all we were typing. Anyway to fix that? Thank you in advance for your answer.--[[User:Lord Dhazriel|Lord Dhazriel]] 17:18, 27 June 2008 (MDT)<br />
<br />
:This is unfortunately undoable server-side. It's the browser causing the issue, as, if you hit the backspace key and your cursor is not in the text field (which happens automatically when you hit backspace and the field is empty), it understands that you want to go back a page. Perhaps turning off that hotkey in your browser options would help. — [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 19:27, 28 June 2008 (MDT)<br />
<br />
== WikiRPS ==<br />
<br />
Do you have any contact ties to the WikiRPS 'crew'? I hate to use this talk page, and am sorry, but it is perhaps the best chance here. I am interested in resurrecting the WikiRPS project, and getting Cúthalion and others back would really help a lot, so if you could possibly get them, I'd be grateful. If you could also please reply [http://www.wikirps.org/wiki/User_talk:Minozake here], it'd be appreciated. I've been fairly active in dirty-polishing some of the pages, but I would feel better if I wasn't alone. Thank you, Minozake, AKA [[User:97.86.250.154|97.86.250.154]] 22:23, 16 July 2008 (MDT)<br />
<br />
== Tavern Down? ==<br />
<br />
The tavern says:<br />
<br />
:Connecting to goldmine [166.70.99.91] port 6667<br />
:An error occurred: Connecting to IRC: Connection timed out (60 seconds)<br />
<br />
Is this a local error or is it an error with the tavern's hosting? --[[User:Sabre070|Sabre070]] 04:08, 20 July 2008 (MDT)<br />
<br />
:I believe the issue was a power surge were the servers are kept, so the server "goldmine" was down. Anyway, it works now ''':)'''. --[[User:Green Dragon|Green Dragon]] 09:18, 20 July 2008 (MDT)</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=User_talk:Blue_Dragon&diff=264182User talk:Blue Dragon2008-06-29T01:27:26Z<p>OptimizationFanatic: /* Backspace */</p>
<hr />
<div>{{Archives<br />
|label1= Archive 1 (Discussions 1 &ndash; 30)<br />
|label2= Archive 2 (Discussions 31 &ndash; 60)<br />
|label3= Archive 3 (Discussions 61 &ndash; 90)<br />
}}<br />
<br />
== MoI ==<br />
<br />
{{Messages of Interest|messages=<br />
{{MoI-Row<br />
|page=User_talk:Blue_Dragon<br />
|section=<br />
|notifier=Eiji<br />
|date_time=20:27, 11 June 2008 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=User_talk:Blue_Dragon<br />
|section=Issues with search<br />
|notifier=OptimizationFanatic<br />
|date_time=09:44, 11 June 2008 (MDT)<br />
}}<br />
}}<br />
<br />
<br />
== Issues with search ==<br />
<br />
I keep getting this message when searching:<br />
There was a problem with the wiki search. This is probably temporary; try again in a few moments, or you can search the wiki <br /> through an external search service.<br />
Is this just happening on my end? If so, how do I fix it? -- [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 16:18, 17 May 2008 (MDT)<br />
<br />
:Same here- just try the external search. Eventually it will fix itself. --[[User:Palantini|Palantini]] 23:17, 18 May 2008 (MDT)<br />
<br />
::Thank you for alerting me to this issue! This was due to the downtime last week, and I did not realize that search was not working as a result of this. It should be fixed now. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 00:49, 23 May 2008 (MDT)<br />
<br />
:::You're welcome, and thanks for the quick fix! — [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 09:04, 23 May 2008 (MDT)<br />
<br />
::::It's happening again, unfortunately. Just thought I'd tell you. — [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 09:44, 11 June 2008 (MDT)<br />
<br />
:::::Thanks again for the report! I feel that I am going to have to add a layer of redundancy or see what is going on with it's now random seeming failures. Thank you for pointing this out! &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 15:57, 14 June 2008 (MDT)<br />
<br />
== No Edit for You! ==<br />
<br />
For the last 3-4 days I have been unable to edit, preview, or otherwise alter any pages. I've tried both IE and Firefox on the matter. Now, i can create pages, but I can't do much after, as it will load and time out. Clearing cookies and the like has not helped and I am puzzled that at least once, it has gone through. I don't know if I'll even be able to post this. Can you help me out? <br />
<br />
This was the message that Eiji asked me to give you, from the Tavern.-- [[User:Ramses IV|Ramses IV]] 20:37, 11 June 2008 (MDT)<br />
<br />
:After testing via proxy, the problem appears to be with his IP. — [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 21:04, 11 June 2008 (MDT)<br />
<br />
::Hm... we do not run any extensive blacklists, but do you know if there is a problem with his ISP port connections, or something similar? If you want, I can mirror it on another domain and monitor closely what the problem is. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 15:58, 14 June 2008 (MDT)<br />
<br />
== Server Info? ==<br />
<br />
I would like to connect to the Tavern via my own irc client and would like to request the server information.<br />
<br />
Thank you. {{unsigned|207.20.85.157|14:22, 12 June 2008 (MST)}}<br />
<br />
:Hello. The main reason that this is, as of right now, not allowed is due to the naming scheme used. The IRC client builds the nickname from the D&D Wiki name, or uses the IP address. I will think about implementing some way to keep things working properly. Thank you for the suggestion! &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 15:59, 14 June 2008 (MDT)<br />
<br />
== Any Plans on Upgrading? ==<br />
<br />
Do you plan on upgrading MW anytime soon? And I can't seem to use the "View and edit watchlist" link in my watchlist. The browser just goes blank (the "Edit raw watchlist" link still works, though). —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 10:49, 25 June 2008 (MDT)<br />
<br />
== Backspace ==<br />
<br />
There something that bother me a bit, when someone connect on the tavern, the cursor dissapear from the typing bar. If we were erasing something, we got disconnected, if we were type a long text and don't notice, we lose all we were typing. Anyway to fix that? Thank you in advance for your answer.--[[User:Lord Dhazriel|Lord Dhazriel]] 17:18, 27 June 2008 (MDT)<br />
<br />
:This is unfortunately undoable server-side. It's the browser causing the issue, as, if you hit the backspace key and your cursor is not in the text field (which happens automatically when you hit backspace and the field is empty), it understands that you want to go back a page. Perhaps turning off that hotkey in your browser options would help. — [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 19:27, 28 June 2008 (MDT)</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=UA:Item_Familiars&diff=262885UA:Item Familiars2008-06-22T01:47:13Z<p>OptimizationFanatic: /* Inheriting An Item Familiar */</p>
<hr />
<div>{{OGL Top}}<br />
<br />
=Item Familiars=<br />
<br />
Like the legendary weapons rules, the item familiars variant system presents a method by which a character, even a nonspellcaster, can find himself linked to a particular magic item for a large part of his career. These items gradually gain in power and sentience, and often fulfill small roles similar to those of living familiars, but sometimes they become powerful entities in their own right.<br />
<br />
To utilize these rules, the character must choose [[UA:Item Familiar (Feat)|this new feat]].<br />
<br />
==Types Of Item Familiars==<br />
<br />
An item familiar must be a permanent magic item. Typically, it tends to be a magic weapon (such as a sword, axe, or bow), a rod (one that does not depend on charges for its powers), or a ring with a permanent magical power. The DM may allow for various wondrous items to be item familiars, and in such a case can adapt the following rules fairly easily.<br />
<br />
In order to be an item familiar, a magic item must:<br />
<br />
* Have a price of at least 2,000 gp.<br />
* Be usable by the character (if it is a weapon, the character must be proficient with the appropriate category of weapon).<br />
* Have a permanent magical effect that the character can (and knows how to) use.<br />
<br />
Keep in mind that the item only needs to meet the basics of this criteria. The magic item may have functions the character cannot currently use, and once the item is linked to the character he can separate from it for short periods of time without any harm.<br />
<br />
===Intelligent Items===<br />
<br />
This variant system does not depend on the item in question being intelligent, but any item familiar created eventually becomes intelligent. Item familiars normally become intelligent gradually, however, which lessens the complexity of the standard rules for intelligent items.<br />
<br />
==Bonding To An Item Familiar==<br />
<br />
When a character selects an item and chooses the [[UA:Item Familiar (Feat)|Item Familiar Feat]], the character establishes a permanent, supernatural bond to the item familiar. This bond can be suppressed by an antimagic field or similar effect, but it cannot be dispelled.<br />
<br />
Once the character has become bonded to the magic item, the item may gain additional powers or intelligence. The character can also begin investing abilities into the item, using the item familiar to improve his own capabilities.<br />
<br />
Use Table: Item Familiar Abilities to determine what, if any, abilities the item familiar gains based on its owner’s character level.<br />
<br />
{| class="d20"<br />
|+ Table: Item Familiar Abilities<br />
|-<br />
! Character Level<br />
! align="left" | Ability<br />
|- class="odd"<br />
| align="center" | 1st<br />
| Invest life energy; invest skill ranks; invest spell slots<br />
|- class="even"<br />
| align="center" | 7th<br />
| Sapience; senses; communication<br />
|- class="odd"<br />
| align="center" | 10th<br />
| Special ability<br />
|- class="even"<br />
| align="center" | 14th<br />
| Special ability<br />
|- class="odd"<br />
| align="center" | 18th<br />
| Special ability<br />
|- class="even"<br />
| align="center" | 21st or higher<br />
| One additional special ability per three character levels above 20th<br />
|}<br />
<br />
===Invest Life Energy===<br />
<br />
A character of 6th level or lower may invest a portion of his life force into his item familiar, receiving bonus XP in return. These XP are actually part of the item, however, so if the item is lost or destroyed, the character loses not only the bonus but a quantity of his existing XP as well.<br />
<br />
When a character chooses to invest his life energy into his item familiar, his current XP total and all future XP awards increase by 10%. However, if the character loses the item, he loses all bonus XP gained, plus an additional 200 XP per character level.<br />
<br />
For example, a [[SRD:Wizard|wizard]], a 6th-level character with 19,000 XP, chooses to invest his item familiar, a ring, with some of his life energy. He adds 1,900 XP (10% of 19,000) to his XP total, so he now has 20,900 XP. If he goes on an adventure and earns another 1,000 XP, he actually gains 1,100 XP (1,000 + 10% of 1,000), increasing his total to 22,000 XP, which makes him a 7th-level character.<br />
<br />
If he then loses the ring, he would lose the 2,000 XP gained from the investiture (the 1,900 XP he received originally plus the bonus 100 XP he earned later), plus an additional 1,400 XP (200 XP per level), for a total loss of 3,400 XP. This loss would reduce his XP total to 18,600 and his character level to 6th.<br />
<br />
===Invest Skill Ranks===<br />
<br />
Whenever a character with an item familiar gains skill points, he may choose to put some or all of those skill points into his item familiar. He assigns the skill points normally, but notes that they now reside in the item familiar. For every 3 ranks he assigns to the item familiar, he gains a +1 bonus that he can apply to any single skill. This bonus can be applied to a skill in which he already has maximum ranks. He can apply multiple bonuses to the same skill, but he may not have more points of bonus in a skill than he has ranks.<br />
<br />
If the character loses the item familiar, is separated from it for one day per level (see the [[UA:Item Familiar (Feat)|Item Familiar Feat]] description), or if the item familiar is destroyed, these skill points and the bonuses related to them are lost.<br />
<br />
For example, a [[SRD:Wizard|wizard]] has just achieved 7th character level, and he takes a level of [[SRD:Wizard|wizard]]. Because of his high Intelligence score, he gains 7 skill points. He assigns 1 skill point to each of the following skills:<br />
<br />
* Concentration<br />
* Decipher Script<br />
* Knowledge (arcana)<br />
* Knowledge (dungeoneering)<br />
* Knowledge (nobility and royalty)<br />
* Knowledge (the planes)<br />
* Spellcraft<br />
<br />
He uses an asterisk to note that 1 rank for each of six skills resides in his ring. Since that adds up to a total of 6 skill ranks in the ring, he gains two +1 bonuses he can apply to any skill. He decides to assign both bonuses (a total of +2) to his Concentration skill. a [[SRD:Wizard|wizard]] only has 1 rank in the cross-class skill Spot. If he had desired, he could have applied a single +1 bonus to that skill, but not both.<br />
<br />
===Invest Spell Slots===<br />
<br />
Only spellcasters may choose to use this option. A character with an item familiar may choose to invest a single spell slot in his familiar and gain a bonus spell slot in return. The single spell slot must be of the highest spell level he can cast, and the bonus spell slot is always two levels lower than the slot invested in the item. As the caster gains (or loses) levels, the spell slot invested in the item changes so that it is always of the highest spell level he can cast, and the bonus spell slot also changes accordingly, remaining two levels lower than that.<br />
<br />
If a spellcaster does not have a spell slot two levels lower than the highest spell level he can cast (if he can cast only 0- and 1st-level spells), he cannot use this option.<br />
<br />
As with all other investiture options, if the item familiar is lost or destroyed, so are both spell slots.<br />
<br />
For example, as a 7th-level [[SRD:Wizard|wizard]], a [[SRD:Wizard|wizard]] can cast 4th-level spells. He chooses to invest one 4th-level spell slot in his ring. The ring gains an additional 2nd-level spell slot, which a [[SRD:Wizard|wizard]] can use as long as he has the ring in his possession. When a [[SRD:Wizard|wizard]] attains 9th level, the spell slot assigned to the ring automatically becomes a 5th-level spell slot, and the bonus slot becomes a 3rd-level spell slot instead of a 2nd-level one.<br />
<br />
===Sapience===<br />
<br />
If a character with an item familiar is at least 7th level, the item gains rudimentary sapience. It gains Intelligence, Wisdom, and Charisma scores. Two of these scores (player’s or DM’s choice) are 10 and one is 12. The item familiar also gains an Ego score. This last score should not come into play very often—an item familiar is completely loyal to its master, unless its master radically changes alignment or one or the other is affected by some strange compulsion.<br />
<br />
===Senses===<br />
<br />
If a character with an item familiar is at least 7th level, the item can see and hear in a 60-foot radius as if it were a creature. It does not normally make Spot or Listen checks separately from its master, but its master gains the benefit of the Alertness feat while wielding the item.<br />
<br />
===Communication===<br />
<br />
If a character with an item familiar is at least 7th level, the item begins to communicate with the master using basic emotions or feelings. The item may try to tell the master of danger, for example, by putting forth a feeling of fear. It can only communicate in this manner while being worn or carried by its master.<br />
<br />
===Special Ability===<br />
<br />
When an item familiar’s master reaches 10th level, and at every four levels thereafter, the master chooses a new special ability for the item from the following list. Once an ability is chosen, it becomes a permanent part of the item (unless otherwise specified). Some abilities have prerequisites.<br />
<br />
====Armor, Shield, or Weapon Special Ability====<br />
<br />
An item familiar empowered with this special ability gains an ability equivalent to a +1 bonus, such as the light fortification, bashing, or defending special ability. This ability contributes to the overall enhancement bonus of the item and its value but does not cost the master of the familiar any gold pieces or time. This ability may be used in conjunction with the normal rules for improving an existing magic item (see Improving an Item Familiar, and Adding New Abilities). A character may select this special ability multiple times, each time enabling his familiar to gain a different ability equivalent to a +1 bonus.<br />
<br />
=====Prerequisite=====<br />
<br />
The item familiar must be a type of magic armor, a magic shield, or a magic weapon.<br />
<br />
====Cantrips/Orisons====<br />
<br />
An item familiar empowered with this special ability can cast 0-level spells. The familiar may cast any spell invested in it as a standard action (or longer, as defined by the spell’s casting time) as long as the spell does not have an expensive material component or an XP component. The item familiar need not provide any verbal or somatic components, and it need not provide any material components that cost less than 1 gp. It has access to all the 0-level spells from any single class spell list of the master’s choice (taking into account any alignment restrictions against casting spells of a certain class or alignment subtype). It can cast a number of 0-level spells per day as if it were a sorcerer of the master’s character level (though the master does not have to be a spellcaster). The item familiar uses its own ability scores to determine spell save DCs but can cast its 0-level spells only on its master’s order. The master may use a free action on his turn to issue these orders, or he may give a number of contingency orders (such as “If I fall unconscious, cast cure minor wounds on me”) equal to one more than his Charisma modifier (minimum one).<br />
<br />
====Greater Power====<br />
<br />
An item familiar empowered with this special ability gains any single greater power listed on the Intelligent Items Greater Powers table. The item uses this power as described, at the master’s command. A character may select this special ability multiple times, each time applying it to a different greater power.<br />
<br />
=====Prerequisite=====<br />
<br />
An item must have at least one lesser power for every greater power it is given. The master must spend the amount of gold pieces given in the Base Price Modifier column of the Intelligent Item Greater Powers table to purchase the greater power. The process of empowering an item in this way takes 24 hours.<br />
<br />
====Greater Senses====<br />
<br />
An item familiar empowered with this special ability gains blindsense out to 30 feet.<br />
<br />
=====Prerequisite=====<br />
<br />
The item familiar must already have the improved senses special ability.<br />
<br />
====Improved Senses====<br />
<br />
An item familiar empowered with this special ability gains darkvision out to 60 feet.<br />
<br />
====Increased Sapience====<br />
<br />
An item familiar empowered with this special ability gains +4 to any single ability score and +2 to its other two scores. The item can now communicate telepathically in a recognizable language with the master out to 120 feet and can speak audibly in Common. It can speak, read, and understand one additional language per point of Intelligence bonus. A character may select this special ability multiple times, each time improving all three of the item’s ability scores and increasing the number of languages it can speak, read, and understand.<br />
<br />
====Lesser Power====<br />
<br />
An item familiar empowered with this special ability gains any single lesser power listed on the Intelligent Items Lesser Powers table. The item uses this power as described, at the master’s command. A character may select this special ability multiple times, each time applying it to a different lesser power.<br />
<br />
=====Prerequisite=====<br />
<br />
The master must spend the amount of gold pieces given in the Base Price Modifier column of the Intelligent Item Lesser Powers table to purchase the lesser power. The process of empowering an item in this way takes 24 hours.<br />
<br />
====Special Purpose and Dedicated Power====<br />
<br />
An item familiar empowered with this special ability gains a special purpose and a dedicated power chosen by its master.<br />
<br />
An item familiar usually displays more flexibility in how it carries out its special purpose than a standard intelligent item, especially if its purpose conflicts with its master. However, if a master (especially one who gave the item a special purpose in the first place) consistently acts against the item’s special purpose, the item has even more leverage for keeping the “master” in line. An item familiar can temporarily sever the link between item and master, essentially shutting down access to any abilities invested in the item plus all its normal magical abilities, as if the item had been lost or destroyed. The item only reestablishes the link if it is convinced the master is committed to helping it fulfill its special purpose.<br />
<br />
No item familiar may have more than one special purpose and one dedicated power.<br />
<br />
=====Prerequisite=====<br />
<br />
The master must spend the amount of gold pieces given in the Base Price Modifier column of the Special Purpose Item Dedicated Powers table to purchase the dedicated power. The process of empowering an item in this way takes 24 hours.<br />
<br />
====Spell Use====<br />
<br />
An item familiar empowered with this ability may cast any spell invested in it as a standard action (or longer, as defined by the spell’s duration) as long as it does not have an expensive material component or an XP component. The item familiar need not provide any verbal or somatic components, and it need not provide any material components that cost less than 1 gp. The item familiar must meet the ability score prerequisites for the spell but casts the spell at the master’s level. The item familiar may cast the spell only on the master’s order (as described in Cantrips/ Orisons, above). If an item familiar casts an invested spell, it is as if the master cast it for purposes of spells per day and preparation.<br />
<br />
=====Prerequisite=====<br />
<br />
The item must have an invested spell slot of the appropriate spell level, and the master must have the ability to cast 3rd-level spells.<br />
<br />
==Item Familiar Alignment==<br />
<br />
An item familiar gains its master’s alignment and, if the character changes alignment, it generally changes alignment accordingly. However, if this alignment change would be in direct conflict with the item familiar’s special purpose (if any), the item does not change alignment, and it immediately severs the link between itself and its master. The link can only be reestablished when the master changes to a nonconflicting alignment.<br />
<br />
If an item familiar changes to an alignment that would preclude it using some of its powers not tied to a special purpose, the change in alignment takes place, no severing of the link occurs, and the item cannot use those powers until its alignment becomes compatible again. For example, if a neutral good rod has the ability to cast druid cantrips and the rod becomes lawful good, it loses that ability. If a holy avenger item familiar becomes nonlawful, it loses all the abilities it had for being a holy avenger but remains a +2 cold iron longsword and retains its other item familiar abilities.<br />
<br />
==Improving An Item Familiar==<br />
<br />
An item familiar can be improved as other magic items can be. By spending gold pieces (and time and experience points, assuming the character is the one doing the work), a character can add new abilities to his item familiar. If a character links himself to a +1 longsword, for example, it only costs 6,000 gp (or 3,000 gp and 240 XP) to add another +1 of enhancement bonus or, perhaps, a special ability that is equivalent to a +1 bonus (such as spell storing or flaming). The character can accomplish this even without having the requisite item creation feats.<br />
<br />
This type of improvement has nothing to do with the master’s character level, though it may affect the item’s eventual Ego score.<br />
<br />
==Inheriting An Item Familiar==<br />
<br />
Sometimes characters die, after which other characters pick up and use their items; this turn of events is an integral part of the d20 game.<br />
<br />
When a character finds or somehow comes into possession of another character’s item familiar, two results can occur.<br />
<br />
===An Ego Contest Ensues===<br />
<br />
An item familiar normally resists being picked up and used by another character. If the item familiar has an Ego score, it automatically tries to resist being wielded by anyone other than its linked master, even if the link has been severed (possibly because the master is dead). The rules for Ego conflicts can be found under Intelligent Items against Characters. Normally, an intelligent item resists its owner only when a conflict of personality or purpose ensues. An item familiar assumes that any use of it by someone other than its linked (or previously linked) master is a conflict, and so it resists every time the new owner attempts to make use of it.<br />
<br />
If the new owner wins the Ego contest, he can wield the item safely for 1 hour but cannot access any of the abilities the item familiar gained through its link (such as invested XP, skill ranks, or spell slots, or any special abilities it has that aren’t simply a feature of the magic item). An item familiar may talk to its new owner (if it has that capability), but it feels at best unfriendly and could be extraordinarily hostile. If an item familiar’s alignment matches that of its new owner, the item familiar may become less hostile over time but always forces Ego contests when possible.<br />
<br />
===The New Owner Can Attempt a Link===<br />
<br />
The new owner can attempt to link to the item by selecting the [[UA:Item Familiar (Feat)|Item Familiar Feat]] (assuming he meets the prerequisite). What occurs next depends on his character level compared to the character level of the highest-level previous owner.<br />
<br />
====New Owner Is Same or Higher Level====<br />
<br />
The link succeeds. The new owner gains all the benefits of the abilities of the item familiar, and the item familiar’s alignment changes to match that of its new master. If the item familiar had invested skill ranks and/or spell slots, those investments become accessible to the new owner, adding to his totals. If the item familiar has spell slots, the new master can access them only if he could already cast spells of the appropriate levels.<br />
<br />
====New Owner Is Lower Level====<br />
<br />
The link partially succeeds. The alignment of the item familiar changes to match that of its new master, and the new owner can use all the item familiar’s special abilities and powers. However, the new master cannot benefit from any invested skill ranks or spell slots until his character level equals or exceeds that of the item familiar’s highest-level previous owner.<br />
<br />
===True Inheritance===<br />
<br />
A character may willingly pass on an item familiar. This transfer can be accomplished while the owner is alive, or it can be stipulated as part of a last will and testament if the owner dies. If a living character willingly passes on an item familiar to a new owner with a matching alignment, an Ego contest immediately ensues, but the new owner gains a +10 circumstance bonus on the check. If the new owner wins, the item familiar does not force an Ego contest again unless the new owner does something to violate his alignment or to obstruct the item’s special purpose (if any). The item familiar does not actually have a new master until the new owner selects the [[UA:Item Familiar (Feat)|Item Familiar Feat]], but it cooperates with its new owner.<br />
<br />
==Awakening Powers And Abilities==<br />
<br />
Rather than giving a player free rein to choose an item familiar’s special abilities, the DM may decide to create items with “sleeping” abilities that can only be awakened by having characters link themselves to them. In such cases, the Game Master retains more control over what new abilities and strange items get introduced into his game, but he does limit the likelihood of characters taking the Item Creation feat.<br />
<br />
The DM may wish to mix and match awakening abilities with allowing characters to choose new abilities for their familiars. This system can support both concepts.<br />
<br />
{{UA Magic Footer}}</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=UA:Item_Familiars&diff=262884UA:Item Familiars2008-06-22T01:46:51Z<p>OptimizationFanatic: </p>
<hr />
<div>{{OGL Top}}<br />
<br />
=Item Familiars=<br />
<br />
Like the legendary weapons rules, the item familiars variant system presents a method by which a character, even a nonspellcaster, can find himself linked to a particular magic item for a large part of his career. These items gradually gain in power and sentience, and often fulfill small roles similar to those of living familiars, but sometimes they become powerful entities in their own right.<br />
<br />
To utilize these rules, the character must choose [[UA:Item Familiar (Feat)|this new feat]].<br />
<br />
==Types Of Item Familiars==<br />
<br />
An item familiar must be a permanent magic item. Typically, it tends to be a magic weapon (such as a sword, axe, or bow), a rod (one that does not depend on charges for its powers), or a ring with a permanent magical power. The DM may allow for various wondrous items to be item familiars, and in such a case can adapt the following rules fairly easily.<br />
<br />
In order to be an item familiar, a magic item must:<br />
<br />
* Have a price of at least 2,000 gp.<br />
* Be usable by the character (if it is a weapon, the character must be proficient with the appropriate category of weapon).<br />
* Have a permanent magical effect that the character can (and knows how to) use.<br />
<br />
Keep in mind that the item only needs to meet the basics of this criteria. The magic item may have functions the character cannot currently use, and once the item is linked to the character he can separate from it for short periods of time without any harm.<br />
<br />
===Intelligent Items===<br />
<br />
This variant system does not depend on the item in question being intelligent, but any item familiar created eventually becomes intelligent. Item familiars normally become intelligent gradually, however, which lessens the complexity of the standard rules for intelligent items.<br />
<br />
==Bonding To An Item Familiar==<br />
<br />
When a character selects an item and chooses the [[UA:Item Familiar (Feat)|Item Familiar Feat]], the character establishes a permanent, supernatural bond to the item familiar. This bond can be suppressed by an antimagic field or similar effect, but it cannot be dispelled.<br />
<br />
Once the character has become bonded to the magic item, the item may gain additional powers or intelligence. The character can also begin investing abilities into the item, using the item familiar to improve his own capabilities.<br />
<br />
Use Table: Item Familiar Abilities to determine what, if any, abilities the item familiar gains based on its owner’s character level.<br />
<br />
{| class="d20"<br />
|+ Table: Item Familiar Abilities<br />
|-<br />
! Character Level<br />
! align="left" | Ability<br />
|- class="odd"<br />
| align="center" | 1st<br />
| Invest life energy; invest skill ranks; invest spell slots<br />
|- class="even"<br />
| align="center" | 7th<br />
| Sapience; senses; communication<br />
|- class="odd"<br />
| align="center" | 10th<br />
| Special ability<br />
|- class="even"<br />
| align="center" | 14th<br />
| Special ability<br />
|- class="odd"<br />
| align="center" | 18th<br />
| Special ability<br />
|- class="even"<br />
| align="center" | 21st or higher<br />
| One additional special ability per three character levels above 20th<br />
|}<br />
<br />
===Invest Life Energy===<br />
<br />
A character of 6th level or lower may invest a portion of his life force into his item familiar, receiving bonus XP in return. These XP are actually part of the item, however, so if the item is lost or destroyed, the character loses not only the bonus but a quantity of his existing XP as well.<br />
<br />
When a character chooses to invest his life energy into his item familiar, his current XP total and all future XP awards increase by 10%. However, if the character loses the item, he loses all bonus XP gained, plus an additional 200 XP per character level.<br />
<br />
For example, a [[SRD:Wizard|wizard]], a 6th-level character with 19,000 XP, chooses to invest his item familiar, a ring, with some of his life energy. He adds 1,900 XP (10% of 19,000) to his XP total, so he now has 20,900 XP. If he goes on an adventure and earns another 1,000 XP, he actually gains 1,100 XP (1,000 + 10% of 1,000), increasing his total to 22,000 XP, which makes him a 7th-level character.<br />
<br />
If he then loses the ring, he would lose the 2,000 XP gained from the investiture (the 1,900 XP he received originally plus the bonus 100 XP he earned later), plus an additional 1,400 XP (200 XP per level), for a total loss of 3,400 XP. This loss would reduce his XP total to 18,600 and his character level to 6th.<br />
<br />
===Invest Skill Ranks===<br />
<br />
Whenever a character with an item familiar gains skill points, he may choose to put some or all of those skill points into his item familiar. He assigns the skill points normally, but notes that they now reside in the item familiar. For every 3 ranks he assigns to the item familiar, he gains a +1 bonus that he can apply to any single skill. This bonus can be applied to a skill in which he already has maximum ranks. He can apply multiple bonuses to the same skill, but he may not have more points of bonus in a skill than he has ranks.<br />
<br />
If the character loses the item familiar, is separated from it for one day per level (see the [[UA:Item Familiar (Feat)|Item Familiar Feat]] description), or if the item familiar is destroyed, these skill points and the bonuses related to them are lost.<br />
<br />
For example, a [[SRD:Wizard|wizard]] has just achieved 7th character level, and he takes a level of [[SRD:Wizard|wizard]]. Because of his high Intelligence score, he gains 7 skill points. He assigns 1 skill point to each of the following skills:<br />
<br />
* Concentration<br />
* Decipher Script<br />
* Knowledge (arcana)<br />
* Knowledge (dungeoneering)<br />
* Knowledge (nobility and royalty)<br />
* Knowledge (the planes)<br />
* Spellcraft<br />
<br />
He uses an asterisk to note that 1 rank for each of six skills resides in his ring. Since that adds up to a total of 6 skill ranks in the ring, he gains two +1 bonuses he can apply to any skill. He decides to assign both bonuses (a total of +2) to his Concentration skill. a [[SRD:Wizard|wizard]] only has 1 rank in the cross-class skill Spot. If he had desired, he could have applied a single +1 bonus to that skill, but not both.<br />
<br />
===Invest Spell Slots===<br />
<br />
Only spellcasters may choose to use this option. A character with an item familiar may choose to invest a single spell slot in his familiar and gain a bonus spell slot in return. The single spell slot must be of the highest spell level he can cast, and the bonus spell slot is always two levels lower than the slot invested in the item. As the caster gains (or loses) levels, the spell slot invested in the item changes so that it is always of the highest spell level he can cast, and the bonus spell slot also changes accordingly, remaining two levels lower than that.<br />
<br />
If a spellcaster does not have a spell slot two levels lower than the highest spell level he can cast (if he can cast only 0- and 1st-level spells), he cannot use this option.<br />
<br />
As with all other investiture options, if the item familiar is lost or destroyed, so are both spell slots.<br />
<br />
For example, as a 7th-level [[SRD:Wizard|wizard]], a [[SRD:Wizard|wizard]] can cast 4th-level spells. He chooses to invest one 4th-level spell slot in his ring. The ring gains an additional 2nd-level spell slot, which a [[SRD:Wizard|wizard]] can use as long as he has the ring in his possession. When a [[SRD:Wizard|wizard]] attains 9th level, the spell slot assigned to the ring automatically becomes a 5th-level spell slot, and the bonus slot becomes a 3rd-level spell slot instead of a 2nd-level one.<br />
<br />
===Sapience===<br />
<br />
If a character with an item familiar is at least 7th level, the item gains rudimentary sapience. It gains Intelligence, Wisdom, and Charisma scores. Two of these scores (player’s or DM’s choice) are 10 and one is 12. The item familiar also gains an Ego score. This last score should not come into play very often—an item familiar is completely loyal to its master, unless its master radically changes alignment or one or the other is affected by some strange compulsion.<br />
<br />
===Senses===<br />
<br />
If a character with an item familiar is at least 7th level, the item can see and hear in a 60-foot radius as if it were a creature. It does not normally make Spot or Listen checks separately from its master, but its master gains the benefit of the Alertness feat while wielding the item.<br />
<br />
===Communication===<br />
<br />
If a character with an item familiar is at least 7th level, the item begins to communicate with the master using basic emotions or feelings. The item may try to tell the master of danger, for example, by putting forth a feeling of fear. It can only communicate in this manner while being worn or carried by its master.<br />
<br />
===Special Ability===<br />
<br />
When an item familiar’s master reaches 10th level, and at every four levels thereafter, the master chooses a new special ability for the item from the following list. Once an ability is chosen, it becomes a permanent part of the item (unless otherwise specified). Some abilities have prerequisites.<br />
<br />
====Armor, Shield, or Weapon Special Ability====<br />
<br />
An item familiar empowered with this special ability gains an ability equivalent to a +1 bonus, such as the light fortification, bashing, or defending special ability. This ability contributes to the overall enhancement bonus of the item and its value but does not cost the master of the familiar any gold pieces or time. This ability may be used in conjunction with the normal rules for improving an existing magic item (see Improving an Item Familiar, and Adding New Abilities). A character may select this special ability multiple times, each time enabling his familiar to gain a different ability equivalent to a +1 bonus.<br />
<br />
=====Prerequisite=====<br />
<br />
The item familiar must be a type of magic armor, a magic shield, or a magic weapon.<br />
<br />
====Cantrips/Orisons====<br />
<br />
An item familiar empowered with this special ability can cast 0-level spells. The familiar may cast any spell invested in it as a standard action (or longer, as defined by the spell’s casting time) as long as the spell does not have an expensive material component or an XP component. The item familiar need not provide any verbal or somatic components, and it need not provide any material components that cost less than 1 gp. It has access to all the 0-level spells from any single class spell list of the master’s choice (taking into account any alignment restrictions against casting spells of a certain class or alignment subtype). It can cast a number of 0-level spells per day as if it were a sorcerer of the master’s character level (though the master does not have to be a spellcaster). The item familiar uses its own ability scores to determine spell save DCs but can cast its 0-level spells only on its master’s order. The master may use a free action on his turn to issue these orders, or he may give a number of contingency orders (such as “If I fall unconscious, cast cure minor wounds on me”) equal to one more than his Charisma modifier (minimum one).<br />
<br />
====Greater Power====<br />
<br />
An item familiar empowered with this special ability gains any single greater power listed on the Intelligent Items Greater Powers table. The item uses this power as described, at the master’s command. A character may select this special ability multiple times, each time applying it to a different greater power.<br />
<br />
=====Prerequisite=====<br />
<br />
An item must have at least one lesser power for every greater power it is given. The master must spend the amount of gold pieces given in the Base Price Modifier column of the Intelligent Item Greater Powers table to purchase the greater power. The process of empowering an item in this way takes 24 hours.<br />
<br />
====Greater Senses====<br />
<br />
An item familiar empowered with this special ability gains blindsense out to 30 feet.<br />
<br />
=====Prerequisite=====<br />
<br />
The item familiar must already have the improved senses special ability.<br />
<br />
====Improved Senses====<br />
<br />
An item familiar empowered with this special ability gains darkvision out to 60 feet.<br />
<br />
====Increased Sapience====<br />
<br />
An item familiar empowered with this special ability gains +4 to any single ability score and +2 to its other two scores. The item can now communicate telepathically in a recognizable language with the master out to 120 feet and can speak audibly in Common. It can speak, read, and understand one additional language per point of Intelligence bonus. A character may select this special ability multiple times, each time improving all three of the item’s ability scores and increasing the number of languages it can speak, read, and understand.<br />
<br />
====Lesser Power====<br />
<br />
An item familiar empowered with this special ability gains any single lesser power listed on the Intelligent Items Lesser Powers table. The item uses this power as described, at the master’s command. A character may select this special ability multiple times, each time applying it to a different lesser power.<br />
<br />
=====Prerequisite=====<br />
<br />
The master must spend the amount of gold pieces given in the Base Price Modifier column of the Intelligent Item Lesser Powers table to purchase the lesser power. The process of empowering an item in this way takes 24 hours.<br />
<br />
====Special Purpose and Dedicated Power====<br />
<br />
An item familiar empowered with this special ability gains a special purpose and a dedicated power chosen by its master.<br />
<br />
An item familiar usually displays more flexibility in how it carries out its special purpose than a standard intelligent item, especially if its purpose conflicts with its master. However, if a master (especially one who gave the item a special purpose in the first place) consistently acts against the item’s special purpose, the item has even more leverage for keeping the “master” in line. An item familiar can temporarily sever the link between item and master, essentially shutting down access to any abilities invested in the item plus all its normal magical abilities, as if the item had been lost or destroyed. The item only reestablishes the link if it is convinced the master is committed to helping it fulfill its special purpose.<br />
<br />
No item familiar may have more than one special purpose and one dedicated power.<br />
<br />
=====Prerequisite=====<br />
<br />
The master must spend the amount of gold pieces given in the Base Price Modifier column of the Special Purpose Item Dedicated Powers table to purchase the dedicated power. The process of empowering an item in this way takes 24 hours.<br />
<br />
====Spell Use====<br />
<br />
An item familiar empowered with this ability may cast any spell invested in it as a standard action (or longer, as defined by the spell’s duration) as long as it does not have an expensive material component or an XP component. The item familiar need not provide any verbal or somatic components, and it need not provide any material components that cost less than 1 gp. The item familiar must meet the ability score prerequisites for the spell but casts the spell at the master’s level. The item familiar may cast the spell only on the master’s order (as described in Cantrips/ Orisons, above). If an item familiar casts an invested spell, it is as if the master cast it for purposes of spells per day and preparation.<br />
<br />
=====Prerequisite=====<br />
<br />
The item must have an invested spell slot of the appropriate spell level, and the master must have the ability to cast 3rd-level spells.<br />
<br />
==Item Familiar Alignment==<br />
<br />
An item familiar gains its master’s alignment and, if the character changes alignment, it generally changes alignment accordingly. However, if this alignment change would be in direct conflict with the item familiar’s special purpose (if any), the item does not change alignment, and it immediately severs the link between itself and its master. The link can only be reestablished when the master changes to a nonconflicting alignment.<br />
<br />
If an item familiar changes to an alignment that would preclude it using some of its powers not tied to a special purpose, the change in alignment takes place, no severing of the link occurs, and the item cannot use those powers until its alignment becomes compatible again. For example, if a neutral good rod has the ability to cast druid cantrips and the rod becomes lawful good, it loses that ability. If a holy avenger item familiar becomes nonlawful, it loses all the abilities it had for being a holy avenger but remains a +2 cold iron longsword and retains its other item familiar abilities.<br />
<br />
==Improving An Item Familiar==<br />
<br />
An item familiar can be improved as other magic items can be. By spending gold pieces (and time and experience points, assuming the character is the one doing the work), a character can add new abilities to his item familiar. If a character links himself to a +1 longsword, for example, it only costs 6,000 gp (or 3,000 gp and 240 XP) to add another +1 of enhancement bonus or, perhaps, a special ability that is equivalent to a +1 bonus (such as spell storing or flaming). The character can accomplish this even without having the requisite item creation feats.<br />
<br />
This type of improvement has nothing to do with the master’s character level, though it may affect the item’s eventual Ego score.<br />
<br />
==Inheriting An Item Familiar==<br />
<br />
Sometimes characters die, after which other characters pick up and use their items; this turn of events is an integral part of the d20 game.<br />
<br />
When a character finds or somehow comes into possession of another character’s item familiar, two results can occur.<br />
<br />
=====An Ego Contest Ensues=====<br />
<br />
An item familiar normally resists being picked up and used by another character. If the item familiar has an Ego score, it automatically tries to resist being wielded by anyone other than its linked master, even if the link has been severed (possibly because the master is dead). The rules for Ego conflicts can be found under Intelligent Items against Characters. Normally, an intelligent item resists its owner only when a conflict of personality or purpose ensues. An item familiar assumes that any use of it by someone other than its linked (or previously linked) master is a conflict, and so it resists every time the new owner attempts to make use of it.<br />
<br />
If the new owner wins the Ego contest, he can wield the item safely for 1 hour but cannot access any of the abilities the item familiar gained through its link (such as invested XP, skill ranks, or spell slots, or any special abilities it has that aren’t simply a feature of the magic item). An item familiar may talk to its new owner (if it has that capability), but it feels at best unfriendly and could be extraordinarily hostile. If an item familiar’s alignment matches that of its new owner, the item familiar may become less hostile over time but always forces Ego contests when possible.<br />
<br />
=====The New Owner Can Attempt a Link=====<br />
<br />
The new owner can attempt to link to the item by selecting the [[UA:Item Familiar (Feat)|Item Familiar Feat]] (assuming he meets the prerequisite). What occurs next depends on his character level compared to the character level of the highest-level previous owner.<br />
<br />
======New Owner Is Same or Higher Level======<br />
<br />
The link succeeds. The new owner gains all the benefits of the abilities of the item familiar, and the item familiar’s alignment changes to match that of its new master. If the item familiar had invested skill ranks and/or spell slots, those investments become accessible to the new owner, adding to his totals. If the item familiar has spell slots, the new master can access them only if he could already cast spells of the appropriate levels.<br />
<br />
======New Owner Is Lower Level======<br />
<br />
The link partially succeeds. The alignment of the item familiar changes to match that of its new master, and the new owner can use all the item familiar’s special abilities and powers. However, the new master cannot benefit from any invested skill ranks or spell slots until his character level equals or exceeds that of the item familiar’s highest-level previous owner.<br />
<br />
====True Inheritance====<br />
<br />
A character may willingly pass on an item familiar. This transfer can be accomplished while the owner is alive, or it can be stipulated as part of a last will and testament if the owner dies. If a living character willingly passes on an item familiar to a new owner with a matching alignment, an Ego contest immediately ensues, but the new owner gains a +10 circumstance bonus on the check. If the new owner wins, the item familiar does not force an Ego contest again unless the new owner does something to violate his alignment or to obstruct the item’s special purpose (if any). The item familiar does not actually have a new master until the new owner selects the [[UA:Item Familiar (Feat)|Item Familiar Feat]], but it cooperates with its new owner.<br />
<br />
==Awakening Powers And Abilities==<br />
<br />
Rather than giving a player free rein to choose an item familiar’s special abilities, the DM may decide to create items with “sleeping” abilities that can only be awakened by having characters link themselves to them. In such cases, the Game Master retains more control over what new abilities and strange items get introduced into his game, but he does limit the likelihood of characters taking the Item Creation feat.<br />
<br />
The DM may wish to mix and match awakening abilities with allowing characters to choose new abilities for their familiars. This system can support both concepts.<br />
<br />
{{UA Magic Footer}}</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=UA:Item_Familiars&diff=262883UA:Item Familiars2008-06-22T01:45:20Z<p>OptimizationFanatic: /* Bonding To An Item Familiar */</p>
<hr />
<div>{{OGL Top}}<br />
<br />
=Item Familiars=<br />
<br />
Like the legendary weapons rules, the item familiars variant system presents a method by which a character, even a nonspellcaster, can find himself linked to a particular magic item for a large part of his career. These items gradually gain in power and sentience, and often fulfill small roles similar to those of living familiars, but sometimes they become powerful entities in their own right.<br />
<br />
To utilize these rules, the character must choose [[UA:Item Familiar (Feat)|this new feat]].<br />
<br />
==Types Of Item Familiars==<br />
<br />
An item familiar must be a permanent magic item. Typically, it tends to be a magic weapon (such as a sword, axe, or bow), a rod (one that does not depend on charges for its powers), or a ring with a permanent magical power. The DM may allow for various wondrous items to be item familiars, and in such a case can adapt the following rules fairly easily.<br />
<br />
In order to be an item familiar, a magic item must:<br />
<br />
* Have a price of at least 2,000 gp.<br />
* Be usable by the character (if it is a weapon, the character must be proficient with the appropriate category of weapon).<br />
* Have a permanent magical effect that the character can (and knows how to) use.<br />
<br />
Keep in mind that the item only needs to meet the basics of this criteria. The magic item may have functions the character cannot currently use, and once the item is linked to the character he can separate from it for short periods of time without any harm.<br />
<br />
===Intelligent Items===<br />
<br />
This variant system does not depend on the item in question being intelligent, but any item familiar created eventually becomes intelligent. Item familiars normally become intelligent gradually, however, which lessens the complexity of the standard rules for intelligent items.<br />
<br />
==Bonding To An Item Familiar==<br />
<br />
When a character selects an item and chooses the [[UA:Item Familiar (Feat)|Item Familiar feat]], the character establishes a permanent, supernatural bond to the item familiar. This bond can be suppressed by an antimagic field or similar effect, but it cannot be dispelled.<br />
<br />
Once the character has become bonded to the magic item, the item may gain additional powers or intelligence. The character can also begin investing abilities into the item, using the item familiar to improve his own capabilities.<br />
<br />
Use Table: Item Familiar Abilities to determine what, if any, abilities the item familiar gains based on its owner’s character level.<br />
<br />
{| class="d20"<br />
|+ Table: Item Familiar Abilities<br />
|-<br />
! Character Level<br />
! align="left" | Ability<br />
|- class="odd"<br />
| align="center" | 1st<br />
| Invest life energy; invest skill ranks; invest spell slots<br />
|- class="even"<br />
| align="center" | 7th<br />
| Sapience; senses; communication<br />
|- class="odd"<br />
| align="center" | 10th<br />
| Special ability<br />
|- class="even"<br />
| align="center" | 14th<br />
| Special ability<br />
|- class="odd"<br />
| align="center" | 18th<br />
| Special ability<br />
|- class="even"<br />
| align="center" | 21st or higher<br />
| One additional special ability per three character levels above 20th<br />
|}<br />
<br />
===Invest Life Energy===<br />
<br />
A character of 6th level or lower may invest a portion of his life force into his item familiar, receiving bonus XP in return. These XP are actually part of the item, however, so if the item is lost or destroyed, the character loses not only the bonus but a quantity of his existing XP as well.<br />
<br />
When a character chooses to invest his life energy into his item familiar, his current XP total and all future XP awards increase by 10%. However, if the character loses the item, he loses all bonus XP gained, plus an additional 200 XP per character level.<br />
<br />
For example, a [[SRD:Wizard|wizard]], a 6th-level character with 19,000 XP, chooses to invest his item familiar, a ring, with some of his life energy. He adds 1,900 XP (10% of 19,000) to his XP total, so he now has 20,900 XP. If he goes on an adventure and earns another 1,000 XP, he actually gains 1,100 XP (1,000 + 10% of 1,000), increasing his total to 22,000 XP, which makes him a 7th-level character.<br />
<br />
If he then loses the ring, he would lose the 2,000 XP gained from the investiture (the 1,900 XP he received originally plus the bonus 100 XP he earned later), plus an additional 1,400 XP (200 XP per level), for a total loss of 3,400 XP. This loss would reduce his XP total to 18,600 and his character level to 6th.<br />
<br />
===Invest Skill Ranks===<br />
<br />
Whenever a character with an item familiar gains skill points, he may choose to put some or all of those skill points into his item familiar. He assigns the skill points normally, but notes that they now reside in the item familiar. For every 3 ranks he assigns to the item familiar, he gains a +1 bonus that he can apply to any single skill. This bonus can be applied to a skill in which he already has maximum ranks. He can apply multiple bonuses to the same skill, but he may not have more points of bonus in a skill than he has ranks.<br />
<br />
If the character loses the item familiar, is separated from it for one day per level (see the Item Familiar feat description), or if the item familiar is destroyed, these skill points and the bonuses related to them are lost.<br />
<br />
For example, a [[SRD:Wizard|wizard]] has just achieved 7th character level, and he takes a level of [[SRD:Wizard|wizard]]. Because of his high Intelligence score, he gains 7 skill points. He assigns 1 skill point to each of the following skills:<br />
<br />
* Concentration<br />
* Decipher Script<br />
* Knowledge (arcana)<br />
* Knowledge (dungeoneering)<br />
* Knowledge (nobility and royalty)<br />
* Knowledge (the planes)<br />
* Spellcraft<br />
<br />
He uses an asterisk to note that 1 rank for each of six skills resides in his ring. Since that adds up to a total of 6 skill ranks in the ring, he gains two +1 bonuses he can apply to any skill. He decides to assign both bonuses (a total of +2) to his Concentration skill. a [[SRD:Wizard|wizard]] only has 1 rank in the cross-class skill Spot. If he had desired, he could have applied a single +1 bonus to that skill, but not both.<br />
<br />
===Invest Spell Slots===<br />
<br />
Only spellcasters may choose to use this option. A character with an item familiar may choose to invest a single spell slot in his familiar and gain a bonus spell slot in return. The single spell slot must be of the highest spell level he can cast, and the bonus spell slot is always two levels lower than the slot invested in the item. As the caster gains (or loses) levels, the spell slot invested in the item changes so that it is always of the highest spell level he can cast, and the bonus spell slot also changes accordingly, remaining two levels lower than that.<br />
<br />
If a spellcaster does not have a spell slot two levels lower than the highest spell level he can cast (if he can cast only 0- and 1st-level spells), he cannot use this option.<br />
<br />
As with all other investiture options, if the item familiar is lost or destroyed, so are both spell slots.<br />
<br />
For example, as a 7th-level [[SRD:Wizard|wizard]], a [[SRD:Wizard|wizard]] can cast 4th-level spells. He chooses to invest one 4th-level spell slot in his ring. The ring gains an additional 2nd-level spell slot, which a [[SRD:Wizard|wizard]] can use as long as he has the ring in his possession. When a [[SRD:Wizard|wizard]] attains 9th level, the spell slot assigned to the ring automatically becomes a 5th-level spell slot, and the bonus slot becomes a 3rd-level spell slot instead of a 2nd-level one.<br />
<br />
===Sapience===<br />
<br />
If a character with an item familiar is at least 7th level, the item gains rudimentary sapience. It gains Intelligence, Wisdom, and Charisma scores. Two of these scores (player’s or DM’s choice) are 10 and one is 12. The item familiar also gains an Ego score. This last score should not come into play very often—an item familiar is completely loyal to its master, unless its master radically changes alignment or one or the other is affected by some strange compulsion.<br />
<br />
===Senses===<br />
<br />
If a character with an item familiar is at least 7th level, the item can see and hear in a 60-foot radius as if it were a creature. It does not normally make Spot or Listen checks separately from its master, but its master gains the benefit of the Alertness feat while wielding the item.<br />
<br />
===Communication===<br />
<br />
If a character with an item familiar is at least 7th level, the item begins to communicate with the master using basic emotions or feelings. The item may try to tell the master of danger, for example, by putting forth a feeling of fear. It can only communicate in this manner while being worn or carried by its master.<br />
<br />
===Special Ability===<br />
<br />
When an item familiar’s master reaches 10th level, and at every four levels thereafter, the master chooses a new special ability for the item from the following list. Once an ability is chosen, it becomes a permanent part of the item (unless otherwise specified). Some abilities have prerequisites.<br />
<br />
====Armor, Shield, or Weapon Special Ability====<br />
<br />
An item familiar empowered with this special ability gains an ability equivalent to a +1 bonus, such as the light fortification, bashing, or defending special ability. This ability contributes to the overall enhancement bonus of the item and its value but does not cost the master of the familiar any gold pieces or time. This ability may be used in conjunction with the normal rules for improving an existing magic item (see Improving an Item Familiar, and Adding New Abilities). A character may select this special ability multiple times, each time enabling his familiar to gain a different ability equivalent to a +1 bonus.<br />
<br />
=====Prerequisite=====<br />
<br />
The item familiar must be a type of magic armor, a magic shield, or a magic weapon.<br />
<br />
====Cantrips/Orisons====<br />
<br />
An item familiar empowered with this special ability can cast 0-level spells. The familiar may cast any spell invested in it as a standard action (or longer, as defined by the spell’s casting time) as long as the spell does not have an expensive material component or an XP component. The item familiar need not provide any verbal or somatic components, and it need not provide any material components that cost less than 1 gp. It has access to all the 0-level spells from any single class spell list of the master’s choice (taking into account any alignment restrictions against casting spells of a certain class or alignment subtype). It can cast a number of 0-level spells per day as if it were a sorcerer of the master’s character level (though the master does not have to be a spellcaster). The item familiar uses its own ability scores to determine spell save DCs but can cast its 0-level spells only on its master’s order. The master may use a free action on his turn to issue these orders, or he may give a number of contingency orders (such as “If I fall unconscious, cast cure minor wounds on me”) equal to one more than his Charisma modifier (minimum one).<br />
<br />
====Greater Power====<br />
<br />
An item familiar empowered with this special ability gains any single greater power listed on the Intelligent Items Greater Powers table. The item uses this power as described, at the master’s command. A character may select this special ability multiple times, each time applying it to a different greater power.<br />
<br />
=====Prerequisite=====<br />
<br />
An item must have at least one lesser power for every greater power it is given. The master must spend the amount of gold pieces given in the Base Price Modifier column of the Intelligent Item Greater Powers table to purchase the greater power. The process of empowering an item in this way takes 24 hours.<br />
<br />
====Greater Senses====<br />
<br />
An item familiar empowered with this special ability gains blindsense out to 30 feet.<br />
<br />
=====Prerequisite=====<br />
<br />
The item familiar must already have the improved senses special ability.<br />
<br />
====Improved Senses====<br />
<br />
An item familiar empowered with this special ability gains darkvision out to 60 feet.<br />
<br />
====Increased Sapience====<br />
<br />
An item familiar empowered with this special ability gains +4 to any single ability score and +2 to its other two scores. The item can now communicate telepathically in a recognizable language with the master out to 120 feet and can speak audibly in Common. It can speak, read, and understand one additional language per point of Intelligence bonus. A character may select this special ability multiple times, each time improving all three of the item’s ability scores and increasing the number of languages it can speak, read, and understand.<br />
<br />
====Lesser Power====<br />
<br />
An item familiar empowered with this special ability gains any single lesser power listed on the Intelligent Items Lesser Powers table. The item uses this power as described, at the master’s command. A character may select this special ability multiple times, each time applying it to a different lesser power.<br />
<br />
=====Prerequisite=====<br />
<br />
The master must spend the amount of gold pieces given in the Base Price Modifier column of the Intelligent Item Lesser Powers table to purchase the lesser power. The process of empowering an item in this way takes 24 hours.<br />
<br />
====Special Purpose and Dedicated Power====<br />
<br />
An item familiar empowered with this special ability gains a special purpose and a dedicated power chosen by its master.<br />
<br />
An item familiar usually displays more flexibility in how it carries out its special purpose than a standard intelligent item, especially if its purpose conflicts with its master. However, if a master (especially one who gave the item a special purpose in the first place) consistently acts against the item’s special purpose, the item has even more leverage for keeping the “master” in line. An item familiar can temporarily sever the link between item and master, essentially shutting down access to any abilities invested in the item plus all its normal magical abilities, as if the item had been lost or destroyed. The item only reestablishes the link if it is convinced the master is committed to helping it fulfill its special purpose.<br />
<br />
No item familiar may have more than one special purpose and one dedicated power.<br />
<br />
=====Prerequisite=====<br />
<br />
The master must spend the amount of gold pieces given in the Base Price Modifier column of the Special Purpose Item Dedicated Powers table to purchase the dedicated power. The process of empowering an item in this way takes 24 hours.<br />
<br />
====Spell Use====<br />
<br />
An item familiar empowered with this ability may cast any spell invested in it as a standard action (or longer, as defined by the spell’s duration) as long as it does not have an expensive material component or an XP component. The item familiar need not provide any verbal or somatic components, and it need not provide any material components that cost less than 1 gp. The item familiar must meet the ability score prerequisites for the spell but casts the spell at the master’s level. The item familiar may cast the spell only on the master’s order (as described in Cantrips/ Orisons, above). If an item familiar casts an invested spell, it is as if the master cast it for purposes of spells per day and preparation.<br />
<br />
=====Prerequisite=====<br />
<br />
The item must have an invested spell slot of the appropriate spell level, and the master must have the ability to cast 3rd-level spells.<br />
<br />
==Item Familiar Alignment==<br />
<br />
An item familiar gains its master’s alignment and, if the character changes alignment, it generally changes alignment accordingly. However, if this alignment change would be in direct conflict with the item familiar’s special purpose (if any), the item does not change alignment, and it immediately severs the link between itself and its master. The link can only be reestablished when the master changes to a nonconflicting alignment.<br />
<br />
If an item familiar changes to an alignment that would preclude it using some of its powers not tied to a special purpose, the change in alignment takes place, no severing of the link occurs, and the item cannot use those powers until its alignment becomes compatible again. For example, if a neutral good rod has the ability to cast druid cantrips and the rod becomes lawful good, it loses that ability. If a holy avenger item familiar becomes nonlawful, it loses all the abilities it had for being a holy avenger but remains a +2 cold iron longsword and retains its other item familiar abilities.<br />
<br />
==Improving An Item Familiar==<br />
<br />
An item familiar can be improved as other magic items can be. By spending gold pieces (and time and experience points, assuming the character is the one doing the work), a character can add new abilities to his item familiar. If a character links himself to a +1 longsword, for example, it only costs 6,000 gp (or 3,000 gp and 240 XP) to add another +1 of enhancement bonus or, perhaps, a special ability that is equivalent to a +1 bonus (such as spell storing or flaming). The character can accomplish this even without having the requisite item creation feats.<br />
<br />
This type of improvement has nothing to do with the master’s character level, though it may affect the item’s eventual Ego score.<br />
<br />
==Inheriting An Item Familiar==<br />
<br />
Sometimes characters die, after which other characters pick up and use their items; this turn of events is an integral part of the d20 game.<br />
<br />
When a character finds or somehow comes into possession of another character’s item familiar, two results can occur.<br />
<br />
=====An Ego Contest Ensues=====<br />
<br />
An item familiar normally resists being picked up and used by another character. If the item familiar has an Ego score, it automatically tries to resist being wielded by anyone other than its linked master, even if the link has been severed (possibly because the master is dead). The rules for Ego conflicts can be found under Intelligent Items against Characters. Normally, an intelligent item resists its owner only when a conflict of personality or purpose ensues. An item familiar assumes that any use of it by someone other than its linked (or previously linked) master is a conflict, and so it resists every time the new owner attempts to make use of it.<br />
<br />
If the new owner wins the Ego contest, he can wield the item safely for 1 hour but cannot access any of the abilities the item familiar gained through its link (such as invested XP, skill ranks, or spell slots, or any special abilities it has that aren’t simply a feature of the magic item). An item familiar may talk to its new owner (if it has that capability), but it feels at best unfriendly and could be extraordinarily hostile. If an item familiar’s alignment matches that of its new owner, the item familiar may become less hostile over time but always forces Ego contests when possible.<br />
<br />
=====The New Owner Can Attempt a Link=====<br />
<br />
The new owner can attempt to link to the item by selecting the Item Familiar feat (assuming he meets the prerequisite). What occurs next depends on his character level compared to the character level of the highest-level previous owner.<br />
<br />
======New Owner Is Same or Higher Level======<br />
<br />
The link succeeds. The new owner gains all the benefits of the abilities of the item familiar, and the item familiar’s alignment changes to match that of its new master. If the item familiar had invested skill ranks and/or spell slots, those investments become accessible to the new owner, adding to his totals. If the item familiar has spell slots, the new master can access them only if he could already cast spells of the appropriate levels.<br />
<br />
======New Owner Is Lower Level======<br />
<br />
The link partially succeeds. The alignment of the item familiar changes to match that of its new master, and the new owner can use all the item familiar’s special abilities and powers. However, the new master cannot benefit from any invested skill ranks or spell slots until his character level equals or exceeds that of the item familiar’s highest-level previous owner.<br />
<br />
====True Inheritance====<br />
<br />
A character may willingly pass on an item familiar. This transfer can be accomplished while the owner is alive, or it can be stipulated as part of a last will and testament if the owner dies. If a living character willingly passes on an item familiar to a new owner with a matching alignment, an Ego contest immediately ensues, but the new owner gains a +10 circumstance bonus on the check. If the new owner wins, the item familiar does not force an Ego contest again unless the new owner does something to violate his alignment or to obstruct the item’s special purpose (if any). The item familiar does not actually have a new master until the new owner selects the Item Familiar feat, but it cooperates with its new owner.<br />
<br />
==Awakening Powers And Abilities==<br />
<br />
Rather than giving a player free rein to choose an item familiar’s special abilities, the DM may decide to create items with “sleeping” abilities that can only be awakened by having characters link themselves to them. In such cases, the Game Master retains more control over what new abilities and strange items get introduced into his game, but he does limit the likelihood of characters taking the Item Creation feat.<br />
<br />
The DM may wish to mix and match awakening abilities with allowing characters to choose new abilities for their familiars. This system can support both concepts.<br />
<br />
{{UA Magic Footer}}</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=UA:Item_Familiars&diff=262882UA:Item Familiars2008-06-22T01:44:14Z<p>OptimizationFanatic: /* Types Of Item Familiars */</p>
<hr />
<div>{{OGL Top}}<br />
<br />
=Item Familiars=<br />
<br />
Like the legendary weapons rules, the item familiars variant system presents a method by which a character, even a nonspellcaster, can find himself linked to a particular magic item for a large part of his career. These items gradually gain in power and sentience, and often fulfill small roles similar to those of living familiars, but sometimes they become powerful entities in their own right.<br />
<br />
To utilize these rules, the character must choose [[UA:Item Familiar (Feat)|this new feat]].<br />
<br />
==Types Of Item Familiars==<br />
<br />
An item familiar must be a permanent magic item. Typically, it tends to be a magic weapon (such as a sword, axe, or bow), a rod (one that does not depend on charges for its powers), or a ring with a permanent magical power. The DM may allow for various wondrous items to be item familiars, and in such a case can adapt the following rules fairly easily.<br />
<br />
In order to be an item familiar, a magic item must:<br />
<br />
* Have a price of at least 2,000 gp.<br />
* Be usable by the character (if it is a weapon, the character must be proficient with the appropriate category of weapon).<br />
* Have a permanent magical effect that the character can (and knows how to) use.<br />
<br />
Keep in mind that the item only needs to meet the basics of this criteria. The magic item may have functions the character cannot currently use, and once the item is linked to the character he can separate from it for short periods of time without any harm.<br />
<br />
===Intelligent Items===<br />
<br />
This variant system does not depend on the item in question being intelligent, but any item familiar created eventually becomes intelligent. Item familiars normally become intelligent gradually, however, which lessens the complexity of the standard rules for intelligent items.<br />
<br />
==Bonding To An Item Familiar==<br />
<br />
When a character selects an item and chooses the [[UA:Item Familiar (Feat)|Item Familiar feat]], the character establishes a permanent, supernatural bond to the item familiar. This bond can be suppressed by an antimagic field or similar effect, but it cannot be dispelled.<br />
<br />
Once the character has become bonded to the magic item, the item may gain additional powers or intelligence. The character can also begin investing abilities into the item, using the item familiar to improve his own capabilities.<br />
<br />
Use Table: Item Familiar Abilities to determine what, if any, abilities the item familiar gains based on its owner’s character level.<br />
<br />
{| class="d20"<br />
|+ Table: Item Familiar Abilities<br />
|-<br />
! Character Level<br />
! align="left" | Ability<br />
|- class="odd"<br />
| align="center" | 1st<br />
| Invest life energy; invest skill ranks; invest spell slots<br />
|- class="even"<br />
| align="center" | 7th<br />
| Sapience; senses; communication<br />
|- class="odd"<br />
| align="center" | 10th<br />
| Special ability<br />
|- class="even"<br />
| align="center" | 14th<br />
| Special ability<br />
|- class="odd"<br />
| align="center" | 18th<br />
| Special ability<br />
|- class="even"<br />
| align="center" | 21st or higher<br />
| One additional special ability per three character levels above 20th<br />
|}<br />
<br />
====Invest Life Energy====<br />
<br />
A character of 6th level or lower may invest a portion of his life force into his item familiar, receiving bonus XP in return. These XP are actually part of the item, however, so if the item is lost or destroyed, the character loses not only the bonus but a quantity of his existing XP as well.<br />
<br />
When a character chooses to invest his life energy into his item familiar, his current XP total and all future XP awards increase by 10%. However, if the character loses the item, he loses all bonus XP gained, plus an additional 200 XP per character level.<br />
<br />
For example, a [[SRD:Wizard|wizard]], a 6th-level character with 19,000 XP, chooses to invest his item familiar, a ring, with some of his life energy. He adds 1,900 XP (10% of 19,000) to his XP total, so he now has 20,900 XP. If he goes on an adventure and earns another 1,000 XP, he actually gains 1,100 XP (1,000 + 10% of 1,000), increasing his total to 22,000 XP, which makes him a 7th-level character.<br />
<br />
If he then loses the ring, he would lose the 2,000 XP gained from the investiture (the 1,900 XP he received originally plus the bonus 100 XP he earned later), plus an additional 1,400 XP (200 XP per level), for a total loss of 3,400 XP. This loss would reduce his XP total to 18,600 and his character level to 6th.<br />
<br />
====Invest Skill Ranks====<br />
<br />
Whenever a character with an item familiar gains skill points, he may choose to put some or all of those skill points into his item familiar. He assigns the skill points normally, but notes that they now reside in the item familiar. For every 3 ranks he assigns to the item familiar, he gains a +1 bonus that he can apply to any single skill. This bonus can be applied to a skill in which he already has maximum ranks. He can apply multiple bonuses to the same skill, but he may not have more points of bonus in a skill than he has ranks.<br />
<br />
If the character loses the item familiar, is separated from it for one day per level (see the Item Familiar feat description), or if the item familiar is destroyed, these skill points and the bonuses related to them are lost.<br />
<br />
For example, a [[SRD:Wizard|wizard]] has just achieved 7th character level, and he takes a level of [[SRD:Wizard|wizard]]. Because of his high Intelligence score, he gains 7 skill points. He assigns 1 skill point to each of the following skills:<br />
<br />
* Concentration<br />
* Decipher Script<br />
* Knowledge (arcana)<br />
* Knowledge (dungeoneering)<br />
* Knowledge (nobility and royalty)<br />
* Knowledge (the planes)<br />
* Spellcraft<br />
<br />
He uses an asterisk to note that 1 rank for each of six skills resides in his ring. Since that adds up to a total of 6 skill ranks in the ring, he gains two +1 bonuses he can apply to any skill. He decides to assign both bonuses (a total of +2) to his Concentration skill. a [[SRD:Wizard|wizard]] only has 1 rank in the cross-class skill Spot. If he had desired, he could have applied a single +1 bonus to that skill, but not both.<br />
<br />
====Invest Spell Slots====<br />
<br />
Only spellcasters may choose to use this option. A character with an item familiar may choose to invest a single spell slot in his familiar and gain a bonus spell slot in return. The single spell slot must be of the highest spell level he can cast, and the bonus spell slot is always two levels lower than the slot invested in the item. As the caster gains (or loses) levels, the spell slot invested in the item changes so that it is always of the highest spell level he can cast, and the bonus spell slot also changes accordingly, remaining two levels lower than that.<br />
<br />
If a spellcaster does not have a spell slot two levels lower than the highest spell level he can cast (if he can cast only 0- and 1st-level spells), he cannot use this option.<br />
<br />
As with all other investiture options, if the item familiar is lost or destroyed, so are both spell slots.<br />
<br />
For example, as a 7th-level [[SRD:Wizard|wizard]], a [[SRD:Wizard|wizard]] can cast 4th-level spells. He chooses to invest one 4th-level spell slot in his ring. The ring gains an additional 2nd-level spell slot, which a [[SRD:Wizard|wizard]] can use as long as he has the ring in his possession. When a [[SRD:Wizard|wizard]] attains 9th level, the spell slot assigned to the ring automatically becomes a 5th-level spell slot, and the bonus slot becomes a 3rd-level spell slot instead of a 2nd-level one.<br />
<br />
====Sapience====<br />
<br />
If a character with an item familiar is at least 7th level, the item gains rudimentary sapience. It gains Intelligence, Wisdom, and Charisma scores. Two of these scores (player’s or DM’s choice) are 10 and one is 12. The item familiar also gains an Ego score. This last score should not come into play very often—an item familiar is completely loyal to its master, unless its master radically changes alignment or one or the other is affected by some strange compulsion.<br />
<br />
====Senses====<br />
<br />
If a character with an item familiar is at least 7th level, the item can see and hear in a 60-foot radius as if it were a creature. It does not normally make Spot or Listen checks separately from its master, but its master gains the benefit of the Alertness feat while wielding the item.<br />
<br />
====Communication====<br />
<br />
If a character with an item familiar is at least 7th level, the item begins to communicate with the master using basic emotions or feelings. The item may try to tell the master of danger, for example, by putting forth a feeling of fear. It can only communicate in this manner while being worn or carried by its master.<br />
<br />
====Special Ability====<br />
<br />
When an item familiar’s master reaches 10th level, and at every four levels thereafter, the master chooses a new special ability for the item from the following list. Once an ability is chosen, it becomes a permanent part of the item (unless otherwise specified). Some abilities have prerequisites.<br />
<br />
=====Armor, Shield, or Weapon Special Ability=====<br />
<br />
An item familiar empowered with this special ability gains an ability equivalent to a +1 bonus, such as the light fortification, bashing, or defending special ability. This ability contributes to the overall enhancement bonus of the item and its value but does not cost the master of the familiar any gold pieces or time. This ability may be used in conjunction with the normal rules for improving an existing magic item (see Improving an Item Familiar, and Adding New Abilities). A character may select this special ability multiple times, each time enabling his familiar to gain a different ability equivalent to a +1 bonus.<br />
<br />
======Prerequisite======<br />
<br />
The item familiar must be a type of magic armor, a magic shield, or a magic weapon.<br />
<br />
=====Cantrips/Orisons=====<br />
<br />
An item familiar empowered with this special ability can cast 0-level spells. The familiar may cast any spell invested in it as a standard action (or longer, as defined by the spell’s casting time) as long as the spell does not have an expensive material component or an XP component. The item familiar need not provide any verbal or somatic components, and it need not provide any material components that cost less than 1 gp. It has access to all the 0-level spells from any single class spell list of the master’s choice (taking into account any alignment restrictions against casting spells of a certain class or alignment subtype). It can cast a number of 0-level spells per day as if it were a sorcerer of the master’s character level (though the master does not have to be a spellcaster). The item familiar uses its own ability scores to determine spell save DCs but can cast its 0-level spells only on its master’s order. The master may use a free action on his turn to issue these orders, or he may give a number of contingency orders (such as “If I fall unconscious, cast cure minor wounds on me”) equal to one more than his Charisma modifier (minimum one).<br />
<br />
=====Greater Power=====<br />
<br />
An item familiar empowered with this special ability gains any single greater power listed on the Intelligent Items Greater Powers table. The item uses this power as described, at the master’s command. A character may select this special ability multiple times, each time applying it to a different greater power.<br />
<br />
======Prerequisite======<br />
<br />
An item must have at least one lesser power for every greater power it is given. The master must spend the amount of gold pieces given in the Base Price Modifier column of the Intelligent Item Greater Powers table to purchase the greater power. The process of empowering an item in this way takes 24 hours.<br />
<br />
=====Greater Senses=====<br />
<br />
An item familiar empowered with this special ability gains blindsense out to 30 feet.<br />
<br />
======Prerequisite======<br />
<br />
The item familiar must already have the improved senses special ability.<br />
<br />
=====Improved Senses=====<br />
<br />
An item familiar empowered with this special ability gains darkvision out to 60 feet.<br />
<br />
=====Increased Sapience=====<br />
<br />
An item familiar empowered with this special ability gains +4 to any single ability score and +2 to its other two scores. The item can now communicate telepathically in a recognizable language with the master out to 120 feet and can speak audibly in Common. It can speak, read, and understand one additional language per point of Intelligence bonus. A character may select this special ability multiple times, each time improving all three of the item’s ability scores and increasing the number of languages it can speak, read, and understand.<br />
<br />
=====Lesser Power=====<br />
<br />
An item familiar empowered with this special ability gains any single lesser power listed on the Intelligent Items Lesser Powers table. The item uses this power as described, at the master’s command. A character may select this special ability multiple times, each time applying it to a different lesser power.<br />
<br />
======Prerequisite======<br />
<br />
The master must spend the amount of gold pieces given in the Base Price Modifier column of the Intelligent Item Lesser Powers table to purchase the lesser power. The process of empowering an item in this way takes 24 hours.<br />
<br />
=====Special Purpose and Dedicated Power=====<br />
<br />
An item familiar empowered with this special ability gains a special purpose and a dedicated power chosen by its master.<br />
<br />
An item familiar usually displays more flexibility in how it carries out its special purpose than a standard intelligent item, especially if its purpose conflicts with its master. However, if a master (especially one who gave the item a special purpose in the first place) consistently acts against the item’s special purpose, the item has even more leverage for keeping the “master” in line. An item familiar can temporarily sever the link between item and master, essentially shutting down access to any abilities invested in the item plus all its normal magical abilities, as if the item had been lost or destroyed. The item only reestablishes the link if it is convinced the master is committed to helping it fulfill its special purpose.<br />
<br />
No item familiar may have more than one special purpose and one dedicated power.<br />
<br />
======Prerequisite======<br />
<br />
The master must spend the amount of gold pieces given in the Base Price Modifier column of the Special Purpose Item Dedicated Powers table to purchase the dedicated power. The process of empowering an item in this way takes 24 hours.<br />
<br />
=====Spell Use=====<br />
<br />
An item familiar empowered with this ability may cast any spell invested in it as a standard action (or longer, as defined by the spell’s duration) as long as it does not have an expensive material component or an XP component. The item familiar need not provide any verbal or somatic components, and it need not provide any material components that cost less than 1 gp. The item familiar must meet the ability score prerequisites for the spell but casts the spell at the master’s level. The item familiar may cast the spell only on the master’s order (as described in Cantrips/ Orisons, above). If an item familiar casts an invested spell, it is as if the master cast it for purposes of spells per day and preparation.<br />
<br />
======Prerequisite======<br />
<br />
The item must have an invested spell slot of the appropriate spell level, and the master must have the ability to cast 3rd-level spells.<br />
<br />
==Item Familiar Alignment==<br />
<br />
An item familiar gains its master’s alignment and, if the character changes alignment, it generally changes alignment accordingly. However, if this alignment change would be in direct conflict with the item familiar’s special purpose (if any), the item does not change alignment, and it immediately severs the link between itself and its master. The link can only be reestablished when the master changes to a nonconflicting alignment.<br />
<br />
If an item familiar changes to an alignment that would preclude it using some of its powers not tied to a special purpose, the change in alignment takes place, no severing of the link occurs, and the item cannot use those powers until its alignment becomes compatible again. For example, if a neutral good rod has the ability to cast druid cantrips and the rod becomes lawful good, it loses that ability. If a holy avenger item familiar becomes nonlawful, it loses all the abilities it had for being a holy avenger but remains a +2 cold iron longsword and retains its other item familiar abilities.<br />
<br />
==Improving An Item Familiar==<br />
<br />
An item familiar can be improved as other magic items can be. By spending gold pieces (and time and experience points, assuming the character is the one doing the work), a character can add new abilities to his item familiar. If a character links himself to a +1 longsword, for example, it only costs 6,000 gp (or 3,000 gp and 240 XP) to add another +1 of enhancement bonus or, perhaps, a special ability that is equivalent to a +1 bonus (such as spell storing or flaming). The character can accomplish this even without having the requisite item creation feats.<br />
<br />
This type of improvement has nothing to do with the master’s character level, though it may affect the item’s eventual Ego score.<br />
<br />
==Inheriting An Item Familiar==<br />
<br />
Sometimes characters die, after which other characters pick up and use their items; this turn of events is an integral part of the d20 game.<br />
<br />
When a character finds or somehow comes into possession of another character’s item familiar, two results can occur.<br />
<br />
=====An Ego Contest Ensues=====<br />
<br />
An item familiar normally resists being picked up and used by another character. If the item familiar has an Ego score, it automatically tries to resist being wielded by anyone other than its linked master, even if the link has been severed (possibly because the master is dead). The rules for Ego conflicts can be found under Intelligent Items against Characters. Normally, an intelligent item resists its owner only when a conflict of personality or purpose ensues. An item familiar assumes that any use of it by someone other than its linked (or previously linked) master is a conflict, and so it resists every time the new owner attempts to make use of it.<br />
<br />
If the new owner wins the Ego contest, he can wield the item safely for 1 hour but cannot access any of the abilities the item familiar gained through its link (such as invested XP, skill ranks, or spell slots, or any special abilities it has that aren’t simply a feature of the magic item). An item familiar may talk to its new owner (if it has that capability), but it feels at best unfriendly and could be extraordinarily hostile. If an item familiar’s alignment matches that of its new owner, the item familiar may become less hostile over time but always forces Ego contests when possible.<br />
<br />
=====The New Owner Can Attempt a Link=====<br />
<br />
The new owner can attempt to link to the item by selecting the Item Familiar feat (assuming he meets the prerequisite). What occurs next depends on his character level compared to the character level of the highest-level previous owner.<br />
<br />
======New Owner Is Same or Higher Level======<br />
<br />
The link succeeds. The new owner gains all the benefits of the abilities of the item familiar, and the item familiar’s alignment changes to match that of its new master. If the item familiar had invested skill ranks and/or spell slots, those investments become accessible to the new owner, adding to his totals. If the item familiar has spell slots, the new master can access them only if he could already cast spells of the appropriate levels.<br />
<br />
======New Owner Is Lower Level======<br />
<br />
The link partially succeeds. The alignment of the item familiar changes to match that of its new master, and the new owner can use all the item familiar’s special abilities and powers. However, the new master cannot benefit from any invested skill ranks or spell slots until his character level equals or exceeds that of the item familiar’s highest-level previous owner.<br />
<br />
====True Inheritance====<br />
<br />
A character may willingly pass on an item familiar. This transfer can be accomplished while the owner is alive, or it can be stipulated as part of a last will and testament if the owner dies. If a living character willingly passes on an item familiar to a new owner with a matching alignment, an Ego contest immediately ensues, but the new owner gains a +10 circumstance bonus on the check. If the new owner wins, the item familiar does not force an Ego contest again unless the new owner does something to violate his alignment or to obstruct the item’s special purpose (if any). The item familiar does not actually have a new master until the new owner selects the Item Familiar feat, but it cooperates with its new owner.<br />
<br />
==Awakening Powers And Abilities==<br />
<br />
Rather than giving a player free rein to choose an item familiar’s special abilities, the DM may decide to create items with “sleeping” abilities that can only be awakened by having characters link themselves to them. In such cases, the Game Master retains more control over what new abilities and strange items get introduced into his game, but he does limit the likelihood of characters taking the Item Creation feat.<br />
<br />
The DM may wish to mix and match awakening abilities with allowing characters to choose new abilities for their familiars. This system can support both concepts.<br />
<br />
{{UA Magic Footer}}</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=UA:Item_Familiars&diff=262881UA:Item Familiars2008-06-22T01:44:04Z<p>OptimizationFanatic: /* Bonding To An Item Familiar */</p>
<hr />
<div>{{OGL Top}}<br />
<br />
=Item Familiars=<br />
<br />
Like the legendary weapons rules, the item familiars variant system presents a method by which a character, even a nonspellcaster, can find himself linked to a particular magic item for a large part of his career. These items gradually gain in power and sentience, and often fulfill small roles similar to those of living familiars, but sometimes they become powerful entities in their own right.<br />
<br />
To utilize these rules, the character must choose [[UA:Item Familiar (Feat)|this new feat]].<br />
<br />
==Types Of Item Familiars==<br />
<br />
An item familiar must be a permanent magic item. Typically, it tends to be a magic weapon (such as a sword, axe, or bow), a rod (one that does not depend on charges for its powers), or a ring with a permanent magical power. The DM may allow for various wondrous items to be item familiars, and in such a case can adapt the following rules fairly easily.<br />
<br />
In order to be an item familiar, a magic item must:<br />
<br />
* Have a price of at least 2,000 gp.<br />
* Be usable by the character (if it is a weapon, the character must be proficient with the appropriate category of weapon).<br />
* Have a permanent magical effect that the character can (and knows how to) use.<br />
<br />
Keep in mind that the item only needs to meet the basics of this criteria. The magic item may have functions the character cannot currently use, and once the item is linked to the character he can separate from it for short periods of time without any harm.<br />
<br />
====Intelligent Items====<br />
<br />
This variant system does not depend on the item in question being intelligent, but any item familiar created eventually becomes intelligent. Item familiars normally become intelligent gradually, however, which lessens the complexity of the standard rules for intelligent items.<br />
<br />
==Bonding To An Item Familiar==<br />
<br />
When a character selects an item and chooses the [[UA:Item Familiar (Feat)|Item Familiar feat]], the character establishes a permanent, supernatural bond to the item familiar. This bond can be suppressed by an antimagic field or similar effect, but it cannot be dispelled.<br />
<br />
Once the character has become bonded to the magic item, the item may gain additional powers or intelligence. The character can also begin investing abilities into the item, using the item familiar to improve his own capabilities.<br />
<br />
Use Table: Item Familiar Abilities to determine what, if any, abilities the item familiar gains based on its owner’s character level.<br />
<br />
{| class="d20"<br />
|+ Table: Item Familiar Abilities<br />
|-<br />
! Character Level<br />
! align="left" | Ability<br />
|- class="odd"<br />
| align="center" | 1st<br />
| Invest life energy; invest skill ranks; invest spell slots<br />
|- class="even"<br />
| align="center" | 7th<br />
| Sapience; senses; communication<br />
|- class="odd"<br />
| align="center" | 10th<br />
| Special ability<br />
|- class="even"<br />
| align="center" | 14th<br />
| Special ability<br />
|- class="odd"<br />
| align="center" | 18th<br />
| Special ability<br />
|- class="even"<br />
| align="center" | 21st or higher<br />
| One additional special ability per three character levels above 20th<br />
|}<br />
<br />
====Invest Life Energy====<br />
<br />
A character of 6th level or lower may invest a portion of his life force into his item familiar, receiving bonus XP in return. These XP are actually part of the item, however, so if the item is lost or destroyed, the character loses not only the bonus but a quantity of his existing XP as well.<br />
<br />
When a character chooses to invest his life energy into his item familiar, his current XP total and all future XP awards increase by 10%. However, if the character loses the item, he loses all bonus XP gained, plus an additional 200 XP per character level.<br />
<br />
For example, a [[SRD:Wizard|wizard]], a 6th-level character with 19,000 XP, chooses to invest his item familiar, a ring, with some of his life energy. He adds 1,900 XP (10% of 19,000) to his XP total, so he now has 20,900 XP. If he goes on an adventure and earns another 1,000 XP, he actually gains 1,100 XP (1,000 + 10% of 1,000), increasing his total to 22,000 XP, which makes him a 7th-level character.<br />
<br />
If he then loses the ring, he would lose the 2,000 XP gained from the investiture (the 1,900 XP he received originally plus the bonus 100 XP he earned later), plus an additional 1,400 XP (200 XP per level), for a total loss of 3,400 XP. This loss would reduce his XP total to 18,600 and his character level to 6th.<br />
<br />
====Invest Skill Ranks====<br />
<br />
Whenever a character with an item familiar gains skill points, he may choose to put some or all of those skill points into his item familiar. He assigns the skill points normally, but notes that they now reside in the item familiar. For every 3 ranks he assigns to the item familiar, he gains a +1 bonus that he can apply to any single skill. This bonus can be applied to a skill in which he already has maximum ranks. He can apply multiple bonuses to the same skill, but he may not have more points of bonus in a skill than he has ranks.<br />
<br />
If the character loses the item familiar, is separated from it for one day per level (see the Item Familiar feat description), or if the item familiar is destroyed, these skill points and the bonuses related to them are lost.<br />
<br />
For example, a [[SRD:Wizard|wizard]] has just achieved 7th character level, and he takes a level of [[SRD:Wizard|wizard]]. Because of his high Intelligence score, he gains 7 skill points. He assigns 1 skill point to each of the following skills:<br />
<br />
* Concentration<br />
* Decipher Script<br />
* Knowledge (arcana)<br />
* Knowledge (dungeoneering)<br />
* Knowledge (nobility and royalty)<br />
* Knowledge (the planes)<br />
* Spellcraft<br />
<br />
He uses an asterisk to note that 1 rank for each of six skills resides in his ring. Since that adds up to a total of 6 skill ranks in the ring, he gains two +1 bonuses he can apply to any skill. He decides to assign both bonuses (a total of +2) to his Concentration skill. a [[SRD:Wizard|wizard]] only has 1 rank in the cross-class skill Spot. If he had desired, he could have applied a single +1 bonus to that skill, but not both.<br />
<br />
====Invest Spell Slots====<br />
<br />
Only spellcasters may choose to use this option. A character with an item familiar may choose to invest a single spell slot in his familiar and gain a bonus spell slot in return. The single spell slot must be of the highest spell level he can cast, and the bonus spell slot is always two levels lower than the slot invested in the item. As the caster gains (or loses) levels, the spell slot invested in the item changes so that it is always of the highest spell level he can cast, and the bonus spell slot also changes accordingly, remaining two levels lower than that.<br />
<br />
If a spellcaster does not have a spell slot two levels lower than the highest spell level he can cast (if he can cast only 0- and 1st-level spells), he cannot use this option.<br />
<br />
As with all other investiture options, if the item familiar is lost or destroyed, so are both spell slots.<br />
<br />
For example, as a 7th-level [[SRD:Wizard|wizard]], a [[SRD:Wizard|wizard]] can cast 4th-level spells. He chooses to invest one 4th-level spell slot in his ring. The ring gains an additional 2nd-level spell slot, which a [[SRD:Wizard|wizard]] can use as long as he has the ring in his possession. When a [[SRD:Wizard|wizard]] attains 9th level, the spell slot assigned to the ring automatically becomes a 5th-level spell slot, and the bonus slot becomes a 3rd-level spell slot instead of a 2nd-level one.<br />
<br />
====Sapience====<br />
<br />
If a character with an item familiar is at least 7th level, the item gains rudimentary sapience. It gains Intelligence, Wisdom, and Charisma scores. Two of these scores (player’s or DM’s choice) are 10 and one is 12. The item familiar also gains an Ego score. This last score should not come into play very often—an item familiar is completely loyal to its master, unless its master radically changes alignment or one or the other is affected by some strange compulsion.<br />
<br />
====Senses====<br />
<br />
If a character with an item familiar is at least 7th level, the item can see and hear in a 60-foot radius as if it were a creature. It does not normally make Spot or Listen checks separately from its master, but its master gains the benefit of the Alertness feat while wielding the item.<br />
<br />
====Communication====<br />
<br />
If a character with an item familiar is at least 7th level, the item begins to communicate with the master using basic emotions or feelings. The item may try to tell the master of danger, for example, by putting forth a feeling of fear. It can only communicate in this manner while being worn or carried by its master.<br />
<br />
====Special Ability====<br />
<br />
When an item familiar’s master reaches 10th level, and at every four levels thereafter, the master chooses a new special ability for the item from the following list. Once an ability is chosen, it becomes a permanent part of the item (unless otherwise specified). Some abilities have prerequisites.<br />
<br />
=====Armor, Shield, or Weapon Special Ability=====<br />
<br />
An item familiar empowered with this special ability gains an ability equivalent to a +1 bonus, such as the light fortification, bashing, or defending special ability. This ability contributes to the overall enhancement bonus of the item and its value but does not cost the master of the familiar any gold pieces or time. This ability may be used in conjunction with the normal rules for improving an existing magic item (see Improving an Item Familiar, and Adding New Abilities). A character may select this special ability multiple times, each time enabling his familiar to gain a different ability equivalent to a +1 bonus.<br />
<br />
======Prerequisite======<br />
<br />
The item familiar must be a type of magic armor, a magic shield, or a magic weapon.<br />
<br />
=====Cantrips/Orisons=====<br />
<br />
An item familiar empowered with this special ability can cast 0-level spells. The familiar may cast any spell invested in it as a standard action (or longer, as defined by the spell’s casting time) as long as the spell does not have an expensive material component or an XP component. The item familiar need not provide any verbal or somatic components, and it need not provide any material components that cost less than 1 gp. It has access to all the 0-level spells from any single class spell list of the master’s choice (taking into account any alignment restrictions against casting spells of a certain class or alignment subtype). It can cast a number of 0-level spells per day as if it were a sorcerer of the master’s character level (though the master does not have to be a spellcaster). The item familiar uses its own ability scores to determine spell save DCs but can cast its 0-level spells only on its master’s order. The master may use a free action on his turn to issue these orders, or he may give a number of contingency orders (such as “If I fall unconscious, cast cure minor wounds on me”) equal to one more than his Charisma modifier (minimum one).<br />
<br />
=====Greater Power=====<br />
<br />
An item familiar empowered with this special ability gains any single greater power listed on the Intelligent Items Greater Powers table. The item uses this power as described, at the master’s command. A character may select this special ability multiple times, each time applying it to a different greater power.<br />
<br />
======Prerequisite======<br />
<br />
An item must have at least one lesser power for every greater power it is given. The master must spend the amount of gold pieces given in the Base Price Modifier column of the Intelligent Item Greater Powers table to purchase the greater power. The process of empowering an item in this way takes 24 hours.<br />
<br />
=====Greater Senses=====<br />
<br />
An item familiar empowered with this special ability gains blindsense out to 30 feet.<br />
<br />
======Prerequisite======<br />
<br />
The item familiar must already have the improved senses special ability.<br />
<br />
=====Improved Senses=====<br />
<br />
An item familiar empowered with this special ability gains darkvision out to 60 feet.<br />
<br />
=====Increased Sapience=====<br />
<br />
An item familiar empowered with this special ability gains +4 to any single ability score and +2 to its other two scores. The item can now communicate telepathically in a recognizable language with the master out to 120 feet and can speak audibly in Common. It can speak, read, and understand one additional language per point of Intelligence bonus. A character may select this special ability multiple times, each time improving all three of the item’s ability scores and increasing the number of languages it can speak, read, and understand.<br />
<br />
=====Lesser Power=====<br />
<br />
An item familiar empowered with this special ability gains any single lesser power listed on the Intelligent Items Lesser Powers table. The item uses this power as described, at the master’s command. A character may select this special ability multiple times, each time applying it to a different lesser power.<br />
<br />
======Prerequisite======<br />
<br />
The master must spend the amount of gold pieces given in the Base Price Modifier column of the Intelligent Item Lesser Powers table to purchase the lesser power. The process of empowering an item in this way takes 24 hours.<br />
<br />
=====Special Purpose and Dedicated Power=====<br />
<br />
An item familiar empowered with this special ability gains a special purpose and a dedicated power chosen by its master.<br />
<br />
An item familiar usually displays more flexibility in how it carries out its special purpose than a standard intelligent item, especially if its purpose conflicts with its master. However, if a master (especially one who gave the item a special purpose in the first place) consistently acts against the item’s special purpose, the item has even more leverage for keeping the “master” in line. An item familiar can temporarily sever the link between item and master, essentially shutting down access to any abilities invested in the item plus all its normal magical abilities, as if the item had been lost or destroyed. The item only reestablishes the link if it is convinced the master is committed to helping it fulfill its special purpose.<br />
<br />
No item familiar may have more than one special purpose and one dedicated power.<br />
<br />
======Prerequisite======<br />
<br />
The master must spend the amount of gold pieces given in the Base Price Modifier column of the Special Purpose Item Dedicated Powers table to purchase the dedicated power. The process of empowering an item in this way takes 24 hours.<br />
<br />
=====Spell Use=====<br />
<br />
An item familiar empowered with this ability may cast any spell invested in it as a standard action (or longer, as defined by the spell’s duration) as long as it does not have an expensive material component or an XP component. The item familiar need not provide any verbal or somatic components, and it need not provide any material components that cost less than 1 gp. The item familiar must meet the ability score prerequisites for the spell but casts the spell at the master’s level. The item familiar may cast the spell only on the master’s order (as described in Cantrips/ Orisons, above). If an item familiar casts an invested spell, it is as if the master cast it for purposes of spells per day and preparation.<br />
<br />
======Prerequisite======<br />
<br />
The item must have an invested spell slot of the appropriate spell level, and the master must have the ability to cast 3rd-level spells.<br />
<br />
==Item Familiar Alignment==<br />
<br />
An item familiar gains its master’s alignment and, if the character changes alignment, it generally changes alignment accordingly. However, if this alignment change would be in direct conflict with the item familiar’s special purpose (if any), the item does not change alignment, and it immediately severs the link between itself and its master. The link can only be reestablished when the master changes to a nonconflicting alignment.<br />
<br />
If an item familiar changes to an alignment that would preclude it using some of its powers not tied to a special purpose, the change in alignment takes place, no severing of the link occurs, and the item cannot use those powers until its alignment becomes compatible again. For example, if a neutral good rod has the ability to cast druid cantrips and the rod becomes lawful good, it loses that ability. If a holy avenger item familiar becomes nonlawful, it loses all the abilities it had for being a holy avenger but remains a +2 cold iron longsword and retains its other item familiar abilities.<br />
<br />
==Improving An Item Familiar==<br />
<br />
An item familiar can be improved as other magic items can be. By spending gold pieces (and time and experience points, assuming the character is the one doing the work), a character can add new abilities to his item familiar. If a character links himself to a +1 longsword, for example, it only costs 6,000 gp (or 3,000 gp and 240 XP) to add another +1 of enhancement bonus or, perhaps, a special ability that is equivalent to a +1 bonus (such as spell storing or flaming). The character can accomplish this even without having the requisite item creation feats.<br />
<br />
This type of improvement has nothing to do with the master’s character level, though it may affect the item’s eventual Ego score.<br />
<br />
==Inheriting An Item Familiar==<br />
<br />
Sometimes characters die, after which other characters pick up and use their items; this turn of events is an integral part of the d20 game.<br />
<br />
When a character finds or somehow comes into possession of another character’s item familiar, two results can occur.<br />
<br />
=====An Ego Contest Ensues=====<br />
<br />
An item familiar normally resists being picked up and used by another character. If the item familiar has an Ego score, it automatically tries to resist being wielded by anyone other than its linked master, even if the link has been severed (possibly because the master is dead). The rules for Ego conflicts can be found under Intelligent Items against Characters. Normally, an intelligent item resists its owner only when a conflict of personality or purpose ensues. An item familiar assumes that any use of it by someone other than its linked (or previously linked) master is a conflict, and so it resists every time the new owner attempts to make use of it.<br />
<br />
If the new owner wins the Ego contest, he can wield the item safely for 1 hour but cannot access any of the abilities the item familiar gained through its link (such as invested XP, skill ranks, or spell slots, or any special abilities it has that aren’t simply a feature of the magic item). An item familiar may talk to its new owner (if it has that capability), but it feels at best unfriendly and could be extraordinarily hostile. If an item familiar’s alignment matches that of its new owner, the item familiar may become less hostile over time but always forces Ego contests when possible.<br />
<br />
=====The New Owner Can Attempt a Link=====<br />
<br />
The new owner can attempt to link to the item by selecting the Item Familiar feat (assuming he meets the prerequisite). What occurs next depends on his character level compared to the character level of the highest-level previous owner.<br />
<br />
======New Owner Is Same or Higher Level======<br />
<br />
The link succeeds. The new owner gains all the benefits of the abilities of the item familiar, and the item familiar’s alignment changes to match that of its new master. If the item familiar had invested skill ranks and/or spell slots, those investments become accessible to the new owner, adding to his totals. If the item familiar has spell slots, the new master can access them only if he could already cast spells of the appropriate levels.<br />
<br />
======New Owner Is Lower Level======<br />
<br />
The link partially succeeds. The alignment of the item familiar changes to match that of its new master, and the new owner can use all the item familiar’s special abilities and powers. However, the new master cannot benefit from any invested skill ranks or spell slots until his character level equals or exceeds that of the item familiar’s highest-level previous owner.<br />
<br />
====True Inheritance====<br />
<br />
A character may willingly pass on an item familiar. This transfer can be accomplished while the owner is alive, or it can be stipulated as part of a last will and testament if the owner dies. If a living character willingly passes on an item familiar to a new owner with a matching alignment, an Ego contest immediately ensues, but the new owner gains a +10 circumstance bonus on the check. If the new owner wins, the item familiar does not force an Ego contest again unless the new owner does something to violate his alignment or to obstruct the item’s special purpose (if any). The item familiar does not actually have a new master until the new owner selects the Item Familiar feat, but it cooperates with its new owner.<br />
<br />
==Awakening Powers And Abilities==<br />
<br />
Rather than giving a player free rein to choose an item familiar’s special abilities, the DM may decide to create items with “sleeping” abilities that can only be awakened by having characters link themselves to them. In such cases, the Game Master retains more control over what new abilities and strange items get introduced into his game, but he does limit the likelihood of characters taking the Item Creation feat.<br />
<br />
The DM may wish to mix and match awakening abilities with allowing characters to choose new abilities for their familiars. This system can support both concepts.<br />
<br />
{{UA Magic Footer}}</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=UA:Item_Familiars&diff=262880UA:Item Familiars2008-06-22T01:43:42Z<p>OptimizationFanatic: </p>
<hr />
<div>{{OGL Top}}<br />
<br />
=Item Familiars=<br />
<br />
Like the legendary weapons rules, the item familiars variant system presents a method by which a character, even a nonspellcaster, can find himself linked to a particular magic item for a large part of his career. These items gradually gain in power and sentience, and often fulfill small roles similar to those of living familiars, but sometimes they become powerful entities in their own right.<br />
<br />
To utilize these rules, the character must choose [[UA:Item Familiar (Feat)|this new feat]].<br />
<br />
==Types Of Item Familiars==<br />
<br />
An item familiar must be a permanent magic item. Typically, it tends to be a magic weapon (such as a sword, axe, or bow), a rod (one that does not depend on charges for its powers), or a ring with a permanent magical power. The DM may allow for various wondrous items to be item familiars, and in such a case can adapt the following rules fairly easily.<br />
<br />
In order to be an item familiar, a magic item must:<br />
<br />
* Have a price of at least 2,000 gp.<br />
* Be usable by the character (if it is a weapon, the character must be proficient with the appropriate category of weapon).<br />
* Have a permanent magical effect that the character can (and knows how to) use.<br />
<br />
Keep in mind that the item only needs to meet the basics of this criteria. The magic item may have functions the character cannot currently use, and once the item is linked to the character he can separate from it for short periods of time without any harm.<br />
<br />
====Intelligent Items====<br />
<br />
This variant system does not depend on the item in question being intelligent, but any item familiar created eventually becomes intelligent. Item familiars normally become intelligent gradually, however, which lessens the complexity of the standard rules for intelligent items.<br />
<br />
==Bonding To An Item Familiar==<br />
<br />
When a character selects an item and chooses the Item Familiar feat, the character establishes a permanent, supernatural bond to the item familiar. This bond can be suppressed by an antimagic field or similar effect, but it cannot be dispelled.<br />
<br />
Once the character has become bonded to the magic item, the item may gain additional powers or intelligence. The character can also begin investing abilities into the item, using the item familiar to improve his own capabilities.<br />
<br />
Use Table: Item Familiar Abilities to determine what, if any, abilities the item familiar gains based on its owner’s character level.<br />
<br />
{| class="d20"<br />
|+ Table: Item Familiar Abilities<br />
|-<br />
! Character Level<br />
! align="left" | Ability<br />
|- class="odd"<br />
| align="center" | 1st<br />
| Invest life energy; invest skill ranks; invest spell slots<br />
|- class="even"<br />
| align="center" | 7th<br />
| Sapience; senses; communication<br />
|- class="odd"<br />
| align="center" | 10th<br />
| Special ability<br />
|- class="even"<br />
| align="center" | 14th<br />
| Special ability<br />
|- class="odd"<br />
| align="center" | 18th<br />
| Special ability<br />
|- class="even"<br />
| align="center" | 21st or higher<br />
| One additional special ability per three character levels above 20th<br />
|}<br />
<br />
====Invest Life Energy====<br />
<br />
A character of 6th level or lower may invest a portion of his life force into his item familiar, receiving bonus XP in return. These XP are actually part of the item, however, so if the item is lost or destroyed, the character loses not only the bonus but a quantity of his existing XP as well.<br />
<br />
When a character chooses to invest his life energy into his item familiar, his current XP total and all future XP awards increase by 10%. However, if the character loses the item, he loses all bonus XP gained, plus an additional 200 XP per character level.<br />
<br />
For example, a [[SRD:Wizard|wizard]], a 6th-level character with 19,000 XP, chooses to invest his item familiar, a ring, with some of his life energy. He adds 1,900 XP (10% of 19,000) to his XP total, so he now has 20,900 XP. If he goes on an adventure and earns another 1,000 XP, he actually gains 1,100 XP (1,000 + 10% of 1,000), increasing his total to 22,000 XP, which makes him a 7th-level character.<br />
<br />
If he then loses the ring, he would lose the 2,000 XP gained from the investiture (the 1,900 XP he received originally plus the bonus 100 XP he earned later), plus an additional 1,400 XP (200 XP per level), for a total loss of 3,400 XP. This loss would reduce his XP total to 18,600 and his character level to 6th.<br />
<br />
====Invest Skill Ranks====<br />
<br />
Whenever a character with an item familiar gains skill points, he may choose to put some or all of those skill points into his item familiar. He assigns the skill points normally, but notes that they now reside in the item familiar. For every 3 ranks he assigns to the item familiar, he gains a +1 bonus that he can apply to any single skill. This bonus can be applied to a skill in which he already has maximum ranks. He can apply multiple bonuses to the same skill, but he may not have more points of bonus in a skill than he has ranks.<br />
<br />
If the character loses the item familiar, is separated from it for one day per level (see the Item Familiar feat description), or if the item familiar is destroyed, these skill points and the bonuses related to them are lost.<br />
<br />
For example, a [[SRD:Wizard|wizard]] has just achieved 7th character level, and he takes a level of [[SRD:Wizard|wizard]]. Because of his high Intelligence score, he gains 7 skill points. He assigns 1 skill point to each of the following skills:<br />
<br />
* Concentration<br />
* Decipher Script<br />
* Knowledge (arcana)<br />
* Knowledge (dungeoneering)<br />
* Knowledge (nobility and royalty)<br />
* Knowledge (the planes)<br />
* Spellcraft<br />
<br />
He uses an asterisk to note that 1 rank for each of six skills resides in his ring. Since that adds up to a total of 6 skill ranks in the ring, he gains two +1 bonuses he can apply to any skill. He decides to assign both bonuses (a total of +2) to his Concentration skill. a [[SRD:Wizard|wizard]] only has 1 rank in the cross-class skill Spot. If he had desired, he could have applied a single +1 bonus to that skill, but not both.<br />
<br />
====Invest Spell Slots====<br />
<br />
Only spellcasters may choose to use this option. A character with an item familiar may choose to invest a single spell slot in his familiar and gain a bonus spell slot in return. The single spell slot must be of the highest spell level he can cast, and the bonus spell slot is always two levels lower than the slot invested in the item. As the caster gains (or loses) levels, the spell slot invested in the item changes so that it is always of the highest spell level he can cast, and the bonus spell slot also changes accordingly, remaining two levels lower than that.<br />
<br />
If a spellcaster does not have a spell slot two levels lower than the highest spell level he can cast (if he can cast only 0- and 1st-level spells), he cannot use this option.<br />
<br />
As with all other investiture options, if the item familiar is lost or destroyed, so are both spell slots.<br />
<br />
For example, as a 7th-level [[SRD:Wizard|wizard]], a [[SRD:Wizard|wizard]] can cast 4th-level spells. He chooses to invest one 4th-level spell slot in his ring. The ring gains an additional 2nd-level spell slot, which a [[SRD:Wizard|wizard]] can use as long as he has the ring in his possession. When a [[SRD:Wizard|wizard]] attains 9th level, the spell slot assigned to the ring automatically becomes a 5th-level spell slot, and the bonus slot becomes a 3rd-level spell slot instead of a 2nd-level one.<br />
<br />
====Sapience====<br />
<br />
If a character with an item familiar is at least 7th level, the item gains rudimentary sapience. It gains Intelligence, Wisdom, and Charisma scores. Two of these scores (player’s or DM’s choice) are 10 and one is 12. The item familiar also gains an Ego score. This last score should not come into play very often—an item familiar is completely loyal to its master, unless its master radically changes alignment or one or the other is affected by some strange compulsion.<br />
<br />
====Senses====<br />
<br />
If a character with an item familiar is at least 7th level, the item can see and hear in a 60-foot radius as if it were a creature. It does not normally make Spot or Listen checks separately from its master, but its master gains the benefit of the Alertness feat while wielding the item.<br />
<br />
====Communication====<br />
<br />
If a character with an item familiar is at least 7th level, the item begins to communicate with the master using basic emotions or feelings. The item may try to tell the master of danger, for example, by putting forth a feeling of fear. It can only communicate in this manner while being worn or carried by its master.<br />
<br />
====Special Ability====<br />
<br />
When an item familiar’s master reaches 10th level, and at every four levels thereafter, the master chooses a new special ability for the item from the following list. Once an ability is chosen, it becomes a permanent part of the item (unless otherwise specified). Some abilities have prerequisites.<br />
<br />
=====Armor, Shield, or Weapon Special Ability=====<br />
<br />
An item familiar empowered with this special ability gains an ability equivalent to a +1 bonus, such as the light fortification, bashing, or defending special ability. This ability contributes to the overall enhancement bonus of the item and its value but does not cost the master of the familiar any gold pieces or time. This ability may be used in conjunction with the normal rules for improving an existing magic item (see Improving an Item Familiar, and Adding New Abilities). A character may select this special ability multiple times, each time enabling his familiar to gain a different ability equivalent to a +1 bonus.<br />
<br />
======Prerequisite======<br />
<br />
The item familiar must be a type of magic armor, a magic shield, or a magic weapon.<br />
<br />
=====Cantrips/Orisons=====<br />
<br />
An item familiar empowered with this special ability can cast 0-level spells. The familiar may cast any spell invested in it as a standard action (or longer, as defined by the spell’s casting time) as long as the spell does not have an expensive material component or an XP component. The item familiar need not provide any verbal or somatic components, and it need not provide any material components that cost less than 1 gp. It has access to all the 0-level spells from any single class spell list of the master’s choice (taking into account any alignment restrictions against casting spells of a certain class or alignment subtype). It can cast a number of 0-level spells per day as if it were a sorcerer of the master’s character level (though the master does not have to be a spellcaster). The item familiar uses its own ability scores to determine spell save DCs but can cast its 0-level spells only on its master’s order. The master may use a free action on his turn to issue these orders, or he may give a number of contingency orders (such as “If I fall unconscious, cast cure minor wounds on me”) equal to one more than his Charisma modifier (minimum one).<br />
<br />
=====Greater Power=====<br />
<br />
An item familiar empowered with this special ability gains any single greater power listed on the Intelligent Items Greater Powers table. The item uses this power as described, at the master’s command. A character may select this special ability multiple times, each time applying it to a different greater power.<br />
<br />
======Prerequisite======<br />
<br />
An item must have at least one lesser power for every greater power it is given. The master must spend the amount of gold pieces given in the Base Price Modifier column of the Intelligent Item Greater Powers table to purchase the greater power. The process of empowering an item in this way takes 24 hours.<br />
<br />
=====Greater Senses=====<br />
<br />
An item familiar empowered with this special ability gains blindsense out to 30 feet.<br />
<br />
======Prerequisite======<br />
<br />
The item familiar must already have the improved senses special ability.<br />
<br />
=====Improved Senses=====<br />
<br />
An item familiar empowered with this special ability gains darkvision out to 60 feet.<br />
<br />
=====Increased Sapience=====<br />
<br />
An item familiar empowered with this special ability gains +4 to any single ability score and +2 to its other two scores. The item can now communicate telepathically in a recognizable language with the master out to 120 feet and can speak audibly in Common. It can speak, read, and understand one additional language per point of Intelligence bonus. A character may select this special ability multiple times, each time improving all three of the item’s ability scores and increasing the number of languages it can speak, read, and understand.<br />
<br />
=====Lesser Power=====<br />
<br />
An item familiar empowered with this special ability gains any single lesser power listed on the Intelligent Items Lesser Powers table. The item uses this power as described, at the master’s command. A character may select this special ability multiple times, each time applying it to a different lesser power.<br />
<br />
======Prerequisite======<br />
<br />
The master must spend the amount of gold pieces given in the Base Price Modifier column of the Intelligent Item Lesser Powers table to purchase the lesser power. The process of empowering an item in this way takes 24 hours.<br />
<br />
=====Special Purpose and Dedicated Power=====<br />
<br />
An item familiar empowered with this special ability gains a special purpose and a dedicated power chosen by its master.<br />
<br />
An item familiar usually displays more flexibility in how it carries out its special purpose than a standard intelligent item, especially if its purpose conflicts with its master. However, if a master (especially one who gave the item a special purpose in the first place) consistently acts against the item’s special purpose, the item has even more leverage for keeping the “master” in line. An item familiar can temporarily sever the link between item and master, essentially shutting down access to any abilities invested in the item plus all its normal magical abilities, as if the item had been lost or destroyed. The item only reestablishes the link if it is convinced the master is committed to helping it fulfill its special purpose.<br />
<br />
No item familiar may have more than one special purpose and one dedicated power.<br />
<br />
======Prerequisite======<br />
<br />
The master must spend the amount of gold pieces given in the Base Price Modifier column of the Special Purpose Item Dedicated Powers table to purchase the dedicated power. The process of empowering an item in this way takes 24 hours.<br />
<br />
=====Spell Use=====<br />
<br />
An item familiar empowered with this ability may cast any spell invested in it as a standard action (or longer, as defined by the spell’s duration) as long as it does not have an expensive material component or an XP component. The item familiar need not provide any verbal or somatic components, and it need not provide any material components that cost less than 1 gp. The item familiar must meet the ability score prerequisites for the spell but casts the spell at the master’s level. The item familiar may cast the spell only on the master’s order (as described in Cantrips/ Orisons, above). If an item familiar casts an invested spell, it is as if the master cast it for purposes of spells per day and preparation.<br />
<br />
======Prerequisite======<br />
<br />
The item must have an invested spell slot of the appropriate spell level, and the master must have the ability to cast 3rd-level spells.<br />
<br />
==Item Familiar Alignment==<br />
<br />
An item familiar gains its master’s alignment and, if the character changes alignment, it generally changes alignment accordingly. However, if this alignment change would be in direct conflict with the item familiar’s special purpose (if any), the item does not change alignment, and it immediately severs the link between itself and its master. The link can only be reestablished when the master changes to a nonconflicting alignment.<br />
<br />
If an item familiar changes to an alignment that would preclude it using some of its powers not tied to a special purpose, the change in alignment takes place, no severing of the link occurs, and the item cannot use those powers until its alignment becomes compatible again. For example, if a neutral good rod has the ability to cast druid cantrips and the rod becomes lawful good, it loses that ability. If a holy avenger item familiar becomes nonlawful, it loses all the abilities it had for being a holy avenger but remains a +2 cold iron longsword and retains its other item familiar abilities.<br />
<br />
==Improving An Item Familiar==<br />
<br />
An item familiar can be improved as other magic items can be. By spending gold pieces (and time and experience points, assuming the character is the one doing the work), a character can add new abilities to his item familiar. If a character links himself to a +1 longsword, for example, it only costs 6,000 gp (or 3,000 gp and 240 XP) to add another +1 of enhancement bonus or, perhaps, a special ability that is equivalent to a +1 bonus (such as spell storing or flaming). The character can accomplish this even without having the requisite item creation feats.<br />
<br />
This type of improvement has nothing to do with the master’s character level, though it may affect the item’s eventual Ego score.<br />
<br />
==Inheriting An Item Familiar==<br />
<br />
Sometimes characters die, after which other characters pick up and use their items; this turn of events is an integral part of the d20 game.<br />
<br />
When a character finds or somehow comes into possession of another character’s item familiar, two results can occur.<br />
<br />
=====An Ego Contest Ensues=====<br />
<br />
An item familiar normally resists being picked up and used by another character. If the item familiar has an Ego score, it automatically tries to resist being wielded by anyone other than its linked master, even if the link has been severed (possibly because the master is dead). The rules for Ego conflicts can be found under Intelligent Items against Characters. Normally, an intelligent item resists its owner only when a conflict of personality or purpose ensues. An item familiar assumes that any use of it by someone other than its linked (or previously linked) master is a conflict, and so it resists every time the new owner attempts to make use of it.<br />
<br />
If the new owner wins the Ego contest, he can wield the item safely for 1 hour but cannot access any of the abilities the item familiar gained through its link (such as invested XP, skill ranks, or spell slots, or any special abilities it has that aren’t simply a feature of the magic item). An item familiar may talk to its new owner (if it has that capability), but it feels at best unfriendly and could be extraordinarily hostile. If an item familiar’s alignment matches that of its new owner, the item familiar may become less hostile over time but always forces Ego contests when possible.<br />
<br />
=====The New Owner Can Attempt a Link=====<br />
<br />
The new owner can attempt to link to the item by selecting the Item Familiar feat (assuming he meets the prerequisite). What occurs next depends on his character level compared to the character level of the highest-level previous owner.<br />
<br />
======New Owner Is Same or Higher Level======<br />
<br />
The link succeeds. The new owner gains all the benefits of the abilities of the item familiar, and the item familiar’s alignment changes to match that of its new master. If the item familiar had invested skill ranks and/or spell slots, those investments become accessible to the new owner, adding to his totals. If the item familiar has spell slots, the new master can access them only if he could already cast spells of the appropriate levels.<br />
<br />
======New Owner Is Lower Level======<br />
<br />
The link partially succeeds. The alignment of the item familiar changes to match that of its new master, and the new owner can use all the item familiar’s special abilities and powers. However, the new master cannot benefit from any invested skill ranks or spell slots until his character level equals or exceeds that of the item familiar’s highest-level previous owner.<br />
<br />
====True Inheritance====<br />
<br />
A character may willingly pass on an item familiar. This transfer can be accomplished while the owner is alive, or it can be stipulated as part of a last will and testament if the owner dies. If a living character willingly passes on an item familiar to a new owner with a matching alignment, an Ego contest immediately ensues, but the new owner gains a +10 circumstance bonus on the check. If the new owner wins, the item familiar does not force an Ego contest again unless the new owner does something to violate his alignment or to obstruct the item’s special purpose (if any). The item familiar does not actually have a new master until the new owner selects the Item Familiar feat, but it cooperates with its new owner.<br />
<br />
==Awakening Powers And Abilities==<br />
<br />
Rather than giving a player free rein to choose an item familiar’s special abilities, the DM may decide to create items with “sleeping” abilities that can only be awakened by having characters link themselves to them. In such cases, the Game Master retains more control over what new abilities and strange items get introduced into his game, but he does limit the likelihood of characters taking the Item Creation feat.<br />
<br />
The DM may wish to mix and match awakening abilities with allowing characters to choose new abilities for their familiars. This system can support both concepts.<br />
<br />
{{UA Magic Footer}}</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=UA:Item_Familiars&diff=262879UA:Item Familiars2008-06-22T01:43:22Z<p>OptimizationFanatic: </p>
<hr />
<div>=Item Familiars=<br />
<br />
Like the legendary weapons rules, the item familiars variant system presents a method by which a character, even a nonspellcaster, can find himself linked to a particular magic item for a large part of his career. These items gradually gain in power and sentience, and often fulfill small roles similar to those of living familiars, but sometimes they become powerful entities in their own right.<br />
<br />
To utilize these rules, the character must choose [[UA:Item Familiar (Feat)|this new feat]].<br />
<br />
==Types Of Item Familiars==<br />
<br />
An item familiar must be a permanent magic item. Typically, it tends to be a magic weapon (such as a sword, axe, or bow), a rod (one that does not depend on charges for its powers), or a ring with a permanent magical power. The DM may allow for various wondrous items to be item familiars, and in such a case can adapt the following rules fairly easily.<br />
<br />
In order to be an item familiar, a magic item must:<br />
<br />
* Have a price of at least 2,000 gp.<br />
* Be usable by the character (if it is a weapon, the character must be proficient with the appropriate category of weapon).<br />
* Have a permanent magical effect that the character can (and knows how to) use.<br />
<br />
Keep in mind that the item only needs to meet the basics of this criteria. The magic item may have functions the character cannot currently use, and once the item is linked to the character he can separate from it for short periods of time without any harm.<br />
<br />
====Intelligent Items====<br />
<br />
This variant system does not depend on the item in question being intelligent, but any item familiar created eventually becomes intelligent. Item familiars normally become intelligent gradually, however, which lessens the complexity of the standard rules for intelligent items.<br />
<br />
==Bonding To An Item Familiar==<br />
<br />
When a character selects an item and chooses the Item Familiar feat, the character establishes a permanent, supernatural bond to the item familiar. This bond can be suppressed by an antimagic field or similar effect, but it cannot be dispelled.<br />
<br />
Once the character has become bonded to the magic item, the item may gain additional powers or intelligence. The character can also begin investing abilities into the item, using the item familiar to improve his own capabilities.<br />
<br />
Use Table: Item Familiar Abilities to determine what, if any, abilities the item familiar gains based on its owner’s character level.<br />
<br />
{| class="d20"<br />
|+ Table: Item Familiar Abilities<br />
|-<br />
! Character Level<br />
! align="left" | Ability<br />
|- class="odd"<br />
| align="center" | 1st<br />
| Invest life energy; invest skill ranks; invest spell slots<br />
|- class="even"<br />
| align="center" | 7th<br />
| Sapience; senses; communication<br />
|- class="odd"<br />
| align="center" | 10th<br />
| Special ability<br />
|- class="even"<br />
| align="center" | 14th<br />
| Special ability<br />
|- class="odd"<br />
| align="center" | 18th<br />
| Special ability<br />
|- class="even"<br />
| align="center" | 21st or higher<br />
| One additional special ability per three character levels above 20th<br />
|}<br />
<br />
====Invest Life Energy====<br />
<br />
A character of 6th level or lower may invest a portion of his life force into his item familiar, receiving bonus XP in return. These XP are actually part of the item, however, so if the item is lost or destroyed, the character loses not only the bonus but a quantity of his existing XP as well.<br />
<br />
When a character chooses to invest his life energy into his item familiar, his current XP total and all future XP awards increase by 10%. However, if the character loses the item, he loses all bonus XP gained, plus an additional 200 XP per character level.<br />
<br />
For example, a [[SRD:Wizard|wizard]], a 6th-level character with 19,000 XP, chooses to invest his item familiar, a ring, with some of his life energy. He adds 1,900 XP (10% of 19,000) to his XP total, so he now has 20,900 XP. If he goes on an adventure and earns another 1,000 XP, he actually gains 1,100 XP (1,000 + 10% of 1,000), increasing his total to 22,000 XP, which makes him a 7th-level character.<br />
<br />
If he then loses the ring, he would lose the 2,000 XP gained from the investiture (the 1,900 XP he received originally plus the bonus 100 XP he earned later), plus an additional 1,400 XP (200 XP per level), for a total loss of 3,400 XP. This loss would reduce his XP total to 18,600 and his character level to 6th.<br />
<br />
====Invest Skill Ranks====<br />
<br />
Whenever a character with an item familiar gains skill points, he may choose to put some or all of those skill points into his item familiar. He assigns the skill points normally, but notes that they now reside in the item familiar. For every 3 ranks he assigns to the item familiar, he gains a +1 bonus that he can apply to any single skill. This bonus can be applied to a skill in which he already has maximum ranks. He can apply multiple bonuses to the same skill, but he may not have more points of bonus in a skill than he has ranks.<br />
<br />
If the character loses the item familiar, is separated from it for one day per level (see the Item Familiar feat description), or if the item familiar is destroyed, these skill points and the bonuses related to them are lost.<br />
<br />
For example, a [[SRD:Wizard|wizard]] has just achieved 7th character level, and he takes a level of [[SRD:Wizard|wizard]]. Because of his high Intelligence score, he gains 7 skill points. He assigns 1 skill point to each of the following skills:<br />
<br />
* Concentration<br />
* Decipher Script<br />
* Knowledge (arcana)<br />
* Knowledge (dungeoneering)<br />
* Knowledge (nobility and royalty)<br />
* Knowledge (the planes)<br />
* Spellcraft<br />
<br />
He uses an asterisk to note that 1 rank for each of six skills resides in his ring. Since that adds up to a total of 6 skill ranks in the ring, he gains two +1 bonuses he can apply to any skill. He decides to assign both bonuses (a total of +2) to his Concentration skill. a [[SRD:Wizard|wizard]] only has 1 rank in the cross-class skill Spot. If he had desired, he could have applied a single +1 bonus to that skill, but not both.<br />
<br />
====Invest Spell Slots====<br />
<br />
Only spellcasters may choose to use this option. A character with an item familiar may choose to invest a single spell slot in his familiar and gain a bonus spell slot in return. The single spell slot must be of the highest spell level he can cast, and the bonus spell slot is always two levels lower than the slot invested in the item. As the caster gains (or loses) levels, the spell slot invested in the item changes so that it is always of the highest spell level he can cast, and the bonus spell slot also changes accordingly, remaining two levels lower than that.<br />
<br />
If a spellcaster does not have a spell slot two levels lower than the highest spell level he can cast (if he can cast only 0- and 1st-level spells), he cannot use this option.<br />
<br />
As with all other investiture options, if the item familiar is lost or destroyed, so are both spell slots.<br />
<br />
For example, as a 7th-level [[SRD:Wizard|wizard]], a [[SRD:Wizard|wizard]] can cast 4th-level spells. He chooses to invest one 4th-level spell slot in his ring. The ring gains an additional 2nd-level spell slot, which a [[SRD:Wizard|wizard]] can use as long as he has the ring in his possession. When a [[SRD:Wizard|wizard]] attains 9th level, the spell slot assigned to the ring automatically becomes a 5th-level spell slot, and the bonus slot becomes a 3rd-level spell slot instead of a 2nd-level one.<br />
<br />
====Sapience====<br />
<br />
If a character with an item familiar is at least 7th level, the item gains rudimentary sapience. It gains Intelligence, Wisdom, and Charisma scores. Two of these scores (player’s or DM’s choice) are 10 and one is 12. The item familiar also gains an Ego score. This last score should not come into play very often—an item familiar is completely loyal to its master, unless its master radically changes alignment or one or the other is affected by some strange compulsion.<br />
<br />
====Senses====<br />
<br />
If a character with an item familiar is at least 7th level, the item can see and hear in a 60-foot radius as if it were a creature. It does not normally make Spot or Listen checks separately from its master, but its master gains the benefit of the Alertness feat while wielding the item.<br />
<br />
====Communication====<br />
<br />
If a character with an item familiar is at least 7th level, the item begins to communicate with the master using basic emotions or feelings. The item may try to tell the master of danger, for example, by putting forth a feeling of fear. It can only communicate in this manner while being worn or carried by its master.<br />
<br />
====Special Ability====<br />
<br />
When an item familiar’s master reaches 10th level, and at every four levels thereafter, the master chooses a new special ability for the item from the following list. Once an ability is chosen, it becomes a permanent part of the item (unless otherwise specified). Some abilities have prerequisites.<br />
<br />
=====Armor, Shield, or Weapon Special Ability=====<br />
<br />
An item familiar empowered with this special ability gains an ability equivalent to a +1 bonus, such as the light fortification, bashing, or defending special ability. This ability contributes to the overall enhancement bonus of the item and its value but does not cost the master of the familiar any gold pieces or time. This ability may be used in conjunction with the normal rules for improving an existing magic item (see Improving an Item Familiar, and Adding New Abilities). A character may select this special ability multiple times, each time enabling his familiar to gain a different ability equivalent to a +1 bonus.<br />
<br />
======Prerequisite======<br />
<br />
The item familiar must be a type of magic armor, a magic shield, or a magic weapon.<br />
<br />
=====Cantrips/Orisons=====<br />
<br />
An item familiar empowered with this special ability can cast 0-level spells. The familiar may cast any spell invested in it as a standard action (or longer, as defined by the spell’s casting time) as long as the spell does not have an expensive material component or an XP component. The item familiar need not provide any verbal or somatic components, and it need not provide any material components that cost less than 1 gp. It has access to all the 0-level spells from any single class spell list of the master’s choice (taking into account any alignment restrictions against casting spells of a certain class or alignment subtype). It can cast a number of 0-level spells per day as if it were a sorcerer of the master’s character level (though the master does not have to be a spellcaster). The item familiar uses its own ability scores to determine spell save DCs but can cast its 0-level spells only on its master’s order. The master may use a free action on his turn to issue these orders, or he may give a number of contingency orders (such as “If I fall unconscious, cast cure minor wounds on me”) equal to one more than his Charisma modifier (minimum one).<br />
<br />
=====Greater Power=====<br />
<br />
An item familiar empowered with this special ability gains any single greater power listed on the Intelligent Items Greater Powers table. The item uses this power as described, at the master’s command. A character may select this special ability multiple times, each time applying it to a different greater power.<br />
<br />
======Prerequisite======<br />
<br />
An item must have at least one lesser power for every greater power it is given. The master must spend the amount of gold pieces given in the Base Price Modifier column of the Intelligent Item Greater Powers table to purchase the greater power. The process of empowering an item in this way takes 24 hours.<br />
<br />
=====Greater Senses=====<br />
<br />
An item familiar empowered with this special ability gains blindsense out to 30 feet.<br />
<br />
======Prerequisite======<br />
<br />
The item familiar must already have the improved senses special ability.<br />
<br />
=====Improved Senses=====<br />
<br />
An item familiar empowered with this special ability gains darkvision out to 60 feet.<br />
<br />
=====Increased Sapience=====<br />
<br />
An item familiar empowered with this special ability gains +4 to any single ability score and +2 to its other two scores. The item can now communicate telepathically in a recognizable language with the master out to 120 feet and can speak audibly in Common. It can speak, read, and understand one additional language per point of Intelligence bonus. A character may select this special ability multiple times, each time improving all three of the item’s ability scores and increasing the number of languages it can speak, read, and understand.<br />
<br />
=====Lesser Power=====<br />
<br />
An item familiar empowered with this special ability gains any single lesser power listed on the Intelligent Items Lesser Powers table. The item uses this power as described, at the master’s command. A character may select this special ability multiple times, each time applying it to a different lesser power.<br />
<br />
======Prerequisite======<br />
<br />
The master must spend the amount of gold pieces given in the Base Price Modifier column of the Intelligent Item Lesser Powers table to purchase the lesser power. The process of empowering an item in this way takes 24 hours.<br />
<br />
=====Special Purpose and Dedicated Power=====<br />
<br />
An item familiar empowered with this special ability gains a special purpose and a dedicated power chosen by its master.<br />
<br />
An item familiar usually displays more flexibility in how it carries out its special purpose than a standard intelligent item, especially if its purpose conflicts with its master. However, if a master (especially one who gave the item a special purpose in the first place) consistently acts against the item’s special purpose, the item has even more leverage for keeping the “master” in line. An item familiar can temporarily sever the link between item and master, essentially shutting down access to any abilities invested in the item plus all its normal magical abilities, as if the item had been lost or destroyed. The item only reestablishes the link if it is convinced the master is committed to helping it fulfill its special purpose.<br />
<br />
No item familiar may have more than one special purpose and one dedicated power.<br />
<br />
======Prerequisite======<br />
<br />
The master must spend the amount of gold pieces given in the Base Price Modifier column of the Special Purpose Item Dedicated Powers table to purchase the dedicated power. The process of empowering an item in this way takes 24 hours.<br />
<br />
=====Spell Use=====<br />
<br />
An item familiar empowered with this ability may cast any spell invested in it as a standard action (or longer, as defined by the spell’s duration) as long as it does not have an expensive material component or an XP component. The item familiar need not provide any verbal or somatic components, and it need not provide any material components that cost less than 1 gp. The item familiar must meet the ability score prerequisites for the spell but casts the spell at the master’s level. The item familiar may cast the spell only on the master’s order (as described in Cantrips/ Orisons, above). If an item familiar casts an invested spell, it is as if the master cast it for purposes of spells per day and preparation.<br />
<br />
======Prerequisite======<br />
<br />
The item must have an invested spell slot of the appropriate spell level, and the master must have the ability to cast 3rd-level spells.<br />
<br />
==Item Familiar Alignment==<br />
<br />
An item familiar gains its master’s alignment and, if the character changes alignment, it generally changes alignment accordingly. However, if this alignment change would be in direct conflict with the item familiar’s special purpose (if any), the item does not change alignment, and it immediately severs the link between itself and its master. The link can only be reestablished when the master changes to a nonconflicting alignment.<br />
<br />
If an item familiar changes to an alignment that would preclude it using some of its powers not tied to a special purpose, the change in alignment takes place, no severing of the link occurs, and the item cannot use those powers until its alignment becomes compatible again. For example, if a neutral good rod has the ability to cast druid cantrips and the rod becomes lawful good, it loses that ability. If a holy avenger item familiar becomes nonlawful, it loses all the abilities it had for being a holy avenger but remains a +2 cold iron longsword and retains its other item familiar abilities.<br />
<br />
==Improving An Item Familiar==<br />
<br />
An item familiar can be improved as other magic items can be. By spending gold pieces (and time and experience points, assuming the character is the one doing the work), a character can add new abilities to his item familiar. If a character links himself to a +1 longsword, for example, it only costs 6,000 gp (or 3,000 gp and 240 XP) to add another +1 of enhancement bonus or, perhaps, a special ability that is equivalent to a +1 bonus (such as spell storing or flaming). The character can accomplish this even without having the requisite item creation feats.<br />
<br />
This type of improvement has nothing to do with the master’s character level, though it may affect the item’s eventual Ego score.<br />
<br />
==Inheriting An Item Familiar==<br />
<br />
Sometimes characters die, after which other characters pick up and use their items; this turn of events is an integral part of the d20 game.<br />
<br />
When a character finds or somehow comes into possession of another character’s item familiar, two results can occur.<br />
<br />
=====An Ego Contest Ensues=====<br />
<br />
An item familiar normally resists being picked up and used by another character. If the item familiar has an Ego score, it automatically tries to resist being wielded by anyone other than its linked master, even if the link has been severed (possibly because the master is dead). The rules for Ego conflicts can be found under Intelligent Items against Characters. Normally, an intelligent item resists its owner only when a conflict of personality or purpose ensues. An item familiar assumes that any use of it by someone other than its linked (or previously linked) master is a conflict, and so it resists every time the new owner attempts to make use of it.<br />
<br />
If the new owner wins the Ego contest, he can wield the item safely for 1 hour but cannot access any of the abilities the item familiar gained through its link (such as invested XP, skill ranks, or spell slots, or any special abilities it has that aren’t simply a feature of the magic item). An item familiar may talk to its new owner (if it has that capability), but it feels at best unfriendly and could be extraordinarily hostile. If an item familiar’s alignment matches that of its new owner, the item familiar may become less hostile over time but always forces Ego contests when possible.<br />
<br />
=====The New Owner Can Attempt a Link=====<br />
<br />
The new owner can attempt to link to the item by selecting the Item Familiar feat (assuming he meets the prerequisite). What occurs next depends on his character level compared to the character level of the highest-level previous owner.<br />
<br />
======New Owner Is Same or Higher Level======<br />
<br />
The link succeeds. The new owner gains all the benefits of the abilities of the item familiar, and the item familiar’s alignment changes to match that of its new master. If the item familiar had invested skill ranks and/or spell slots, those investments become accessible to the new owner, adding to his totals. If the item familiar has spell slots, the new master can access them only if he could already cast spells of the appropriate levels.<br />
<br />
======New Owner Is Lower Level======<br />
<br />
The link partially succeeds. The alignment of the item familiar changes to match that of its new master, and the new owner can use all the item familiar’s special abilities and powers. However, the new master cannot benefit from any invested skill ranks or spell slots until his character level equals or exceeds that of the item familiar’s highest-level previous owner.<br />
<br />
====True Inheritance====<br />
<br />
A character may willingly pass on an item familiar. This transfer can be accomplished while the owner is alive, or it can be stipulated as part of a last will and testament if the owner dies. If a living character willingly passes on an item familiar to a new owner with a matching alignment, an Ego contest immediately ensues, but the new owner gains a +10 circumstance bonus on the check. If the new owner wins, the item familiar does not force an Ego contest again unless the new owner does something to violate his alignment or to obstruct the item’s special purpose (if any). The item familiar does not actually have a new master until the new owner selects the Item Familiar feat, but it cooperates with its new owner.<br />
<br />
==Awakening Powers And Abilities==<br />
<br />
Rather than giving a player free rein to choose an item familiar’s special abilities, the DM may decide to create items with “sleeping” abilities that can only be awakened by having characters link themselves to them. In such cases, the Game Master retains more control over what new abilities and strange items get introduced into his game, but he does limit the likelihood of characters taking the Item Creation feat.<br />
<br />
The DM may wish to mix and match awakening abilities with allowing characters to choose new abilities for their familiars. This system can support both concepts.</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=UA:Item_Familiar_(Feat)&diff=262878UA:Item Familiar (Feat)2008-06-22T01:42:08Z<p>OptimizationFanatic: </p>
<hr />
<div>{{OGL Top}}<br />
<br />
==Item Familiar [General]==<br />
<br />
Choose a permanent magic item that you possess. You establish a link to that magic item, and the item improves in capability as you gain levels.<br />
<br />
===Prerequisite===<br />
<br />
A character must be at least 3rd level to take this feat.<br />
<br />
===Benefit===<br />
<br />
By establishing a link to a particular item, you enable that item to gain power as you gain levels. The exact nature of the item and the powers are described in the following text.<br />
<br />
===Special===<br />
<br />
If you ever lose the chosen item (have it removed from your possession for a continuous period of more than one day per level) or if the item is destroyed, you automatically lose 200 XP per level as well as all benefits derived from possessing the linked item (plus any resources you put into the item). If you recover the item, you regain these XP. You may replace a lost or destroyed item familiar after you have advanced one level, as if you were gaining an item familiar for the first time.<br />
<br />
{{UA Magic Footer}}</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=UA:Item_Familiars&diff=262877UA:Item Familiars2008-06-22T01:41:44Z<p>OptimizationFanatic: /* Item Familiars */</p>
<hr />
<div>=Item Familiars=<br />
<br />
Like the legendary weapons rules, the item familiars variant system presents a method by which a character, even a nonspellcaster, can find himself linked to a particular magic item for a large part of his career. These items gradually gain in power and sentience, and often fulfill small roles similar to those of living familiars, but sometimes they become powerful entities in their own right.<br />
<br />
To utilize these rules, the character must choose [[UA:Item Familiar (Feat)|this new feat]].<br />
<br />
==Types Of Item Familiars==<br />
<br />
An item familiar must be a permanent magic item. Typically, it tends to be a magic weapon (such as a sword, axe, or bow), a rod (one that does not depend on charges for its powers), or a ring with a permanent magical power. The DM may allow for various wondrous items to be item familiars, and in such a case can adapt the following rules fairly easily.<br />
<br />
In order to be an item familiar, a magic item must:<br />
<br />
* Have a price of at least 2,000 gp.<br />
* Be usable by the character (if it is a weapon, the character must be proficient with the appropriate category of weapon).<br />
* Have a permanent magical effect that the character can (and knows how to) use.<br />
<br />
Keep in mind that the item only needs to meet the basics of this criteria. The magic item may have functions the character cannot currently use, and once the item is linked to the character he can separate from it for short periods of time without any harm.<br />
<br />
====Intelligent Items====<br />
<br />
This variant system does not depend on the item in question being intelligent, but any item familiar created eventually becomes intelligent. Item familiars normally become intelligent gradually, however, which lessens the complexity of the standard rules for intelligent items.<br />
<br />
==Bonding To An Item Familiar==<br />
<br />
When a character selects an item and chooses the Item Familiar feat, the character establishes a permanent, supernatural bond to the item familiar. This bond can be suppressed by an antimagic field or similar effect, but it cannot be dispelled.<br />
<br />
Once the character has become bonded to the magic item, the item may gain additional powers or intelligence. The character can also begin investing abilities into the item, using the item familiar to improve his own capabilities.<br />
<br />
Use Table: Item Familiar Abilities to determine what, if any, abilities the item familiar gains based on its owner’s character level.<br />
<br />
{| class="d20"<br />
|+ Table: Item Familiar Abilities<br />
|-<br />
! Character Level<br />
! align="left" | Ability<br />
|- class="odd"<br />
| align="center" | 1st<br />
| Invest life energy; invest skill ranks; invest spell slots<br />
|- class="even"<br />
| align="center" | 7th<br />
| Sapience; senses; communication<br />
|- class="odd"<br />
| align="center" | 10th<br />
| Special ability<br />
|- class="even"<br />
| align="center" | 14th<br />
| Special ability<br />
|- class="odd"<br />
| align="center" | 18th<br />
| Special ability<br />
|- class="even"<br />
| align="center" | 21st or higher<br />
| One additional special ability per three character levels above 20th<br />
|}<br />
<br />
====Invest Life Energy====<br />
<br />
A character of 6th level or lower may invest a portion of his life force into his item familiar, receiving bonus XP in return. These XP are actually part of the item, however, so if the item is lost or destroyed, the character loses not only the bonus but a quantity of his existing XP as well.<br />
<br />
When a character chooses to invest his life energy into his item familiar, his current XP total and all future XP awards increase by 10%. However, if the character loses the item, he loses all bonus XP gained, plus an additional 200 XP per character level.<br />
<br />
For example, a wizard, a 6th-level character with 19,000 XP, chooses to invest his item familiar, a ring, with some of his life energy. He adds 1,900 XP (10% of 19,000) to his XP total, so he now has 20,900 XP. If he goes on an adventure and earns another 1,000 XP, he actually gains 1,100 XP (1,000 + 10% of 1,000), increasing his total to 22,000 XP, which makes him a 7th-level character.<br />
<br />
If he then loses the ring, he would lose the 2,000 XP gained from the investiture (the 1,900 XP he received originally plus the bonus 100 XP he earned later), plus an additional 1,400 XP (200 XP per level), for a total loss of 3,400 XP. This loss would reduce his XP total to 18,600 and his character level to 6th.<br />
<br />
====Invest Skill Ranks====<br />
<br />
Whenever a character with an item familiar gains skill points, he may choose to put some or all of those skill points into his item familiar. He assigns the skill points normally, but notes that they now reside in the item familiar. For every 3 ranks he assigns to the item familiar, he gains a +1 bonus that he can apply to any single skill. This bonus can be applied to a skill in which he already has maximum ranks. He can apply multiple bonuses to the same skill, but he may not have more points of bonus in a skill than he has ranks.<br />
<br />
If the character loses the item familiar, is separated from it for one day per level (see the Item Familiar feat description), or if the item familiar is destroyed, these skill points and the bonuses related to them are lost.<br />
<br />
For example, a wizard has just achieved 7th character level, and he takes a level of wizard. Because of his high Intelligence score, he gains 7 skill points. He assigns 1 skill point to each of the following skills:<br />
<br />
* Concentration<br />
* Decipher Script<br />
* Knowledge (arcana)<br />
* Knowledge (dungeoneering)<br />
* Knowledge (nobility and royalty)<br />
* Knowledge (the planes)<br />
* Spellcraft<br />
<br />
He uses an asterisk to note that 1 rank for each of six skills resides in his ring. Since that adds up to a total of 6 skill ranks in the ring, he gains two +1 bonuses he can apply to any skill. He decides to assign both bonuses (a total of +2) to his Concentration skill. a wizard only has 1 rank in the cross-class skill Spot. If he had desired, he could have applied a single +1 bonus to that skill, but not both.<br />
<br />
====Invest Spell Slots====<br />
<br />
Only spellcasters may choose to use this option. A character with an item familiar may choose to invest a single spell slot in his familiar and gain a bonus spell slot in return. The single spell slot must be of the highest spell level he can cast, and the bonus spell slot is always two levels lower than the slot invested in the item. As the caster gains (or loses) levels, the spell slot invested in the item changes so that it is always of the highest spell level he can cast, and the bonus spell slot also changes accordingly, remaining two levels lower than that.<br />
<br />
If a spellcaster does not have a spell slot two levels lower than the highest spell level he can cast (if he can cast only 0- and 1st-level spells), he cannot use this option.<br />
<br />
As with all other investiture options, if the item familiar is lost or destroyed, so are both spell slots.<br />
<br />
For example, as a 7th-level wizard, a wizard can cast 4th-level spells. He chooses to invest one 4th-level spell slot in his ring. The ring gains an additional 2nd-level spell slot, which a wizard can use as long as he has the ring in his possession. When a wizard attains 9th level, the spell slot assigned to the ring automatically becomes a 5th-level spell slot, and the bonus slot becomes a 3rd-level spell slot instead of a 2nd-level one.<br />
<br />
====Sapience====<br />
<br />
If a character with an item familiar is at least 7th level, the item gains rudimentary sapience. It gains Intelligence, Wisdom, and Charisma scores. Two of these scores (player’s or DM’s choice) are 10 and one is 12. The item familiar also gains an Ego score. This last score should not come into play very often—an item familiar is completely loyal to its master, unless its master radically changes alignment or one or the other is affected by some strange compulsion.<br />
<br />
====Senses====<br />
<br />
If a character with an item familiar is at least 7th level, the item can see and hear in a 60-foot radius as if it were a creature. It does not normally make Spot or Listen checks separately from its master, but its master gains the benefit of the Alertness feat while wielding the item.<br />
<br />
====Communication====<br />
<br />
If a character with an item familiar is at least 7th level, the item begins to communicate with the master using basic emotions or feelings. The item may try to tell the master of danger, for example, by putting forth a feeling of fear. It can only communicate in this manner while being worn or carried by its master.<br />
<br />
====Special Ability====<br />
<br />
When an item familiar’s master reaches 10th level, and at every four levels thereafter, the master chooses a new special ability for the item from the following list. Once an ability is chosen, it becomes a permanent part of the item (unless otherwise specified). Some abilities have prerequisites.<br />
<br />
=====Armor, Shield, or Weapon Special Ability=====<br />
<br />
An item familiar empowered with this special ability gains an ability equivalent to a +1 bonus, such as the light fortification, bashing, or defending special ability. This ability contributes to the overall enhancement bonus of the item and its value but does not cost the master of the familiar any gold pieces or time. This ability may be used in conjunction with the normal rules for improving an existing magic item (see Improving an Item Familiar, and Adding New Abilities). A character may select this special ability multiple times, each time enabling his familiar to gain a different ability equivalent to a +1 bonus.<br />
<br />
======Prerequisite======<br />
<br />
The item familiar must be a type of magic armor, a magic shield, or a magic weapon.<br />
<br />
=====Cantrips/Orisons=====<br />
<br />
An item familiar empowered with this special ability can cast 0-level spells. The familiar may cast any spell invested in it as a standard action (or longer, as defined by the spell’s casting time) as long as the spell does not have an expensive material component or an XP component. The item familiar need not provide any verbal or somatic components, and it need not provide any material components that cost less than 1 gp. It has access to all the 0-level spells from any single class spell list of the master’s choice (taking into account any alignment restrictions against casting spells of a certain class or alignment subtype). It can cast a number of 0-level spells per day as if it were a sorcerer of the master’s character level (though the master does not have to be a spellcaster). The item familiar uses its own ability scores to determine spell save DCs but can cast its 0-level spells only on its master’s order. The master may use a free action on his turn to issue these orders, or he may give a number of contingency orders (such as “If I fall unconscious, cast cure minor wounds on me”) equal to one more than his Charisma modifier (minimum one).<br />
<br />
=====Greater Power=====<br />
<br />
An item familiar empowered with this special ability gains any single greater power listed on the Intelligent Items Greater Powers table. The item uses this power as described, at the master’s command. A character may select this special ability multiple times, each time applying it to a different greater power.<br />
<br />
======Prerequisite======<br />
<br />
An item must have at least one lesser power for every greater power it is given. The master must spend the amount of gold pieces given in the Base Price Modifier column of the Intelligent Item Greater Powers table to purchase the greater power. The process of empowering an item in this way takes 24 hours.<br />
<br />
=====Greater Senses=====<br />
<br />
An item familiar empowered with this special ability gains blindsense out to 30 feet.<br />
<br />
======Prerequisite======<br />
<br />
The item familiar must already have the improved senses special ability.<br />
<br />
=====Improved Senses=====<br />
<br />
An item familiar empowered with this special ability gains darkvision out to 60 feet.<br />
<br />
=====Increased Sapience=====<br />
<br />
An item familiar empowered with this special ability gains +4 to any single ability score and +2 to its other two scores. The item can now communicate telepathically in a recognizable language with the master out to 120 feet and can speak audibly in Common. It can speak, read, and understand one additional language per point of Intelligence bonus. A character may select this special ability multiple times, each time improving all three of the item’s ability scores and increasing the number of languages it can speak, read, and understand.<br />
<br />
=====Lesser Power=====<br />
<br />
An item familiar empowered with this special ability gains any single lesser power listed on the Intelligent Items Lesser Powers table. The item uses this power as described, at the master’s command. A character may select this special ability multiple times, each time applying it to a different lesser power.<br />
<br />
======Prerequisite======<br />
<br />
The master must spend the amount of gold pieces given in the Base Price Modifier column of the Intelligent Item Lesser Powers table to purchase the lesser power. The process of empowering an item in this way takes 24 hours.<br />
<br />
=====Special Purpose and Dedicated Power=====<br />
<br />
An item familiar empowered with this special ability gains a special purpose and a dedicated power chosen by its master.<br />
<br />
An item familiar usually displays more flexibility in how it carries out its special purpose than a standard intelligent item, especially if its purpose conflicts with its master. However, if a master (especially one who gave the item a special purpose in the first place) consistently acts against the item’s special purpose, the item has even more leverage for keeping the “master” in line. An item familiar can temporarily sever the link between item and master, essentially shutting down access to any abilities invested in the item plus all its normal magical abilities, as if the item had been lost or destroyed. The item only reestablishes the link if it is convinced the master is committed to helping it fulfill its special purpose.<br />
<br />
No item familiar may have more than one special purpose and one dedicated power.<br />
<br />
======Prerequisite======<br />
<br />
The master must spend the amount of gold pieces given in the Base Price Modifier column of the Special Purpose Item Dedicated Powers table to purchase the dedicated power. The process of empowering an item in this way takes 24 hours.<br />
<br />
=====Spell Use=====<br />
<br />
An item familiar empowered with this ability may cast any spell invested in it as a standard action (or longer, as defined by the spell’s duration) as long as it does not have an expensive material component or an XP component. The item familiar need not provide any verbal or somatic components, and it need not provide any material components that cost less than 1 gp. The item familiar must meet the ability score prerequisites for the spell but casts the spell at the master’s level. The item familiar may cast the spell only on the master’s order (as described in Cantrips/ Orisons, above). If an item familiar casts an invested spell, it is as if the master cast it for purposes of spells per day and preparation.<br />
<br />
======Prerequisite======<br />
<br />
The item must have an invested spell slot of the appropriate spell level, and the master must have the ability to cast 3rd-level spells.<br />
<br />
==Item Familiar Alignment==<br />
<br />
An item familiar gains its master’s alignment and, if the character changes alignment, it generally changes alignment accordingly. However, if this alignment change would be in direct conflict with the item familiar’s special purpose (if any), the item does not change alignment, and it immediately severs the link between itself and its master. The link can only be reestablished when the master changes to a nonconflicting alignment.<br />
<br />
If an item familiar changes to an alignment that would preclude it using some of its powers not tied to a special purpose, the change in alignment takes place, no severing of the link occurs, and the item cannot use those powers until its alignment becomes compatible again. For example, if a neutral good rod has the ability to cast druid cantrips and the rod becomes lawful good, it loses that ability. If a holy avenger item familiar becomes nonlawful, it loses all the abilities it had for being a holy avenger but remains a +2 cold iron longsword and retains its other item familiar abilities.<br />
<br />
==Improving An Item Familiar==<br />
<br />
An item familiar can be improved as other magic items can be. By spending gold pieces (and time and experience points, assuming the character is the one doing the work), a character can add new abilities to his item familiar. If a character links himself to a +1 longsword, for example, it only costs 6,000 gp (or 3,000 gp and 240 XP) to add another +1 of enhancement bonus or, perhaps, a special ability that is equivalent to a +1 bonus (such as spell storing or flaming). The character can accomplish this even without having the requisite item creation feats.<br />
<br />
This type of improvement has nothing to do with the master’s character level, though it may affect the item’s eventual Ego score.<br />
<br />
==Inheriting An Item Familiar==<br />
<br />
Sometimes characters die, after which other characters pick up and use their items; this turn of events is an integral part of the d20 game.<br />
<br />
When a character finds or somehow comes into possession of another character’s item familiar, two results can occur.<br />
<br />
=====An Ego Contest Ensues=====<br />
<br />
An item familiar normally resists being picked up and used by another character. If the item familiar has an Ego score, it automatically tries to resist being wielded by anyone other than its linked master, even if the link has been severed (possibly because the master is dead). The rules for Ego conflicts can be found under Intelligent Items against Characters. Normally, an intelligent item resists its owner only when a conflict of personality or purpose ensues. An item familiar assumes that any use of it by someone other than its linked (or previously linked) master is a conflict, and so it resists every time the new owner attempts to make use of it.<br />
<br />
If the new owner wins the Ego contest, he can wield the item safely for 1 hour but cannot access any of the abilities the item familiar gained through its link (such as invested XP, skill ranks, or spell slots, or any special abilities it has that aren’t simply a feature of the magic item). An item familiar may talk to its new owner (if it has that capability), but it feels at best unfriendly and could be extraordinarily hostile. If an item familiar’s alignment matches that of its new owner, the item familiar may become less hostile over time but always forces Ego contests when possible.<br />
<br />
=====The New Owner Can Attempt a Link=====<br />
<br />
The new owner can attempt to link to the item by selecting the Item Familiar feat (assuming he meets the prerequisite). What occurs next depends on his character level compared to the character level of the highest-level previous owner.<br />
<br />
======New Owner Is Same or Higher Level======<br />
<br />
The link succeeds. The new owner gains all the benefits of the abilities of the item familiar, and the item familiar’s alignment changes to match that of its new master. If the item familiar had invested skill ranks and/or spell slots, those investments become accessible to the new owner, adding to his totals. If the item familiar has spell slots, the new master can access them only if he could already cast spells of the appropriate levels.<br />
<br />
======New Owner Is Lower Level======<br />
<br />
The link partially succeeds. The alignment of the item familiar changes to match that of its new master, and the new owner can use all the item familiar’s special abilities and powers. However, the new master cannot benefit from any invested skill ranks or spell slots until his character level equals or exceeds that of the item familiar’s highest-level previous owner.<br />
<br />
====True Inheritance====<br />
<br />
A character may willingly pass on an item familiar. This transfer can be accomplished while the owner is alive, or it can be stipulated as part of a last will and testament if the owner dies. If a living character willingly passes on an item familiar to a new owner with a matching alignment, an Ego contest immediately ensues, but the new owner gains a +10 circumstance bonus on the check. If the new owner wins, the item familiar does not force an Ego contest again unless the new owner does something to violate his alignment or to obstruct the item’s special purpose (if any). The item familiar does not actually have a new master until the new owner selects the Item Familiar feat, but it cooperates with its new owner.<br />
<br />
==Awakening Powers And Abilities==<br />
<br />
Rather than giving a player free rein to choose an item familiar’s special abilities, the DM may decide to create items with “sleeping” abilities that can only be awakened by having characters link themselves to them. In such cases, the Game Master retains more control over what new abilities and strange items get introduced into his game, but he does limit the likelihood of characters taking the Item Creation feat.<br />
<br />
The DM may wish to mix and match awakening abilities with allowing characters to choose new abilities for their familiars. This system can support both concepts.</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=UA:Item_Familiar_(Feat)&diff=262875UA:Item Familiar (Feat)2008-06-22T01:41:00Z<p>OptimizationFanatic: New page: ==Item Familiar [General]== Choose a permanent magic item that you possess. You establish a link to that magic item, and the item improves in capability as you gain levels. ===Prerequisi...</p>
<hr />
<div>==Item Familiar [General]==<br />
<br />
Choose a permanent magic item that you possess. You establish a link to that magic item, and the item improves in capability as you gain levels.<br />
<br />
===Prerequisite===<br />
<br />
A character must be at least 3rd level to take this feat.<br />
<br />
===Benefit===<br />
<br />
By establishing a link to a particular item, you enable that item to gain power as you gain levels. The exact nature of the item and the powers are described in the following text.<br />
<br />
===Special===<br />
<br />
If you ever lose the chosen item (have it removed from your possession for a continuous period of more than one day per level) or if the item is destroyed, you automatically lose 200 XP per level as well as all benefits derived from possessing the linked item (plus any resources you put into the item). If you recover the item, you regain these XP. You may replace a lost or destroyed item familiar after you have advanced one level, as if you were gaining an item familiar for the first time.</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=Talk:4e_Homebrew&diff=262874Talk:4e Homebrew2008-06-22T01:31:34Z<p>OptimizationFanatic: /* 4e SRD */</p>
<hr />
<div>==4e SRD==<br />
Will there be any material of the kind put up on this wiki? [[User:Noname|Noname]] 11:08, 1 June 2008 (MDT)<br />
<br />
:I think so, but then I can't really say. However, I will note that the 4e SRD will be quite different from the 3.5e one. The 4e SRD will essentially give out page numbers and nothing else. — [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 14:27, 1 June 2008 (MDT)<br />
<br />
::I believe that the 4e SRD will give you information to construct 4e items. That is, it will be a design guide. For example, what does a striker look like, or how powerful should a 5th level power be. That is, the rules behind the rules. However, we don't know that yet. I may be wrong. --[[User:Dmilewski|Dmilewski]] 06:58, 2 June 2008 (MDT)<br />
<br />
:::[http://www.wizards.com/d20/files/SRD.pdf The SRD] isn't even that anymore. Now it's... (brace yourselves) a list of terms that people are allowed to use for homebrew or GSL publishing. Not even page numbers. *sighs* Oh, and nobody's allowed to host it except for WotC. — [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 19:31, 21 June 2008 (MDT)<br />
<br />
== Monsters and NPCs ==<br />
<br />
WotC is (further) blurring the lines between monsters and NPCs. I think the two pages should be combined. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 19:38, 9 June 2008 (MDT)</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=Talk:4e_Homebrew&diff=262873Talk:4e Homebrew2008-06-22T01:31:00Z<p>OptimizationFanatic: /* 4e SRD */</p>
<hr />
<div>==4e SRD==<br />
Will there be any material of the kind put up on this wiki? [[User:Noname|Noname]] 11:08, 1 June 2008 (MDT)<br />
<br />
:I think so, but then I can't really say. However, I will note that the 4e SRD will be quite different from the 3.5e one. The 4e SRD will essentially give out page numbers and nothing else. — [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 14:27, 1 June 2008 (MDT)<br />
<br />
::I believe that the 4e SRD will give you information to construct 4e items. That is, it will be a design guide. For example, what does a striker look like, or how powerful should a 5th level power be. That is, the rules behind the rules. However, we don't know that yet. I may be wrong. --[[User:Dmilewski|Dmilewski]] 06:58, 2 June 2008 (MDT)<br />
<br />
:::[http://www.wizards.com/d20/files/SRD.pdf The SRD] isn't even that anymore. Now it's... (brace yourselves) a list of terms that people are allowed to use for homebrew or GSL publishing. Not even page numbers. *sighs* — [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 19:31, 21 June 2008 (MDT)<br />
<br />
== Monsters and NPCs ==<br />
<br />
WotC is (further) blurring the lines between monsters and NPCs. I think the two pages should be combined. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 19:38, 9 June 2008 (MDT)</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=UA:Item_Familiars&diff=262619UA:Item Familiars2008-06-21T02:52:23Z<p>OptimizationFanatic: </p>
<hr />
<div>=Item Familiars=<br />
<br />
Like the legendary weapons rules, the item familiars variant system presents a method by which a character, even a nonspellcaster, can find himself linked to a particular magic item for a large part of his career. These items gradually gain in power and sentience, and often fulfill small roles similar to those of living familiars, but sometimes they become powerful entities in their own right.<br />
<br />
To utilize these rules, the character must choose the following new feat.<br />
<br />
==Item Familiar [General]==<br />
<br />
Choose a permanent magic item that you possess. You establish a link to that magic item, and the item improves in capability as you gain levels.<br />
<br />
=====Prerequisite=====<br />
<br />
A character must be at least 3rd level to take this feat.<br />
<br />
=====Benefit=====<br />
<br />
By establishing a link to a particular item, you enable that item to gain power as you gain levels. The exact nature of the item and the powers are described in the following text.<br />
<br />
=====Special=====<br />
<br />
If you ever lose the chosen item (have it removed from your possession for a continuous period of more than one day per level) or if the item is destroyed, you automatically lose 200 XP per level as well as all benefits derived from possessing the linked item (plus any resources you put into the item). If you recover the item, you regain these XP. You may replace a lost or destroyed item familiar after you have advanced one level, as if you were gaining an item familiar for the first time.<br />
<br />
==Types Of Item Familiars==<br />
<br />
An item familiar must be a permanent magic item. Typically, it tends to be a magic weapon (such as a sword, axe, or bow), a rod (one that does not depend on charges for its powers), or a ring with a permanent magical power. The DM may allow for various wondrous items to be item familiars, and in such a case can adapt the following rules fairly easily.<br />
<br />
In order to be an item familiar, a magic item must:<br />
<br />
* Have a price of at least 2,000 gp.<br />
* Be usable by the character (if it is a weapon, the character must be proficient with the appropriate category of weapon).<br />
* Have a permanent magical effect that the character can (and knows how to) use.<br />
<br />
Keep in mind that the item only needs to meet the basics of this criteria. The magic item may have functions the character cannot currently use, and once the item is linked to the character he can separate from it for short periods of time without any harm.<br />
<br />
====Intelligent Items====<br />
<br />
This variant system does not depend on the item in question being intelligent, but any item familiar created eventually becomes intelligent. Item familiars normally become intelligent gradually, however, which lessens the complexity of the standard rules for intelligent items.<br />
<br />
==Bonding To An Item Familiar==<br />
<br />
When a character selects an item and chooses the Item Familiar feat, the character establishes a permanent, supernatural bond to the item familiar. This bond can be suppressed by an antimagic field or similar effect, but it cannot be dispelled.<br />
<br />
Once the character has become bonded to the magic item, the item may gain additional powers or intelligence. The character can also begin investing abilities into the item, using the item familiar to improve his own capabilities.<br />
<br />
Use Table: Item Familiar Abilities to determine what, if any, abilities the item familiar gains based on its owner’s character level.<br />
<br />
{| class="d20"<br />
|+ Table: Item Familiar Abilities<br />
|-<br />
! Character Level<br />
! align="left" | Ability<br />
|- class="odd"<br />
| align="center" | 1st<br />
| Invest life energy; invest skill ranks; invest spell slots<br />
|- class="even"<br />
| align="center" | 7th<br />
| Sapience; senses; communication<br />
|- class="odd"<br />
| align="center" | 10th<br />
| Special ability<br />
|- class="even"<br />
| align="center" | 14th<br />
| Special ability<br />
|- class="odd"<br />
| align="center" | 18th<br />
| Special ability<br />
|- class="even"<br />
| align="center" | 21st or higher<br />
| One additional special ability per three character levels above 20th<br />
|}<br />
<br />
====Invest Life Energy====<br />
<br />
A character of 6th level or lower may invest a portion of his life force into his item familiar, receiving bonus XP in return. These XP are actually part of the item, however, so if the item is lost or destroyed, the character loses not only the bonus but a quantity of his existing XP as well.<br />
<br />
When a character chooses to invest his life energy into his item familiar, his current XP total and all future XP awards increase by 10%. However, if the character loses the item, he loses all bonus XP gained, plus an additional 200 XP per character level.<br />
<br />
For example, a wizard, a 6th-level character with 19,000 XP, chooses to invest his item familiar, a ring, with some of his life energy. He adds 1,900 XP (10% of 19,000) to his XP total, so he now has 20,900 XP. If he goes on an adventure and earns another 1,000 XP, he actually gains 1,100 XP (1,000 + 10% of 1,000), increasing his total to 22,000 XP, which makes him a 7th-level character.<br />
<br />
If he then loses the ring, he would lose the 2,000 XP gained from the investiture (the 1,900 XP he received originally plus the bonus 100 XP he earned later), plus an additional 1,400 XP (200 XP per level), for a total loss of 3,400 XP. This loss would reduce his XP total to 18,600 and his character level to 6th.<br />
<br />
====Invest Skill Ranks====<br />
<br />
Whenever a character with an item familiar gains skill points, he may choose to put some or all of those skill points into his item familiar. He assigns the skill points normally, but notes that they now reside in the item familiar. For every 3 ranks he assigns to the item familiar, he gains a +1 bonus that he can apply to any single skill. This bonus can be applied to a skill in which he already has maximum ranks. He can apply multiple bonuses to the same skill, but he may not have more points of bonus in a skill than he has ranks.<br />
<br />
If the character loses the item familiar, is separated from it for one day per level (see the Item Familiar feat description), or if the item familiar is destroyed, these skill points and the bonuses related to them are lost.<br />
<br />
For example, a wizard has just achieved 7th character level, and he takes a level of wizard. Because of his high Intelligence score, he gains 7 skill points. He assigns 1 skill point to each of the following skills:<br />
<br />
* Concentration<br />
* Decipher Script<br />
* Knowledge (arcana)<br />
* Knowledge (dungeoneering)<br />
* Knowledge (nobility and royalty)<br />
* Knowledge (the planes)<br />
* Spellcraft<br />
<br />
He uses an asterisk to note that 1 rank for each of six skills resides in his ring. Since that adds up to a total of 6 skill ranks in the ring, he gains two +1 bonuses he can apply to any skill. He decides to assign both bonuses (a total of +2) to his Concentration skill. a wizard only has 1 rank in the cross-class skill Spot. If he had desired, he could have applied a single +1 bonus to that skill, but not both.<br />
<br />
====Invest Spell Slots====<br />
<br />
Only spellcasters may choose to use this option. A character with an item familiar may choose to invest a single spell slot in his familiar and gain a bonus spell slot in return. The single spell slot must be of the highest spell level he can cast, and the bonus spell slot is always two levels lower than the slot invested in the item. As the caster gains (or loses) levels, the spell slot invested in the item changes so that it is always of the highest spell level he can cast, and the bonus spell slot also changes accordingly, remaining two levels lower than that.<br />
<br />
If a spellcaster does not have a spell slot two levels lower than the highest spell level he can cast (if he can cast only 0- and 1st-level spells), he cannot use this option.<br />
<br />
As with all other investiture options, if the item familiar is lost or destroyed, so are both spell slots.<br />
<br />
For example, as a 7th-level wizard, a wizard can cast 4th-level spells. He chooses to invest one 4th-level spell slot in his ring. The ring gains an additional 2nd-level spell slot, which a wizard can use as long as he has the ring in his possession. When a wizard attains 9th level, the spell slot assigned to the ring automatically becomes a 5th-level spell slot, and the bonus slot becomes a 3rd-level spell slot instead of a 2nd-level one.<br />
<br />
====Sapience====<br />
<br />
If a character with an item familiar is at least 7th level, the item gains rudimentary sapience. It gains Intelligence, Wisdom, and Charisma scores. Two of these scores (player’s or DM’s choice) are 10 and one is 12. The item familiar also gains an Ego score. This last score should not come into play very often—an item familiar is completely loyal to its master, unless its master radically changes alignment or one or the other is affected by some strange compulsion.<br />
<br />
====Senses====<br />
<br />
If a character with an item familiar is at least 7th level, the item can see and hear in a 60-foot radius as if it were a creature. It does not normally make Spot or Listen checks separately from its master, but its master gains the benefit of the Alertness feat while wielding the item.<br />
<br />
====Communication====<br />
<br />
If a character with an item familiar is at least 7th level, the item begins to communicate with the master using basic emotions or feelings. The item may try to tell the master of danger, for example, by putting forth a feeling of fear. It can only communicate in this manner while being worn or carried by its master.<br />
<br />
====Special Ability====<br />
<br />
When an item familiar’s master reaches 10th level, and at every four levels thereafter, the master chooses a new special ability for the item from the following list. Once an ability is chosen, it becomes a permanent part of the item (unless otherwise specified). Some abilities have prerequisites.<br />
<br />
=====Armor, Shield, or Weapon Special Ability=====<br />
<br />
An item familiar empowered with this special ability gains an ability equivalent to a +1 bonus, such as the light fortification, bashing, or defending special ability. This ability contributes to the overall enhancement bonus of the item and its value but does not cost the master of the familiar any gold pieces or time. This ability may be used in conjunction with the normal rules for improving an existing magic item (see Improving an Item Familiar, and Adding New Abilities). A character may select this special ability multiple times, each time enabling his familiar to gain a different ability equivalent to a +1 bonus.<br />
<br />
======Prerequisite======<br />
<br />
The item familiar must be a type of magic armor, a magic shield, or a magic weapon.<br />
<br />
=====Cantrips/Orisons=====<br />
<br />
An item familiar empowered with this special ability can cast 0-level spells. The familiar may cast any spell invested in it as a standard action (or longer, as defined by the spell’s casting time) as long as the spell does not have an expensive material component or an XP component. The item familiar need not provide any verbal or somatic components, and it need not provide any material components that cost less than 1 gp. It has access to all the 0-level spells from any single class spell list of the master’s choice (taking into account any alignment restrictions against casting spells of a certain class or alignment subtype). It can cast a number of 0-level spells per day as if it were a sorcerer of the master’s character level (though the master does not have to be a spellcaster). The item familiar uses its own ability scores to determine spell save DCs but can cast its 0-level spells only on its master’s order. The master may use a free action on his turn to issue these orders, or he may give a number of contingency orders (such as “If I fall unconscious, cast cure minor wounds on me”) equal to one more than his Charisma modifier (minimum one).<br />
<br />
=====Greater Power=====<br />
<br />
An item familiar empowered with this special ability gains any single greater power listed on the Intelligent Items Greater Powers table. The item uses this power as described, at the master’s command. A character may select this special ability multiple times, each time applying it to a different greater power.<br />
<br />
======Prerequisite======<br />
<br />
An item must have at least one lesser power for every greater power it is given. The master must spend the amount of gold pieces given in the Base Price Modifier column of the Intelligent Item Greater Powers table to purchase the greater power. The process of empowering an item in this way takes 24 hours.<br />
<br />
=====Greater Senses=====<br />
<br />
An item familiar empowered with this special ability gains blindsense out to 30 feet.<br />
<br />
======Prerequisite======<br />
<br />
The item familiar must already have the improved senses special ability.<br />
<br />
=====Improved Senses=====<br />
<br />
An item familiar empowered with this special ability gains darkvision out to 60 feet.<br />
<br />
=====Increased Sapience=====<br />
<br />
An item familiar empowered with this special ability gains +4 to any single ability score and +2 to its other two scores. The item can now communicate telepathically in a recognizable language with the master out to 120 feet and can speak audibly in Common. It can speak, read, and understand one additional language per point of Intelligence bonus. A character may select this special ability multiple times, each time improving all three of the item’s ability scores and increasing the number of languages it can speak, read, and understand.<br />
<br />
=====Lesser Power=====<br />
<br />
An item familiar empowered with this special ability gains any single lesser power listed on the Intelligent Items Lesser Powers table. The item uses this power as described, at the master’s command. A character may select this special ability multiple times, each time applying it to a different lesser power.<br />
<br />
======Prerequisite======<br />
<br />
The master must spend the amount of gold pieces given in the Base Price Modifier column of the Intelligent Item Lesser Powers table to purchase the lesser power. The process of empowering an item in this way takes 24 hours.<br />
<br />
=====Special Purpose and Dedicated Power=====<br />
<br />
An item familiar empowered with this special ability gains a special purpose and a dedicated power chosen by its master.<br />
<br />
An item familiar usually displays more flexibility in how it carries out its special purpose than a standard intelligent item, especially if its purpose conflicts with its master. However, if a master (especially one who gave the item a special purpose in the first place) consistently acts against the item’s special purpose, the item has even more leverage for keeping the “master” in line. An item familiar can temporarily sever the link between item and master, essentially shutting down access to any abilities invested in the item plus all its normal magical abilities, as if the item had been lost or destroyed. The item only reestablishes the link if it is convinced the master is committed to helping it fulfill its special purpose.<br />
<br />
No item familiar may have more than one special purpose and one dedicated power.<br />
<br />
======Prerequisite======<br />
<br />
The master must spend the amount of gold pieces given in the Base Price Modifier column of the Special Purpose Item Dedicated Powers table to purchase the dedicated power. The process of empowering an item in this way takes 24 hours.<br />
<br />
=====Spell Use=====<br />
<br />
An item familiar empowered with this ability may cast any spell invested in it as a standard action (or longer, as defined by the spell’s duration) as long as it does not have an expensive material component or an XP component. The item familiar need not provide any verbal or somatic components, and it need not provide any material components that cost less than 1 gp. The item familiar must meet the ability score prerequisites for the spell but casts the spell at the master’s level. The item familiar may cast the spell only on the master’s order (as described in Cantrips/ Orisons, above). If an item familiar casts an invested spell, it is as if the master cast it for purposes of spells per day and preparation.<br />
<br />
======Prerequisite======<br />
<br />
The item must have an invested spell slot of the appropriate spell level, and the master must have the ability to cast 3rd-level spells.<br />
<br />
==Item Familiar Alignment==<br />
<br />
An item familiar gains its master’s alignment and, if the character changes alignment, it generally changes alignment accordingly. However, if this alignment change would be in direct conflict with the item familiar’s special purpose (if any), the item does not change alignment, and it immediately severs the link between itself and its master. The link can only be reestablished when the master changes to a nonconflicting alignment.<br />
<br />
If an item familiar changes to an alignment that would preclude it using some of its powers not tied to a special purpose, the change in alignment takes place, no severing of the link occurs, and the item cannot use those powers until its alignment becomes compatible again. For example, if a neutral good rod has the ability to cast druid cantrips and the rod becomes lawful good, it loses that ability. If a holy avenger item familiar becomes nonlawful, it loses all the abilities it had for being a holy avenger but remains a +2 cold iron longsword and retains its other item familiar abilities.<br />
<br />
==Improving An Item Familiar==<br />
<br />
An item familiar can be improved as other magic items can be. By spending gold pieces (and time and experience points, assuming the character is the one doing the work), a character can add new abilities to his item familiar. If a character links himself to a +1 longsword, for example, it only costs 6,000 gp (or 3,000 gp and 240 XP) to add another +1 of enhancement bonus or, perhaps, a special ability that is equivalent to a +1 bonus (such as spell storing or flaming). The character can accomplish this even without having the requisite item creation feats.<br />
<br />
This type of improvement has nothing to do with the master’s character level, though it may affect the item’s eventual Ego score.<br />
<br />
==Inheriting An Item Familiar==<br />
<br />
Sometimes characters die, after which other characters pick up and use their items; this turn of events is an integral part of the d20 game.<br />
<br />
When a character finds or somehow comes into possession of another character’s item familiar, two results can occur.<br />
<br />
=====An Ego Contest Ensues=====<br />
<br />
An item familiar normally resists being picked up and used by another character. If the item familiar has an Ego score, it automatically tries to resist being wielded by anyone other than its linked master, even if the link has been severed (possibly because the master is dead). The rules for Ego conflicts can be found under Intelligent Items against Characters. Normally, an intelligent item resists its owner only when a conflict of personality or purpose ensues. An item familiar assumes that any use of it by someone other than its linked (or previously linked) master is a conflict, and so it resists every time the new owner attempts to make use of it.<br />
<br />
If the new owner wins the Ego contest, he can wield the item safely for 1 hour but cannot access any of the abilities the item familiar gained through its link (such as invested XP, skill ranks, or spell slots, or any special abilities it has that aren’t simply a feature of the magic item). An item familiar may talk to its new owner (if it has that capability), but it feels at best unfriendly and could be extraordinarily hostile. If an item familiar’s alignment matches that of its new owner, the item familiar may become less hostile over time but always forces Ego contests when possible.<br />
<br />
=====The New Owner Can Attempt a Link=====<br />
<br />
The new owner can attempt to link to the item by selecting the Item Familiar feat (assuming he meets the prerequisite). What occurs next depends on his character level compared to the character level of the highest-level previous owner.<br />
<br />
======New Owner Is Same or Higher Level======<br />
<br />
The link succeeds. The new owner gains all the benefits of the abilities of the item familiar, and the item familiar’s alignment changes to match that of its new master. If the item familiar had invested skill ranks and/or spell slots, those investments become accessible to the new owner, adding to his totals. If the item familiar has spell slots, the new master can access them only if he could already cast spells of the appropriate levels.<br />
<br />
======New Owner Is Lower Level======<br />
<br />
The link partially succeeds. The alignment of the item familiar changes to match that of its new master, and the new owner can use all the item familiar’s special abilities and powers. However, the new master cannot benefit from any invested skill ranks or spell slots until his character level equals or exceeds that of the item familiar’s highest-level previous owner.<br />
<br />
====True Inheritance====<br />
<br />
A character may willingly pass on an item familiar. This transfer can be accomplished while the owner is alive, or it can be stipulated as part of a last will and testament if the owner dies. If a living character willingly passes on an item familiar to a new owner with a matching alignment, an Ego contest immediately ensues, but the new owner gains a +10 circumstance bonus on the check. If the new owner wins, the item familiar does not force an Ego contest again unless the new owner does something to violate his alignment or to obstruct the item’s special purpose (if any). The item familiar does not actually have a new master until the new owner selects the Item Familiar feat, but it cooperates with its new owner.<br />
<br />
==Awakening Powers And Abilities==<br />
<br />
Rather than giving a player free rein to choose an item familiar’s special abilities, the DM may decide to create items with “sleeping” abilities that can only be awakened by having characters link themselves to them. In such cases, the Game Master retains more control over what new abilities and strange items get introduced into his game, but he does limit the likelihood of characters taking the Item Creation feat.<br />
<br />
The DM may wish to mix and match awakening abilities with allowing characters to choose new abilities for their familiars. This system can support both concepts.</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=User_talk:Summerscythe&diff=261735User talk:Summerscythe2008-06-16T00:44:56Z<p>OptimizationFanatic: /* Your Turn */</p>
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==The Edit Page==<br />
The page that was sent in the link WAS the edit page. <br />
[http://www.dandwiki.com/w/index.php?title=Cardomor_%28DnD_Race%29&action=submit The Link].<br />
Sorry dude. [[User:Ganteka|Ganteka]] 20:39, 6 June 2008 (MDT)<br />
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== Your Turn ==<br />
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Summerscythe, your turn has come up in the Haven forums. Please make haste to: [http://z7.invisionfree.com/Salin/index.php?showtopic=118&st=45#entry16242144]. Thank you. <small>—The preceding unsigned comment was added by [[User:Risek|Risek]] ([[User talk:Risek|talk]] • [[Special:Contributions/Risek|contribs]]) {{{2|}}}. Please sign your posts!</small></div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=UA:Character_Traits&diff=261733UA:Character Traits2008-06-16T00:41:56Z<p>OptimizationFanatic: header fixes</p>
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<div>{{OGL Top}}<br />
<br />
= Character Traits =<br />
<br />
Traits are aspects of a character's personality, background, or physique that make him better at some activities and worse at others. In many ways, traits resemble feats: A character can have only a limited number of traits, and each trait provides some benefit. Unlike feats, however, traits always carry a corresponding drawback. In addition to their game effects, traits suggest characteristics about the character's personality that might lead to interesting roleplaying opportunities. Together with a character's class and feat selection, traits offer a way for game mechanics to encourage deeper character backgrounds and consistent roleplaying.<br />
<br />
Traits serve as an interesting starting point for roleplaying, reminding players of their characters' most prominent strengths and weaknesses. However, roleplaying a certain aspect of a character's personality does not require possessing the trait. For example, a paladin can be honest and forthright without the Honest trait. The player should roleplay the character consistently even though the character's honesty has no effect on his skill checks.<br />
<br />
A character can begin play with up to two traits, chosen by the player at the time of character creation. Alternatively, the DM can require players to roll on Table: Character Traits to determine the traits possessed by their characters.<br />
<br />
As characters advance in level and ability, they might want to get rid of the traits that they chose at the beginning of play. Although characters cannot rid themselves of a trait directly, specific feats, skill ranks, or magic items can compensate for the penalties imposed by a trait. For example, an abrasive character can work on becoming more personable by spending skill points to gain a rank in Bluff and a rank in Diplomacy, thereby offsetting the drawback from the Abrasive trait.<br />
<br />
If the DM allows it, players may add traits to their characters after 1st level. The DM might allow a player to assign a trait to her character after she has roleplayed the character in a manner consistent with the trait in question, or after a traumatic or life changing experience (after dying, a character might develop the Cautious trait or the Aggressive trait). If the DM includes this option, a character should gain a new trait no more frequently than once every five levels. <br />
<br />
'''Behind the Curtain: Designing Traits'''<br />
<br />
Although this section provides a large number of character traits, a player who wants to create a character with a distinctive personality may ask the DM to design a new trait. If that happens, the DM should keep in mind that the traits variant is only effective if the benefits and the drawbacks of the traits are related. If the drawback and benefit of a trait apply to disparate or unrelated aspects of the game, it becomes too easy for a player to choose a trait for her character that provides a bonus on a commonly attempted ability check or skill check while the corresponding penalty applies to a rarely used or never used aspect of play. For example, a trait that gave a bonus to Armor Class and a penalty on attack rolls would be poor design because spellcasters make very few attack rolls (making the penalty far less severe) yet continuously gain the benefit-of the increased Armor Class.<br />
<br />
As long as the DM and player talk about a new trait ahead of time and view it in light of what skills and abilities the character uses most often, this potential pitfall is easy to avoid. <br />
<br />
== Roleplaying Of Traits ==<br />
<br />
If a player creates a character with one or more of the traits described here, she has three basic choices for how that trait affects the character's personality.<br />
<br />
First, the character might view the trait as a weakness. A character with this view might try to hide the trait or make excuses for his behavior. On the other hand, he might seek out others with the trait to feel better about his own idiosyncrasy.<br />
<br />
Second, the character might view the trait as a strength. A character might call attention to the trait, encourage others to act in ways that mimic the trait, or simply assume that those without the trait are less worthy than those who possess it.<br />
<br />
Finally, the character might not acknowledge the trait at all. A character might adopt this attitude toward a trait for several reasons, each suggesting something different about the character's background and personality.<br />
<br />
* The character might not be aware of the trait; for example, a nearsighted character might not realize that others see better at a distance because his impairment is mild and the onset was so gradual that he never noticed the change.<br />
* The character might be aware of the trait but not want to admit that he possesses it. For example, an abrasive character might realize that his mannerisms affect others, yet find more solace in putting the blame on those whom he offends rather than on himself.<br />
* The character might know but simply not care.<br />
<br />
== Traits ==<br />
<br />
=== Abrasive ===<br />
<br />
You are difficult and demanding in conversation, which tends to oppress those around you.<br />
<br />
'''Benefit'''<br />
<br />
You gain a +1 bonus on Intimidate checks.<br />
<br />
'''Drawback'''<br />
<br />
You take a -1 penalty on Diplomacy checks and Bluff checks.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Characters with this trait might be loud and abrupt or quiet and sinister, but either way, most find them disconcerting or irritating.<br />
<br />
=== Absent Minded ===<br />
<br />
You are fascinated by knowledge and learning and are capable of pursuing complex trains of thought quite quickly. However, your preoccupation with such thoughts makes you a little less aware of your surroundings.<br />
<br />
'''Benefit'''<br />
<br />
You gain a +1 bonus on Knowledge checks (although this does not let you use a Knowledge skill untrained).<br />
<br />
'''Drawback'''<br />
<br />
You take a -1 penalty on Spot checks and Listen checks.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Characters with this trait might flit from idea to idea, trailing off in mid-sentence or mumbling their way through complex ideas. Conversely, characters with this trait might be extremely articulate but still allow their thoughts to move faster than the pace of a conversation.<br />
<br />
=== Aggressive ===<br />
<br />
You are quick to initiate combat, and you tend to press the attack once battle is joined. Your enthusiasm makes you a dangerous foe, but you sometimes leave yourself open to blows that a more cautious warrior would avoid.<br />
<br />
'''Benefit'''<br />
<br />
You gain a +2 bonus on initiative checks.<br />
<br />
'''Drawback'''<br />
<br />
You take a -1 penalty to Armor Class.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Characters with this trait are often hotheaded and quick to anger, or simply think that the best defense is a quick offense.<br />
<br />
=== Brawler ===<br />
<br />
You naturally move close to your opponents when fighting, instinctively grabbing and punching rather than striking with weapons.<br />
<br />
'''Benefit'''<br />
<br />
You gain a +1 bonus on unarmed attack rolls and grapple checks.<br />
<br />
'''Drawback'''<br />
<br />
You take a -1 penalty on all other attack rolls.<br />
<br />
'''Special'''<br />
<br />
The bonus from this trait doesn't apply to natural weapons. A character with the Improved Unarmed Strike feat can't select this trait (if a character with this trait later gains that feat, he loses the trait).<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Characters with this trait often disdain the use of weapons entirely, and some eventually learn more refined martial arts based on their instinctive fighting techniques. Many brawlers might not even be consciously aware that they fight differently from other characters; they simply know that the best way to take someone out of a fight is to grab him or punch him in the face.<br />
<br />
=== Cautious ===<br />
<br />
You are cautious in combat, even a bit cowardly, and you take more care to defend yourself than others. However, this caution renders you susceptible to fear effects.<br />
<br />
'''Benefit'''<br />
<br />
You gain an additional +1 dodge bonus to Armor Class whenever you fight defensively or take the total defense action.<br />
<br />
'''Drawback'''<br />
<br />
You take a -1 penalty on saving throws made to resist fear effects.<br />
<br />
'''Special'''<br />
<br />
You cannot select this trait if you have immunity to fear or fear effects. If you later gain immunity to fear, you lose the benefit of this trait.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Characters with this trait might consistently urge talking rather than fighting, or they might do little to encourage that their companions avoid combat and simply remain as far away from foes as possible, using ranged weapons or spells.<br />
<br />
=== Detached ===<br />
<br />
You maintain a distance from events that keeps you grounded but limits your reaction speed.<br />
<br />
'''Benefit'''<br />
<br />
You gain a +1 bonus on will saves<br />
<br />
'''Drawback'''<br />
<br />
You take a -1 penalty on Reflex saves.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Characters with this trait are likely to be quiet and restrained, but they might be vocal when others falter in their beliefs.<br />
<br />
=== Dishonest ===<br />
<br />
You are naturally deceitful and insincere with others. You have a talent for lying, but have difficulty convincing others when you do speak truthfully.<br />
<br />
'''Benefit'''<br />
<br />
You gain a +1 bonus on Bluff checks.<br />
<br />
'''Drawback'''<br />
<br />
You take a -2 penalty on Diplomacy checks.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Characters with this trait might be portrayed as crafty liars, or lying might simply be second nature to them, making actually telling the truth a difficult chore.<br />
<br />
=== Distinctive ===<br />
<br />
You have some distinctive physical feature such as a scar, a prominent nose, a limp, or some similar characteristic that is hard to disguise or conceal.<br />
<br />
'''Benefit'''<br />
<br />
You gain a +1 bonus on Reputation checks.<br />
<br />
'''Drawback'''<br />
<br />
You take a -1 penalty on Disguise checks.<br />
<br />
'''Special'''<br />
<br />
This trait is available only if your campaign includes the Reputation variant.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Characters with this trait might be sensitive about it, or they might play up its presence to gather attention, sympathy, or notoriety.<br />
<br />
=== Easygoing ===<br />
<br />
You are naturally friendly. Others feel comfortable around you, but this trait also makes it more difficult for you to be pushy or suspicious.<br />
<br />
'''Benefit'''<br />
<br />
You gain a +1 bonus on Gather Information checks.<br />
<br />
'''Drawback'''<br />
<br />
You take a -1 penalty on Intimidate checks and Sense Motive checks.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Characters with this trait might be more easily manipulated in interactions with NPCs, or they might simply prefer not to argue and instead use their natural talent to learn more about the world around them.<br />
<br />
=== Farsighted ===<br />
<br />
You have difficulty focusing on nearby objects, but your distance vision is more keen than normal.<br />
<br />
'''Benefit'''<br />
<br />
You gain a +1 bonus on Spot checks.<br />
<br />
'''Drawback'''<br />
<br />
You have a -2 penalty on Search checks.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Characters with this trait might be sensitive about it, or they might simply be oblivious to its presence, having never known any different way of experiencing the world.<br />
<br />
=== Focused ===<br />
<br />
You can keep your attention on a task despite many distractions; however, events in the background pass you by.<br />
<br />
'''Benefit'''<br />
<br />
You gain a +1 bonus on Concentration checks.<br />
<br />
'''Drawback'''<br />
<br />
You take a -1 penalty on Spot checks and Listen checks.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Characters with this trait often seem single-minded or even obsessive in their focus on a specific task.<br />
<br />
=== Hard of Hearing ===<br />
<br />
You have a slight hearing impairment, and to compensate, you have become more in tune with your other senses.<br />
<br />
'''Benefit'''<br />
<br />
You gain a +1 bonus on Spot checks.<br />
<br />
'''Drawback'''<br />
<br />
You take a -2 penalty on Listen checks.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Characters with this trait might be sensitive about it, or they might simply be oblivious to its presence, having never known any different way of experiencing the world.<br />
<br />
=== Hardy ===<br />
<br />
You are made of tougher stuff than the average person, but you're not quite as quick to react to dangerous effects.<br />
<br />
'''Benefit'''<br />
<br />
You gain a +1 bonus on Fortitude saves.<br />
<br />
'''Drawback'''<br />
<br />
You take a -1 penalty on Reflex saves.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Characters with this trait might see their physical prowess as normal and look down on less hardy individuals, or they might see it as their duty to play the role of protector and help those less able to endure physical hardship.<br />
<br />
=== Honest ===<br />
<br />
You are naturally straightforward and sincere. This quality helps you persuade people to your viewpoint, but you have difficulty telling lies and seeing deception in others.<br />
<br />
'''Benefit'''<br />
<br />
You gain a +1 bonus on Diplomacy checks.<br />
<br />
'''Drawback'''<br />
<br />
You take a -1 penalty on Bluff checks and Sense Motive checks.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Characters with this trait might be naive and too unsophisticated to lie, or they might be aware of worldly matters and simply choose to take a higher ground.<br />
<br />
=== Illiterate ===<br />
<br />
You cannot read, but you have devoted yourself to learning other skills.<br />
<br />
'''Benefit'''<br />
<br />
Choose any one skill except Decipher Script or Forgery. You gain a +1 bonus on checks using that skill.<br />
<br />
'''Drawback'''<br />
<br />
You are illiterate.<br />
<br />
'''Special'''<br />
<br />
You can eliminate the negative effect of this trait by spending 2 skill points to become literate. Unlike with the barbarian, you cannot become literate by taking a level in any class other than barbarian.<br />
<br />
You can't select this trait if your character is already illiterate because of race, class, or any other reason.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Characters with this trait might be sensitive about not being able to read, or they might not value "book learnin'."<br />
<br />
=== Inattentive ===<br />
<br />
You are skilled at finishing simple tasks quickly, but you have a difficult time dealing with longer, more complex tasks.<br />
<br />
'''Benefit'''<br />
<br />
Choose a skill that allows complex skill checks. You gain a +1 bonus on simple skill checks made using the chosen skill.<br />
<br />
'''Drawback'''<br />
<br />
You take a -4 penalty on any complex skill checks made with the chosen skill.<br />
<br />
'''Special'''<br />
<br />
You can take this trait more than once. Its effects do not stack. Instead, choose a new eligible skill each time you select this trait.<br />
<br />
This trait is available only if your campaign includes the complex skill checks variant.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Characters with this trait might flit from subject to subject in conversation, or they might seem typical in most situations but leave most of their long-term projects perpetually unfinished.<br />
<br />
=== Musclebound ===<br />
<br />
You are good at almost everything that requires strength, but less adept than most at tasks that require coordination.<br />
<br />
'''Benefit'''<br />
<br />
You gain a +1 bonus on Strength-based skill checks and ability checks.<br />
<br />
'''Drawback'''<br />
<br />
You take a -2 penalty on Dexterity-based skill checks and ability checks.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Characters with this trait are likely to solve problems with physical strength rather than through trickery or finesse.<br />
<br />
=== Nearsighted ===<br />
<br />
You have difficulty focusing on distant objects, but your eye for detail is more keen than normal.<br />
<br />
'''Benefit'''<br />
<br />
You gain a +1 bonus on Search checks.<br />
<br />
'''Drawback'''<br />
<br />
You take a -1 penalty on Spot checks.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Characters with this trait might be sensitive about it, or they might simply be oblivious to its presence, having never known any different way of experiencing the world.<br />
<br />
=== Nightsighted ===<br />
<br />
Your eyes are particularly well suited to using darkvision, but they are less well adapted to what others consider normal light.<br />
<br />
'''Benefit'''<br />
<br />
Add 10 feet to the range of your darkvision.<br />
<br />
'''Drawback'''<br />
<br />
You take a -1 penalty on Spot checks when in areas of bright light.<br />
<br />
'''Special'''<br />
<br />
You must have darkvision as a racial ability to have this trait.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
This trait might not affect a character's personality at all, but it might make the character prefer going on underground or nighttime adventures.<br />
<br />
=== Passionate ===<br />
<br />
You are made of tougher stuff than the average person, but you are highly suggestible.<br />
<br />
'''Benefit'''<br />
<br />
You gain a +1 bonus on Fortitude saves.<br />
<br />
'''Drawback'''<br />
<br />
You take a -1 penalty on Will saves.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Characters with this trait might be gruff and place extreme value on overcoming physical obstacles, or conversely, their weakness against magical enchantments might leave them fascinated and fearful of such things.<br />
<br />
=== Plucky ===<br />
<br />
You have a strength of will not reflected in your limited physical gifts.<br />
<br />
'''Benefit'''<br />
<br />
You gain a +1 bonus on Will saves.<br />
<br />
'''Drawback'''<br />
<br />
You take a -1 penalty on Fortitude saves.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Characters with this trait might be annoyingly positive-minded, or they might only show their mental resilience in times of dire need.<br />
<br />
=== Polite ===<br />
<br />
You are courteous and well spoken.<br />
<br />
'''Benefit'''<br />
<br />
You gain a +1 bonus on Diplomacy checks.<br />
<br />
'''Drawback'''<br />
<br />
You take a -2 penalty on Intimidate checks.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Characters with this trait might be honestly polite and kind, or they might simply be adept at mimicking social conventions to get what they want.<br />
<br />
=== Quick ===<br />
<br />
You are fast, but less sturdy than average members of your race.<br />
<br />
'''Benefit'''<br />
<br />
Your base land speed increases by 10 feet (if you don't have a land speed, apply the benefit to whichever of your speeds is highest).<br />
<br />
'''Drawback'''<br />
<br />
Subtract 1 from your hit points gained at each level, including 1st (a result of 0 is possible).<br />
<br />
'''Special'''<br />
<br />
You must have a Constitution of 4 or higher to select this trait.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Characters with this trait typically try to stay away from physical combat, but a rare few might relish it, striving to see if their superior speed is enough to best hardier warriors.<br />
<br />
=== Reckless ===<br />
<br />
You naturally sacrifice accuracy to put more power behind your blows.<br />
<br />
'''Benefit'''<br />
<br />
You gain a +1 bonus on damage rolls after successful melee attacks.<br />
<br />
'''Drawback'''<br />
<br />
You take a -1 penalty on melee attack rolls.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Characters with this trait might be loudly passionate about entering combat and overcoming foes through strength of arms, or they might be quiet and so desperate to avoid confrontation that they put extra effort into every blow in an attempt to end the encounter more quickly.<br />
<br />
===Relentless===<br />
<br />
You don't know the meaning of the word "tired." You go all out until you simply can't continue.<br />
<br />
'''Benefit'''<br />
<br />
You gain a +2 bonus on Constitution checks and similar checks made to continue tiring activities (see the Endurance feat for all the checks and saves to which this benefit applies).<br />
<br />
'''Drawback'''<br />
<br />
Any effect or condition that would normally cause you to become fatigued instead causes you to become exhausted.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Characters with this trait may see others as soft or weak, especially anyone who complains about being tired or fatigued. They might openly scoff at others' weaknesses or might quietly encourage them to "tough it out."<br />
<br />
===Saddleborn===<br />
<br />
You are a natural in the saddle, but you have little patience for handling animals when not riding them.<br />
<br />
'''Benefit'''<br />
<br />
You gain a +1 bonus on Ride checks.<br />
<br />
'''Drawback'''<br />
<br />
You take a -1 penalty on Handle Animal checks.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Characters with this trait rarely bother to consider animals as good for anything other than mounts, but they are extremely confident about their riding abilities.<br />
<br />
===Skinny===<br />
<br />
You are very slender for your race.<br />
<br />
'''Benefit'''<br />
<br />
You gain a +1 bonus on Escape Artist checks.<br />
<br />
'''Drawback'''<br />
<br />
You take a -2 penalty on Strength checks to avoid being bull rushed or overrun.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Skinny characters tend to be pushed around by tougher types, so those with this trait might be shy, or they might be very defensive when faced with such situations.<br />
<br />
===Slippery===<br />
<br />
You are less adept at grappling and wrestling than others of your size and strength, but you are adept at slipping out of another's hold.<br />
<br />
'''Benefit'''<br />
<br />
You gain a +1 bonus on Escape Artist checks to escape a grapple and on grapple checks to escape a grapple or avoid being grappled.<br />
<br />
'''Drawback'''<br />
<br />
You take a -1 penalty on all other grapple checks.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Characters with this trait might fear close combat, knowing they are less adept grapplers than most opponents. On the other hand, good escape artists with this trait might enjoy baiting larger foes into grappling them, knowing they can easily slip out of the grasp of most foes.<br />
<br />
===Slow===<br />
<br />
You are slow, but sturdier than average members of your race.<br />
<br />
'''Benefit'''<br />
<br />
Add +1 to your hit points gained at each level.<br />
<br />
'''Drawback'''<br />
<br />
Your base land speed is halved (round down to the nearest 5-foot interval).<br />
<br />
'''Special'''<br />
<br />
You must have a base land speed of at least 20 feet to select this trait.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Characters with this trait tend to be relatively immobile in combat. They typically prefer to wear strong armor (or other protective devices), since it's hard for them to flee a fight.<br />
<br />
===Specialized===<br />
<br />
You have a knack for one kind of work or study, but other tasks are harder for you to accomplish.<br />
<br />
'''Benefit'''<br />
<br />
Choose one specific Craft, Knowledge, or Profession skill. You gain a +1 bonus on checks using the specified skill.<br />
<br />
'''Drawback'''<br />
<br />
You take a -2 penalty on all other checks using the same skill (Craft, Knowledge, or Profession, based on the skill chosen).<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Characters with this trait often see themselves as elite artists or experts rather than mere professionals, and they might regard their chosen vocation or study as more useful or interesting than other tasks.<br />
<br />
===Spellgifted===<br />
<br />
You have a gift for casting spells from a certain school. Although your spells from this school are more potent than those of other casters, you are not as effective at casting spells from other schools.<br />
<br />
'''Benefit'''<br />
<br />
Choose a school of magic. Add 1 to your caster level when casting spells from that school.<br />
<br />
'''Drawback'''<br />
<br />
Reduce your caster level by 1 whenever you cast a spell that is not from your chosen school.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Characters with this trait might be loudly vocal about the merits of the school of magic that they understand most readily, or they might feel awkward and out of place around "normal" spellcasters as a result of their unusual aptitude.<br />
<br />
===Stout===<br />
<br />
You are heavy for your race.<br />
<br />
'''Benefit'''<br />
<br />
You gain a +2 bonus on Strength checks to avoid being bull rushed or overrun.<br />
<br />
'''Drawback'''<br />
<br />
You take a -1 penalty on Escape Artist checks.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Overweight characters are often bullied, so those with this trait might be shy, or they might be very defensive when faced with such situations. Some turn to humor to defuse such situations, while others become bitter.<br />
<br />
===Suspicious===<br />
<br />
You are naturally suspicious of everyone and everything. While this trait makes you hard to fool, it makes others slightly less likely to agree with you or find you threatening.<br />
<br />
'''Benefit'''<br />
<br />
You gain a +1 bonus on Sense Motive checks.<br />
<br />
'''Drawback'''<br />
<br />
You take a -1 penalty on Diplomacy checks and intimidate checks.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
This trait might express itself as comic levels of paranoia, or it might make the character quietly cautious about others.<br />
<br />
===Torpid===<br />
<br />
You are sluggish and slow to react to danger, but also resistant to others' commands.<br />
<br />
'''Benefit'''<br />
<br />
You gain a +1 bonus on saves against enchantment (compulsion) effects.<br />
<br />
'''Drawback'''<br />
<br />
You take a -2 penalty on initiative checks.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Torpid characters may be seen as lazy, or as methodical and measured in their actions.<br />
<br />
===Uncivilized===<br />
<br />
You relate better to animals than you do to people.<br />
<br />
'''Benefit'''<br />
<br />
You gain a +1 bonus on Handle Animal checks and wild empathy checks.<br />
<br />
'''Drawback'''<br />
<br />
You take a -1 penalty on Bluff checks, Diplomacy checks, and Gather information checks.<br />
<br />
'''Roleplaying Ideas'''<br />
<br />
Characters with this trait are likely to feel awkward in many social situations; that might be expressed as shyness and quiet behavior, or it might be expressed through an overly exuberant need to participate in conversations. <br />
<br />
{{UA Building Characters Footer}}</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=User_talk:Eiji&diff=261732User talk:Eiji2008-06-16T00:38:11Z<p>OptimizationFanatic: /* EIJI!!!!!!!!!!!! */</p>
<hr />
<div>{{Messages of Interest|messages=<br />
{{MoI-Row<br />
|page=User_talk:Eiji<br />
|section=D&amp;D Game<br />
|notifier=Lord Dhazriel<br />
|date_time=17:24, 8 June 2008 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=User_talk:Eiji<br />
|section=D&amp;D Game<br />
|notifier=Lord Dhazriel<br />
|date_time=17:23, 8 June 2008 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=User_talk:Eiji<br />
|section=D&amp;D Game<br />
|notifier=Lord Dhazriel<br />
|date_time=23:53, 7 June 2008 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Culture_Control_(DnD_Epic_Spell)<br />
|section=Focus<br />
|notifier=Green Dragon<br />
|date_time=10:19, 24 March 2008 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Test_Main<br />
|section=Hawk&#39;s Proposal for main page change<br />
|notifier=Hawk<br />
|date_time=07:06, 11 March 2008 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Necrovortex_(DnD_Spell)<br />
|section=<br />
|notifier=Hawk<br />
|date_time=06:48, 10 March 2008 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Marksman_(DnD_Class)<br />
|section=Get it up to 20 ;) This can be our first &quot;featured article&quot;! Cmon :).<br />
|notifier=Green Dragon<br />
|date_time=01:45, 5 March 2008 (MST)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Animal_Soul_(DnD_Prestige_Class)<br />
|section=Spider Climb?<br />
|notifier=Green Dragon<br />
|date_time=23:38, 25 February 2008 (MST)<br />
}}<br />
{{MoI-Row<br />
|page=Variants_of_Future_Spell_Power_(DnD_Spell)<br />
|section=that&#39;s what she said<br />
|notifier=Othtim<br />
|date_time=01:49, 17 February 2008 (MST)<br />
}}<br />
{{MoI-Row<br />
|page=Discussion:How_could_you_implement_&quot;Black_Magic&quot;_in_a_ballanced_way?<br />
|section=<br />
|notifier=Sam Kay<br />
|date_time=14:03, 15 February 2008 (MST)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Battle_Book_(DnD_Equipment)<br />
|section=Weapon Descriptions<br />
|notifier=Green Dragon<br />
|date_time=13:22, 7 February 2008 (MST)<br />
}}<br />
{{MoI-Row<br />
|page=Discussion:Golem_Manual_Price<br />
|section=<br />
|notifier=Sam Kay<br />
|date_time=05:05, 3 February 2008 (MST)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:4e_Complex_Special_Ability_Components<br />
|section=<br />
|notifier=Sam Kay<br />
|date_time=13:51, 22 January 2008 (MST)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Seductress_(DnD_Prestige_Class)<br />
|section=Stuff<br />
|notifier=Green Dragon<br />
|date_time=15:41, 18 January 2008 (MST)<br />
}}<br />
{{MoI-Row<br />
|page=Template_talk:Balance<br />
|section=Rated by users<br />
|notifier=Blue Dragon<br />
|date_time=13:44, 15 January 2008 (MST)<br />
}}<br />
}}<br />
==Welcome to D&D Wiki==<br />
<br />
Hello Eiji, and on behalf of [[User:Green Dragon|Green Dragon]], welcome to D&D Wiki! Thank you for your contributions. We hope you like D&D Wiki and decide to stay. [[User:Green Dragon|Green Dragon]] is the owner of the site (though he's unavailable right now), and if you have a question feel free to ask me in his absence, however when contacting anyone on D&D Wiki through talk pages please sign your name using four tildes <nowiki>(~~~~)</nowiki>; this will automatically produce your name and the date. Also, if you want to help D&D Wiki but just don't know how [http://www.dandwiki.com/wiki/index.php?title=User_talk:Sledged&action=edit&section=new drop me a note] and I'll see what I can do. (Alternatively, you can [http://www.dandwiki.com/wiki/index.php?title=User_talk:Green_Dragon&action=edit&section=new leave a message on Green Dragon's talk page]. I and a few others keep tabs on the discussions going on there.) However, when leaving a note please indicate how much time you would like to spend working, how well you know the Wiki Format, and how well you know D&D. I hope you enjoy editing here and being a D&D Wikian! If you need help ask me on my talk page, [[User:Green Dragon|Green Dragon]]'s talk page, or just right here. Again, welcome! —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 12:41, 2 July 2007 (MDT)<br />
<br />
== Nomination for Adminship ==<br />
<br />
Hey! I just [[Requests for Adminship/Eiji|nominated you for adminship]]. I hope you make it ''':)'''. However, you really should fill out the "Candidates Prelude" information on that page and you should probably also make a user page (since so many things are linking to it right now, like the main page, etc, and it looks unprofessional to not have one ''':)'''). Again, hope you make it ''':)'''. --[[User:Green Dragon|Green Dragon]] 16:32, 27 November 2007 (MST)<br />
<br />
:Sadly you did not make adminship... Maybe next time ''':)'''. --[[User:Green Dragon|Green Dragon]] 22:54, 4 December 2007 (MST)<br />
<br />
::@-@ The things that happen when I vanish for a week. Come and gone before I even knew.... <br />
::Well, I suppose it doesn't matter. I still need to get a handle on things (and more time, what with Xmas season working at KB Toy does not let you rest). I do have one question though, how do I make a user page? -- [[User:Eiji|Eiji]] 00:03, 5 December 2007 (MST)<br />
<br />
:::Follow the red link in your signature (or the red "user page" link at the top of this page), fill in whatever info you'd like to give about yourself, and hit "save page." —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 02:33, 5 December 2007 (MST)<br />
<br />
::::I think we should re-nominate you Eiji, for the reason that I stated [[Requests for Adminship/Eiji|here]]. --[[User:Sam Kay|Sam Kay]] 11:28, 5 December 2007 (MST)<br />
<br />
:::::Maybe after Christmas would be a better time, seeing that Eiji works at a toy shop (right?) and I do not think it would be the best idea to re-nominate someone within the same month... Although a re-nomination does seem like a good idea. --[[User:Green Dragon|Green Dragon]] 14:57, 5 December 2007 (MST)<br />
<br />
::::::Yeah, I agree. --[[User:Sam Kay|Sam Kay]] 08:19, 6 December 2007 (MST)<br />
<br />
:::::::I agree too, whew. Well, user page is up, have a look-see! -- [[User:Eiji|Eiji]] 22:41, 6 December 2007 (MST)<br />
<br />
::::::::Good luck for January! --[[User:Sir Milo Teabag|Sir Milo Teabag]] 12:03, 8 December 2007 (MST)<br />
<br />
:::::::::Also, I am sure [[User:Sledged|Sledged]] would be proud of how your user page looks ''':P'''. --[[User:Green Dragon|Green Dragon]] 21:29, 9 December 2007 (MST)<br />
<br />
::::::::::So, you still want to go for it? It is January now ''':P'''... --[[User:Green Dragon|Green Dragon]] 12:35, 15 January 2008 (MST)<br />
<br />
:::::::::::Let's do it! -- [[User:Eiji|Eiji]] 13:21, 15 January 2008 (MST)<br />
<br />
::::::::::::[[Requests for Adminship/Eiji]] --[[User:Green Dragon|Green Dragon]] 13:44, 15 January 2008 (MST)<br />
<br />
:::::::::::::And, it has ended. --[[User:Green Dragon|Green Dragon]] 01:32, 23 January 2008 (MST)<br />
<br />
''&rarr;Reverted indentation to one colon''<br />
<br />
:Welcome to Adminship. You are now, as [[User:Dmilewski|Dmilewski]] once put it, part of "The Face" of D&D Wiki. Honestly, as you will notice, not much has been changed now that you are an admin. If anything, I would say more burden is placed on you. But first, for the the new features and there uses. You can now delete pages, protect pages, rollback edits, block users and IP's, edit every page, patrol edits, and do a couple more minor things.<br />
:;What it is:<br />
:*What deleting pages is, is self explanatory.<br />
:*What protecting pages is, is also pretty self explanatory.<br />
:*Rolling back edits is a method for removing spam. It is more powerful than the conventional method of undoing edits. Instead of showing a diff of the edit in question once clicked, it instantly rollsback all the edits by the user or IP in question on a certain page. For example if I edited my user page and you clicked "rollback" on that edit it would rollback all the edits up to the point where someone else has edited it. Be careful using this, it can be very helpful but also very harmful.<br />
:*What blocking users and IP's is, is also self explanatory.<br />
:*Editing every page is another self explanatory one.<br />
:*Patrolling edits is a method for keeping [[Special:Recentchanges|RC]] in check, it can be seen once a diff is clicked. All it does is, once "Mark as Patrolled Edits" is clicked, it marks the edits as patrolled so the edit will no longer show up on [[Special:Recentchanges|RC]] when "Hide Patrolled" is marked.<br />
:;When or how it should be used<br />
:*Deleting pages is normally done through [[Candidates for Deletion]]. Anything with a good reason to be deleted on that page should be deleted. The other time pages should be deleted is when someone makes a certain page and after a few edits they either blank the page or replace it with something like "Please delete this". They don't want to work on it, and unless it is really well made and fleshed out, just delete it.<br />
:*Protecting pages has quite a few different times when it should be used. Pages should be protected according to the author's wishes (with [[Template:Locked Page]] added to the top of the page in question), in case of conflict (with [[Template:Temp Locked Page]] added to the top of the page in question), in case of [[Help:FAQ#What are OGL, OGC, SRD, and GNU FPL?|OGC]] published materials (with [[Template:OGL Top]] added to the top of the page in question and [[Template:OGL Bottom]] added to the bottom), or finally if the page is a vital part of D&D Wiki's organization. If it deals with D&D Wiki's organization it either needs to be be protected from IP edits or all non-sysop edits. As a rule of thumb pages up to two tiers deep from the [[Main Page]] are normally locked to anyone but sysops and all the others are just protected from IP edits. For Example [[Dungeons and Dragons]] is protected from all non-sysop edits whereas a deeper in page like [[LA 0 Races]] is only protected from IP edits. No template has to be added to pages if thay are part of D&D Wiki's organization (even though some do exist like [[Template:Admin Locked Page]])<br />
:*Blocking a user or IP should only be used after an IP or user vandalizes a certain page. To block someone just click "block" (found either on [[Special:Recentchanges|RC]] or the diff in question) and fill out the corresponding form. For a typical vandalism attack I normally block the user for two weeks. If I'm in a bad mood from vandalism or a certain discussion, then I sometimes block them for up to a month. No standards have been set for block lengths, so it is currently really up to you when you block the user or IP.<br />
:*Editing every page on D&D Wiki mostly means you can now edit the [[SRD:System Reference Document|SRD]] and the [[MSRD:Modern System Reference Document|MSRD]]. Feel free to edit them if you find inaccuracies. Also, if you want to, for lack of a better word, major in the [[SRD:System Reference Document|SRD]] (as [[User:Dmilewski|Dmilewski]] has done) or the [[MSRD:Modern System Reference Document|MSRD]] (as [[User:EldritchNumen|EldrithNumen]] has done) take a look at [[SRD Talk:System Reference Document#SRD ToDo List]] or [[MSRD Talk:Modern System Reference Document#Tasks]] to see what needs to be done within the [[SRD:System Reference Document|SRD]] or [[MSRD:Modern System Reference Document|MSRD]]. There is never enough help to get it all done, so I am sure your help would be appreciated.<br />
:*Patrolling edits should, in a nutshell, be used when you have looked over an edit and fixed everything that needs to be fixed (this includes answering questions, sending MoI's, etc). If you decide to, for a lack of better words, major in [[Special:Recentchanges|RC]] (as I have ''':)''') then marking edits as patrolled will become commonplace and extremely helpful. Below is how to "major" in recent changes, which would be a great help to D&D Wiki and I. First off load recent changes and press "Hide patrolled edits". Next click any diff and look at the change. Only if you are 100% sure that the edit is okay (taking formatting standards, page-linking (using the "what links here?" function), answering questions, sending MoI's, and line spacing between comments and/or the "Back to" footer into consideration) then mark the edit as patrolled. If the edit is not okay then all you have to do is fix the problem then mark the edit as patrolled. It's simple, but looking over every edit on D&D Wiki really keeps it looking and running well. In my opinion, it is the most vital part of D&D Wiki. Even marking only 20 edits as patrolled every day would be extremely helpful with this never-ending task.<br />
:I know this is really long-winded, so I'll keep the rest short. You have more burden on youself now that you are an admin because users will be looking at you for editing help, knowledge of the standards, etc etc. It's a bit more work, but I really hope you enjoy being an admin and I hope you decide to stay around on D&D Wiki for a while more to come. Welcome to Adminship, again, as [[User:Dmilewski|Dmilewski]] once put it, you're now part of "The Face" of D&D Wiki. --[[User:Green Dragon|Green Dragon]] 01:32, 23 January 2008 (MST)<br />
<br />
::Whew, much to work on. Thank you, I'll hold the title with honor and oven mitts (honorable oven mitts). -- [[User:Eiji|Eiji]] 16:45, 23 January 2008 (MST)<br />
<br />
:::''':)'''. --[[User:Green Dragon|Green Dragon]] 22:47, 23 January 2008 (MST)<br />
<br />
== User Page ==<br />
<br />
Nice user page. I'm flattered. BTW, I went digging through the <span class="plainlinks">[http://www.dandwiki.com/w/index.php?title=Special:Log&user=Eiji logs]</span> and found the date you created your username on the wiki, and inserted the date in your page. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 16:08, 7 December 2007 (MST)<br />
<br />
:Domo arigato Mr. Sledgedboto. -- [[User:Eiji|Eiji]] 22:20, 7 December 2007 (MST)<br />
<br />
== Happy Bunny Picture ==<br />
<br />
:''Discussion moved to [[Talk:Happy Bunny (DnD Creature)#Picture]]<small>The discussion was related to the happy bunny, not Eiji&nbsp;--[[User:Green Dragon|Green Dragon]] 13:24, 24 December 2007 (MST)</small><br />
<br />
== DBZ Conversion ==<br />
<br />
good luck with the state alchemist into D&D format, also very nice conversion of DBZ moves into D&D attacks. {{Unsigned|Archangel|18:36, 10 February 2008 (MST)}}<br />
<br />
:Why thank you. Eventually I'll work up that Superhuman/Super Saiyan prestige class at well. I'm thinking epic. -- [[User:Eiji|Eiji]] 20:06, 10 February 2008 (MST)<br />
<br />
== Moving ==<br />
<br />
Trouble in the lands of reality, I have been and may still be only half here while I handle some terrible RL troubles. I shall return in full, I promise. -- [[User:Eiji|Eiji]] 14:55, 25 March 2008 (MDT)<br />
<br />
:Sounds good ''':)'''. Thanks for keeping us updated. --[[User:Green Dragon|Green Dragon]] 01:30, 26 March 2008 (MDT)<br />
<br />
::Alright, I'm back, mostly. Time to ease back into posting flow. -- [[User:Eiji|Eiji]] 22:38, 10 April 2008 (MDT)<br />
<br />
==Thanks==<br />
I never thanked you, You kinda helped get into the flow of this site, so i wanted to thank you for all your help.[[User:Summerscythe|Summerscythe]] 15:17, 29 May 2008 (MDT)<br />
<br />
:Awww, it's no problem. Why, thank you. ''':D''' I hear you're trying to get the tavern hopping again (I'm in now actually, it's populated!) so I hope to see you in there soon. -- [[User:Eiji|Eiji]] 21:31, 29 May 2008 (MDT)<br />
<br />
== D&D Game ==<br />
<br />
Sorry, I alway played 2nd edition and im a little confused about how to do my char. Im not sure also if my characters concept suit you. Anyway if you could help me a little i would appreciate. With all grace to the mighty Eiji--[[User:Lord Dhazriel|Lord Dhazriel]] 23:52, 7 June 2008 (MDT)<br />
<br />
:Ah ha ha. I'm not that great, but thank you. Now, I will claim complete ignorance on 2e (I started in 3.5e) but I'll try to help where I can. Unfortunately, where do I start? The only major changes I can recall off hand is THAC0 turning into AC, weapon size changes, and spell changes. There's more I'm sure of course, where do I start?<br />
<br />
:Anyway, hit me with your concept. ''':D''' -- [[User:Eiji|Eiji]] 16:35, 8 June 2008 (MDT)<br />
<br />
:: You can find them on my [[User:Lord Dhazriel#Characters Concepts|user page]], by the way when the game begin.--[[User:Lord Dhazriel|Lord Dhazriel]] 17:23, 8 June 2008 (MDT)<br />
<br />
== Plushies!!! ==<br />
<br />
Hey dude can I post some racial feats I made for plushies?--[[User:Risek|Risek]] 12:54, 11 June 2008 (MDT)<br />
<br />
:Go for it. ''':)''' -- [[User:Eiji|Eiji]] 16:33, 11 June 2008 (MDT)<br />
<br />
::Ok--[[User:Risek|Risek]] 21:51, 11 June 2008 (MDT)<br />
<br />
:::Here are the first few: <br />
*[[Silkstitched (DnD Feat)]]<br />
**[[Silky Smooth (DnD Feat)]]<br />
*[[Rotstitched (DnD Feat)]]<br />
**[[Icky Icky (DnD Feat)]]<br />
--[[User:Risek|Risek]] 08:18, 12 June 2008 (MDT)<br />
<br />
== EIJI!!!!!!!!!!!! ==<br />
<br />
Go to the tavern {{Unsigned|Risek}}</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=User_talk:DemonSlayer&diff=261719User talk:DemonSlayer2008-06-15T22:43:27Z<p>OptimizationFanatic: /* Barnstar */</p>
<hr />
<div>== Welcome to D&D Wiki! == <br />
<br />
;Welcome!<br />
Hello {{PAGENAME}}, and welcome to D&D Wiki. I hope you have been enjoying this site, and I hope you have been finding the information here on D&D Wiki useful. I am an admin (and, actually, the owner as well) here on D&D Wiki along with a couple other people who make up "The Face" of D&D Wiki. An entire list of admins can be found [[D&D Wiki:Administrators|here]].<br />
;Questions:<br />
If you have any question about D&D Wiki, D&D, formatting on D&D Wiki, what day today is, or whatever, an admin will, many times, give the best answer. Please feel free to ask any admin any question ([http://www.dandwiki.com/wiki/index.php?title=User_talk:Green_Dragon&action=edit&section=new ask me a question!]).<br />
;Formatting<br />
Formatting on D&D Wiki (or any wiki for that matter) can be very difficult, and if you need help a good place to start is [http://en.wikipedia.org/wiki/Help:Editing Help:Editing] on Wikipedia (or even their [http://en.wikipedia.org/wiki/Wikipedia:Introduction Introduction] page). This will explain the basic wiki formatting and should provide quite a few useful links that explain more specific areas of wiki formatting. Again, if you have any questions about formatting on D&D Wiki please ask them as, I imagine, anybody will be more than happy to help you get them answered.<br />
;Community<br />
A strong and welcoming community exists on D&D Wiki, and I am sure you will find it rather nice. Most discussions take place on content talk pages, however please feel free to walk into [[Special:TheTavern|The Tavern]] (our local chat room) and talk to some fellow D&D Wikians. Anyway, on D&D Wiki, possibly since discussions are never deleted, people try to be nice. This means please follow Wikipedia's guidelines on [http://en.wikipedia.org/wiki/Wikipedia:Civility Civility] and [http://en.wikipedia.org/wiki/Wikipedia:Etiquette Etiquette] when discussing anything. And, if an argument does arise, please use Wikipedia's [http://en.wikipedia.org/wiki/Wikipedia:Dispute_resolution Dispute Resolution] to make sure everyone comes out happy. Also, on a pretty different note, to ensure people know who posted what, please sign your name after a post with four tildes (<nowiki>~~~~</nowiki>) or by clicking on the signature icon. [[Image:Signature_icon.png]] This will automatically produce your name and the date. Anyway, I hope you come to love the close-knit D&D Wiki community and welcome again, you are now a D&D Wikian. --[[User:Green Dragon|Green Dragon]] 21:20, 9 June 2008 (MDT)<br />
<br />
== Hey, Nice Work! ==<br />
<br />
I like the Bell Variant...very creative. {{Unsigned|Kisame93|00:07, 13 April 2008}}<br />
<br />
:Well, thanks :). It was my first attempt at writing something here. I actually decided to copy this one from UA first because I thought very little people used it. So if I'd screw up, at least nobody would mind. Glad someone has a use for it :).--([[User:DemonSlayer|DemonSlayer]] 00:32, 13 April 2008)<br />
<br />
== Barnstar ==<br />
<br />
{{Barnstar|I give you this barnstar for adding so much of the [[UA:Variant Rules|Unearthed Arcana]] material to D&D Wiki. Thanks a lot. --[[User:Green Dragon|Green Dragon]] 21:23, 9 June 2008 (MDT)}}<br />
<br />
<br />
I second the Barnstar to the right. — [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 16:43, 15 June 2008 (MDT)</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=User_talk:DemonSlayer&diff=261718User talk:DemonSlayer2008-06-15T22:43:12Z<p>OptimizationFanatic: /* Barnstar */</p>
<hr />
<div>== Welcome to D&D Wiki! == <br />
<br />
;Welcome!<br />
Hello {{PAGENAME}}, and welcome to D&D Wiki. I hope you have been enjoying this site, and I hope you have been finding the information here on D&D Wiki useful. I am an admin (and, actually, the owner as well) here on D&D Wiki along with a couple other people who make up "The Face" of D&D Wiki. An entire list of admins can be found [[D&D Wiki:Administrators|here]].<br />
;Questions:<br />
If you have any question about D&D Wiki, D&D, formatting on D&D Wiki, what day today is, or whatever, an admin will, many times, give the best answer. Please feel free to ask any admin any question ([http://www.dandwiki.com/wiki/index.php?title=User_talk:Green_Dragon&action=edit&section=new ask me a question!]).<br />
;Formatting<br />
Formatting on D&D Wiki (or any wiki for that matter) can be very difficult, and if you need help a good place to start is [http://en.wikipedia.org/wiki/Help:Editing Help:Editing] on Wikipedia (or even their [http://en.wikipedia.org/wiki/Wikipedia:Introduction Introduction] page). This will explain the basic wiki formatting and should provide quite a few useful links that explain more specific areas of wiki formatting. Again, if you have any questions about formatting on D&D Wiki please ask them as, I imagine, anybody will be more than happy to help you get them answered.<br />
;Community<br />
A strong and welcoming community exists on D&D Wiki, and I am sure you will find it rather nice. Most discussions take place on content talk pages, however please feel free to walk into [[Special:TheTavern|The Tavern]] (our local chat room) and talk to some fellow D&D Wikians. Anyway, on D&D Wiki, possibly since discussions are never deleted, people try to be nice. This means please follow Wikipedia's guidelines on [http://en.wikipedia.org/wiki/Wikipedia:Civility Civility] and [http://en.wikipedia.org/wiki/Wikipedia:Etiquette Etiquette] when discussing anything. And, if an argument does arise, please use Wikipedia's [http://en.wikipedia.org/wiki/Wikipedia:Dispute_resolution Dispute Resolution] to make sure everyone comes out happy. Also, on a pretty different note, to ensure people know who posted what, please sign your name after a post with four tildes (<nowiki>~~~~</nowiki>) or by clicking on the signature icon. [[Image:Signature_icon.png]] This will automatically produce your name and the date. Anyway, I hope you come to love the close-knit D&D Wiki community and welcome again, you are now a D&D Wikian. --[[User:Green Dragon|Green Dragon]] 21:20, 9 June 2008 (MDT)<br />
<br />
== Hey, Nice Work! ==<br />
<br />
I like the Bell Variant...very creative. {{Unsigned|Kisame93|00:07, 13 April 2008}}<br />
<br />
:Well, thanks :). It was my first attempt at writing something here. I actually decided to copy this one from UA first because I thought very little people used it. So if I'd screw up, at least nobody would mind. Glad someone has a use for it :).--([[User:DemonSlayer|DemonSlayer]] 00:32, 13 April 2008)<br />
<br />
== Barnstar ==<br />
<br />
{{Barnstar|I give you this barnstar for adding so much of the [[UA:Variant Rules|Unearthed Arcana]] material to D&D Wiki. Thanks a lot. --[[User:Green Dragon|Green Dragon]] 21:23, 9 June 2008 (MDT)}}<br />
<br />
<br />
I second the above Barnstar. — [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 16:43, 15 June 2008 (MDT)</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=User_talk:Blue_Dragon&diff=261155User talk:Blue Dragon2008-06-12T03:04:55Z<p>OptimizationFanatic: /* No Edit for You! */</p>
<hr />
<div>{{Archives<br />
|label1= Archive 1 (Discussions 1 &ndash; 30)<br />
|label2= Archive 2 (Discussions 31 &ndash; 60)<br />
}}<br />
<br />
== MoI ==<br />
<br />
{{Messages of Interest|messages=<br />
{{MoI-Row<br />
|page=User_talk:Blue_Dragon<br />
|section=<br />
|notifier=Eiji<br />
|date_time=20:27, 11 June 2008 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=User_talk:Blue_Dragon<br />
|section=Issues with search<br />
|notifier=OptimizationFanatic<br />
|date_time=09:44, 11 June 2008 (MDT)<br />
}}<br />
}}<br />
<br />
== Is User Extension ==<br />
<br />
Hey Blue,<br />
<br />
Could you test this extension? It's basically checks if a given string is a registered username on the wiki. I plan on using on the [[Template:Author|author template]] so that unregistered users don't need to use the ''isnotuser'' parameter.<br />
<nowiki><?php<br />
if ( !defined( 'MEDIAWIKI' ) ) {<br />
die( 'This file is a MediaWiki extension, it is not a valid entry point' );<br />
}<br />
<br />
$wgExtensionFunctions[] = 'wfSetupIsUser';<br />
$wgExtensionCredits['parserhook'][] = array(<br />
'name' => 'Is User',<br />
'url' => 'http://www.dandwiki.com/wiki/User:Sledged',<br />
'author' => 'Sledged',<br />
'description' => 'Simple user existence-checking extension',<br />
);<br />
<br />
$wgHooks['LanguageGetMagic'][] = 'wfIsUserLanguageGetMagic';<br />
<br />
/**<br />
* if user exists<br />
*/<br />
<br />
class ExtIsUser<br />
{<br />
function isuser( &$parser, $name = '', $then = '', $else = '' )<br />
{<br />
global $wgAuth;<br />
<br />
if ($wgAuth->userExists($name))<br />
{<br />
return $then;<br />
}<br />
<br />
return $else;<br />
}<br />
}<br />
<br />
function wfSetupIsUser()<br />
{<br />
global $wgParser, $wgExtIsUser</nowiki><s>, $wgHooks</s><nowiki>;<br />
<br />
$wgExtIsUser = new ExtIsUser;<br />
$wgParser->setFunctionHook( 'isuser', array( &$wgExtIsUser, 'isuser' ) );<br />
</nowiki><s>$wgHooks['ParserClearState'][] = array( &$wgExtParserFunctions, 'clearState' );</s><nowiki><br />
}<br />
<br />
</nowiki><s>function wfParserFunctionsLanguageGetMagic( &$magicWords, $langCode )</s><nowiki><br />
function wfIsUserLanguageGetMagic( &$magicWords, $langCode )<br />
{<br />
switch ( $langCode )<br />
{<br />
default:<br />
$magicWords['isuser'] = array( 0, 'isuser' );<br />
}<br />
<br />
return true;<br />
}<br />
<br />
?><br />
</nowiki><br />
—[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 11:06, 1 June 2007 (MDT)<br />
<br />
:Minor edit. see above. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 10:57, 7 June 2007 (MDT)<br />
<br />
::There seem to be a few problems with the processing that this extension will go through. I set up a magic word {{IS_USER}} which doesn't actually do anything, but would be used to figure it out, and if you look in the [http://www.dandwiki.com/w/index.php?title=Sandbox&oldid=109036 sandbox] you will see that it does not work. I would be willing to make a bot to switch over the users that don't exist, and then possibly build an extension similar to <nowiki>{{deletepage}}</nowiki> that would figure out whether it is a user. Let me know what you think. You can also see the code that I am using at [http://www.dandwiki.com/w/extensions/IsUser/IsUser.txt /w/extensions/IsUser/IsUser.txt]. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 11:29, 7 June 2007 (MDT)<br />
<br />
:::Crap on a stick! It looks like the method <code>$wgAuth->userExists()</code> doesn't work the way I thought it would. (I knew it looked a little too straight forward.) I'll do some digging around and see what I can figure out. If I can get that part right the rest of it should (I really dislike using that word) work (along with yet a couple more edits). —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 12:19, 7 June 2007 (MDT)<br />
<br />
::::I did build a Perl subroutine that will determine whether a user exists or not, which you can see is implemented in the MoI code. Let me know if you want to get something working outside of MediaWiki, but things will become much clearer. It is also possible for me to port that code to PHP so it can be used as an extension, but it would do the same thing. Let me know what you think. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 16:58, 7 June 2007 (MDT)<br />
<br />
:::::I suppose that would be better than delving into the code that produces the [[Special:Listusers|User list]] page. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 22:12, 7 June 2007 (MDT)<br />
<br />
== Username ==<br />
<br />
can I change my username from Sam kay to Sam Kay please? {{unsigned|Sam Kay|07:06, 3 June 2007 (MDT)}}<br />
<br />
:Sure! Let me know if it worked for you. I am not rebuilding the recent changes table, however, due to patrolling, but all new edits should be from Sam Kay. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 10:46, 7 June 2007 (MDT)<br />
<br />
::yep, it worked. Thanks! {{Unsigned|Sam Kay|11:29, 11 June 2007 (MDT)}}<br />
<br />
== Lord of the Rings ==<br />
<br />
Hey, Blue Dragon! I have created a D&D campaign setting based on said book, and when I asked green dragon, he said I should put it on D&D wiki. However, it is in a word (2003) document, and I don't know how to convert it into wiki formatting without taking forever. When I asked Green Dragon, he said you had a PDF wiki-code program that might help. Could you please help me convert it? Thanks. [[User:Sam Kay|Sam Kay]] 09:44, 12 June 2007 (MDT)<br />
<br />
:Sure, this sounds like a great idea! Upload your .doc file, and I will look at parsing it and try to get it up soon. I did build a xml-to-wiki program, and it would probably just take a little bit of tweaking to get it to work with RTF. Upload to it to [[dndmedia:Main_Page|DnD Media Repository]], and I will take a look at it. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 10:36, 12 June 2007 (MDT)<br />
<br />
::How do I do that? [[User:Sam Kay|Sam Kay]] 10:48, 12 June 2007 (MDT)<br />
<br />
:::Go to [http://media.dandwiki.com/wiki/Special:Upload this page], and sign in with your D&D Wiki username and password, and then fill out the form. Let me know if you have any other problems. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 12:34, 12 June 2007 (MDT)<br />
<br />
::::Thanks for that, I have now managed to upload it. it is [http://media.dandwiki.com/wiki/Image:D%26D_Lord_of_the_Rings.doc Here]. [[User:Sam Kay|Sam Kay]] 14:19, 12 June 2007 (MDT)<br />
<br />
:::::Hm... this book in .doc format is a lot harder to convert than what I used for .xml. I will try some things, but don't expect quick progress. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 19:09, 13 June 2007 (MDT)<br />
<br />
::::::Let me know how you like the current formatting. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 13:18, 14 June 2007 (MDT)<br />
<br />
:::::::I really like the curent formatting. I think the page is ready to put on the campaign setting pages now. I have made some minour text adjustments (correcting my text mistakes, adding several things to the orks ect), so it is now ready. [[User:Sam Kay|Sam Kay]] 05:28, 16 June 2007 (MDT)<br />
<br />
== temp admin ==<br />
<br />
Hi Blue Dragon,<br />
<br />
I'd like to clean up the whole feat type mess. The list pages, categories and feats themselves should use the same descriptors. For that I need to edit the SRD feat pages. Not for changing the feats themselves, just categories, links etc. To do that I would need admin rights, once I'm done they can be revoked. <br />
<br />
I have some experience using wiki admin functions from the [www.omegawiki.org omegawiki] beta phase. --[[User:Mkill|Mkill]] 22:52, 20 June 2007 (MDT)<br />
<br />
:First off, these kinds of questions should really go to me (Blue Dragon deals with the technical aspects of the site, I deal with the rest). Even though we are both bureaucrats, I deal with bureaucratic things more. Anyway, I will consider giving you adminship rights, however I may decide to wait until I get back to my house in SLC (where internet usage is mroe constant). I am leaving Green River on the 4th of August. I decide on this temporary adminship question later, and tell you when I decide. Sorry. --[[User:Green Dragon|Green Dragon]] 15:48, 11 July 2007 (MDT)<br />
<br />
::Okay, I will give you temporary adminship for around 6-7 days. I am sure you will not abuse this, and I hope you are able to standardize the SRD feats. Also, because I am letting you become an admin not elected by the community, I would like you to do me a favor. Currently, while I am on vacation, about 50% of the new articles are not linked to correctly. I would be very happy if you could ''make sure every new article is linked to correctly''. Please please do this, as if it is not done D&D Wiki will become a mess... Also, if you have a lot of spare time, I would be happy if you could try to get rid of all articles on [[Special:Orphaned pages -- Excluding DPL and SRD]] (make sure to modernize [[MediaWiki:Pages using DPL]] to make it work). If could do this I would be very happy. Thanks in advance. --[[User:Green Dragon|Green Dragon]] 10:23, 16 July 2007 (MDT)<br />
<br />
:::I thank you very much for your trust. I don't think I can achieve as much as I would want in that time, as I have my exams for the semester at the end of this week, but maybe I can spare a few minutes. --[[User:Mkill|Mkill]] 10:26, 16 July 2007 (MDT)<br />
<br />
::::Just curious, do you need more time now? --[[User:Green Dragon|Green Dragon]] 10:41, 30 July 2007 (MDT)<br />
<br />
:::::Well, it would be nice if you would support [[Requests for Adminship/Mkill]] --[[User:Mkill|Mkill]] 10:45, 30 July 2007 (MDT)<br />
<br />
::::::I'm waiting to respond because the questions have not yet been done... I am not sure of your answers yet. --[[User:Green Dragon|Green Dragon]] 07:09, 2 August 2007 (MDT)<br />
<br />
== Slaying Sway ==<br />
<br />
I've having trouble with [[Slaying Sway (DnD Feat)]]. I've had trouble both opening this and saving this. --[[User:Dmilewski|Dmilewski]] 11:59, 20 July 2007 (MDT)<br />
<br />
:Hello Dmilewski. It appears to be working for me. If you could give me some more information about what the problem seems to be, and what your client is, that would be great. Sorry, &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 17:50, 30 July 2007 (MDT)<br />
<br />
::Is this still a problem for you? It appears to be okay for me... --[[User:Green Dragon|Green Dragon]] 14:11, 4 August 2007 (MDT)<br />
<br />
:::My edits are now there. Weird. I had tried for hours to edit that thing and it kept timing out while other feats edited fine. Go figure. Thanks for looking. --[[User:Dmilewski|Dmilewski]] 05:30, 5 August 2007 (MDT)<br />
<br />
== Embedded images ==<br />
<br />
D&D Wiki has functionality to include images on pages, just by adding a link to the file. What I'm trying to figure out is how you can give commands for these images, such as height, width and positioning. Do you have an idea? See also [[SRD Talk:Bugbear (Creature)]] --[[User:Mkill|Mkill]] 22:11, 12 August 2007 (MDT)<br />
<br />
:I would say just upload them to the Media Repository and then they can be modified (see Wikipedia's help on images if you do not know how to). Also, Blue Dragon is currently out of town and will not be back for a bit. --[[User:Green Dragon|Green Dragon]] 14:02, 14 August 2007 (MDT)<br />
<br />
== Extension Upgrade Request ==<br />
<br />
So I put an [http://meta.wikimedia.org/wiki/Help:Inputbox input box] on the [[SRD]] page so that users could to a quick search that limited to the SRD namespace. Unfortunately, It's still searches the (Main) namespace. I don't think the current version supports the "namespace" parameter, or if it does it's not behaving as expected. Could you upgrade the extension, please? Thanks. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 16:24, 30 August 2007 (MDT)<br />
<br />
:Hello Sledged. I have upgraded Inputbox to the most recent version. Let me know if there are any issues. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 17:20, 1 September 2007 (MDT)<br />
<br />
::It works! IT WORKS!! Thanks.<br />
::Too bad it doesn't work like I thought it would. Fortunately, there's a request to limit searches to specific namespaces. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 14:37, 8 September 2007 (MDT)<br />
<br />
== The Tavern ==<br />
<br />
I got this message when trying to load the tavern.<br />
<br />
No such special page<br />
From D&D Wiki<br />
Jump to: navigation, search<br />
<br />
You have requested an invalid special page, a list of valid special pages may be found at special pages list.<br />
<br />
Return to Main Page.<br />
<br />
I think the link might be faulty.<br />
<br />
[[User:Sol|sol]] 13:30, 8 September 2007 (MDT)Sol<br />
<br />
:The link has now been fixed. Thanks for letting me know about it! &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 13:31, 8 September 2007 (MDT)<br />
<br />
== New Extension ==<br />
<br />
As a follow up to [[Talk:Druid (Evaluational Base Class Layout)/Span id?|this discussion]], I've put together the following extension:<br />
<br />
:''Source code removed because it's obsolete.''<br />
<br />
Here's an example of the expected behavior:<br />
;Wiki-markup :<code><nowiki>'''<anc>Fass Cleature ([[Su]])</anc>:''' What's a fass cleature?</nowiki></code><br />
;HTML result :<code><nowiki><b><span id="Fass_Cleature_.28Su.29">Fass Cleature (<a href="/wiki/Su" title="Su">Su</a>)</span>:</b> What's a fass cleature?</nowiki></code><br />
;Display :<span style="background-color: #e6d88d;">'''Fass Cleature ([[Su]]):''' What's a fass cleature?</span><br />
—[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 14:37, 8 September 2007 (MDT)<br />
<br />
:Excellent extension! There were a few problems with it, and I made a diff of the changes that I had to make.<br />
<br />
::''Source code removed because it's obsolete.''<br />
<br />
:Let me know if there are any problems with it, and good job! Thanks for the extension! &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 16:04, 8 September 2007 (MDT)<br />
<br />
::Excellent!! Thanks! —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 16:31, 8 September 2007 (MDT)<br />
<br />
:::By the way, if you ever get the latest version of [http://semeb.com/dpldemo/index.php?title=Main_Page DPL2] to work, we can get filters for spells, creatures, races, feats, etc by using DPL2 in conjunction with the [http://www.mediawiki.org/wiki/Extension:Simple_Forms simple forms extension]. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 20:52, 9 September 2007 (MDT)<br />
<br />
:: Going by the [http://www.mediawiki.org/wiki/Manual:Tag_extensions#How_do_I_render_wikitext_in_my_extension.3F|tag extension manual], since this wiki is running v1.10.0, the instances of <code>$parser->parse( $wikimarkup, $parser->mTitle, $parser->mOptions, false, false )->getText()</code> should probably be using <code>$parser->recursiveTagParse( $wikimarkup )</code> instead. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 14:09, 19 September 2007 (MDT)<br />
<br />
=== Extension Update! ===<br />
<br />
The new and improved [http://www.mediawiki.org/wiki/Extension:Auto-Anchor Auto-Anchor extension]. It's parser function now, because I've found that I like extensions as parser functions rather than tags. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:51, 7 December 2007 (MST)<br />
<br />
:Hello Sledged. That is a very nice extension, I am glad that you are sharing it at mediawiki.org. I have upgraded to the latest version. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 22:15, 7 December 2007 (MST)<br />
<br />
== Bug in the Tavern ==<br />
<br />
My internet connection keeps failing, and after it came back and reloaded, I tried to access The Tavern and it said my nickname "sol" was already in use, from me, but the tavern did not realize I had left and re-entered.<br />
<br />
[[User:Sol|sol]] 15:51, 8 September 2007 (MDT)sol<br />
<br />
:There is a ping timeout in the server of 200 seconds. It will work for you now. If you need to know whether or not you have been logged out, check the [[Special:TheTavernHistory|Tavern's History]] to see whether [[User:The Innkeeper|The Innkeeper]] realized you left. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 15:55, 8 September 2007 (MDT)<br />
<br />
::Thanks, that helps a lot. The problem is now fixed! [[User:Sol|sol]] 12:05, 9 September 2007 (MDT)Sol<br />
<br />
It says that my name is a fake username. What does that mean? --[[User:207.200.116.8|207.200.116.8]] 12:49, 19 September 2007 (MDT)<br />
<br />
:This should not be happening. Let me know if the error is still occurring. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 16:54, 22 September 2007 (MDT)<br />
<br />
== Yet Another Extension Request (I Just Won't Stop, Will I?) ==<br />
<br />
Actually, three requests: [http://www.mediawiki.org/wiki/Extension:Control_Structure_Functions Control Structure Functions], [http://www.mediawiki.org/wiki/Extension:Character_Escapes Character Escapes], and [http://www.mediawiki.org/wiki/Extension:LO_Parser_Functions LO Parser Functions]. The first is dependent on the second and third. Also, they effectively replace the [http://meta.wikimedia.org/wiki/Help:ParserFunctions ParserFunctions] extension, since they use the same magic words/hooks.<br />
<br />
Also, I've (finally) set up my own development wiki, so now I'll be able to test my custom extensions on my own. Yay! —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 22:37, 24 September 2007 (MDT)<br />
<br />
== reCAPTCHAs ==<br />
<br />
I mentioned this on WRPS, but I figured I should send a note directly to you as well. http://recaptcha.net might be a beneficial alternative to our current captchas. [[WikiRPS:User:DotHectate|dotHectate]] 08:09, 2 October 2007 (MDT)<br />
<br />
PS. I just discovered that we do now... LOL, that's what I get for not being logged in, eh? lol<br />
<br />
== D and D chat ==<br />
<br />
D and D chat is not working. It says "Not connected to IRC" and gives no option to reconnect.<br />
<br />
[[User:Sol|sol]] 11:27, 7 October 2007 (MDT)Sol<br />
<br />
:This problem has now been fixed. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 21:23, 7 October 2007 (MDT)<br />
<br />
== MOI ==<br />
<br />
Hey, Blue Dragon.<br />
<br />
One of the Admin guys at [http://lotr.wikia.com/wiki/Main_Page One Wiki to Rule Them All] was interested in adding a MOI, like we have (I told them about it), but doesn't know the... Javascript/AJAX script<sup>1</sup> or whatever, and wondered about where he could find it... Can you help please? Thanks! You can contact him [http://lotr.wikia.com/wiki/User:KingAragorn here], or you can contact me. <br />
<br />
<small>1 I do not claim to be a programmer. I can't understand it!</small><br />
<br />
Yet again, thanks. --[[User:Sam Kay|Sam Kay]] 11:32, 17 October 2007 (MDT), 18 October 2007 (MDT)<br />
<br />
:Hello Sam Key. I programmed the MoI system without a modularized integrable design method in mind. However, I would be more than glad to help get it working at LotR wiki. Let me know if it is a serious interest, and I then I can prepare the code so that it can be easily used and modified by anyone. The one requirements that you should let him know about is CGI support with Perl. I built it this way because I am much more of a fan of Perl than PHP, and the bot actually leaves the real of the wiki for a bit and accesses the wiki back with WWW::Mechanizer. Let me know what you want me to do, &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 18:47<br />
<br />
::Ok, I have sent your message to the LotR Admin in question (KingArogorn), and am waiting for a reply. --[[User:Sam Kay|Sam Kay]] 10:33, 19 October 2007 (MDT)<br />
<br />
:::He said that because LotR Wiki is part of wikia, he would not be able to add it. Thanks for your help. --[[User:Sam Kay|Sam Kay]] 06:02, 20 October 2007 (MDT)<br />
<br />
::::'''shudder''' wikia '''shudder''' (jk ''':P'''). --[[User:Green Dragon|Green Dragon]] 23:30, 21 October 2007 (MDT)<br />
<br />
:On a similar note, Blue; have you considered sharing this extension with the greater wiki community and adding it to [http://www.mediawiki.org/wiki/MediaWiki MediaWiki's] extension repository? —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 10:33, 22 October 2007 (MDT)<br />
<br />
== Tavern Bug ==<br />
<br />
Hey, when I logged out of the Tavern, it still kept my username logged in even though I wasn't at the page. I've tried logging out and back in, etc. but it still has the name. It's kept it since the last 4+ hours or so.<br />
<br />
:Hello, is this problem still occuring? I can not seem to recreate it. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 22:11, 29 October 2007 (MDT)<br />
<br />
::Well, it fixed itself and hasn't happened again so far... --[[User:Watsyurname529|Watsyurname529]] 05:13, 30 October 2007 (MDT)<br />
<br />
== DPL Limit? ==<br />
<br />
I have a few issues with a few very-long DPL's. On the SRD, both [[SRD:Spells]] and Creatures stop in the R's. I imagine that there is some value limiting the size of a DPL return. I converted Creatures to a static list. Spells is still a DPL. Can you poke around and see what may be causing this?--[[User:Dmilewski|Dmilewski]] 13:57, 8 December 2007 (MST)<br />
<br />
: The limit is 500. That limit was set because of the strain on the back-end database. That being said, the SRD dpl results are cached (by setting <code>allowcachedresults=true</code>) so it doesn't access the DB every time the page is viewed. I think we can get away with increasing the limit whenever cached results are allowed. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:05, 8 December 2007 (MST)<br />
<br />
::I have now set the limit to 5000. Let me know if this will not be enough. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 16:19, 9 December 2007 (MST)<br />
<br />
:::For right now it will work since we have less than 5000 homebrew/OGC items and less then 5000 SRD items. Thanks for fixing that! --[[User:Green Dragon|Green Dragon]] 19:04, 9 December 2007 (MST)<br />
<br />
::::At some point we're going to have to have paged lists. The [http://www.mediawiki.org/wiki/Extension:Simple_Forms simple forms extension] has a parser function that allows GET/POST parameters to be used in the pages. It's still very much in the beta stages, but it'll serve the purpose of paged list. Here's a [http://semeb.com/dpldemo/index.php?title=DPL_Simple_Forms_Test demo] of it on the DPL2 site. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 11:01, 11 December 2007 (MST)<br />
<br />
== Random Code Thing... ==<br />
<br />
On wikia they have a code for randomly selecting one of a number of options. This code does not work on D&D Wiki. I was wondering why it doesn't work and if you could add it, please? I would like to use it on several of my pages. Here is what the code looks like:<br />
<br />
<choose><br />
<option>Option 1</option><br />
<option>Option 2</option><br />
</choose><br />
<br />
Thanks. --[[User:Sam Kay|Sam Kay]] 07:13, 20 December 2007 (MST)<br />
:Added. ''':)''' &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 20:43, 20 December 2007 (MST)<br />
<br />
::You might run into an issue with caching... let me know if you do. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 20:43, 20 December 2007 (MST)<br />
<br />
:::Yay, it works! Thanks! --[[User:Sam Kay|Sam Kay]] 03:38, 21 December 2007 (MST)<br />
<br />
== Different Random Code Thing... ==<br />
<br />
So I've been learning AJAX at work recently and I figured it would be helpful to add some extra functionality to the site. I've already written a mock-up NPC generator (though I will likely rewrite it again because I am never happy with my design the first time I do something). I'm trying out the Google Web Toolkit (which seems really awesome do far) and I want to do a few test projects before I re-write the web application I've spent the last year on. I'm wondering if there is any places you could see AJAX coming in handy. I'd also like to know if there would be a way to auto-submit the data from the NPC generator (rather than generate the wiki syntax and have the user copy and paste it). --[[User:Aarnott|Aarnott]] 07:35, 20 December 2007 (MST)<br />
<br />
:Hello Aarnott, I am not so sure about the use, I do know that I use AJAX with the MoI stuff, but Green Dragon will most probably be able to give you tons of applications that he thinks would work. AJAX is pretty neat, and definitely fun to program! It would not be a problem at all to submit the data through AJAX without requiring the user to log in and submit it. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 16:29, 20 December 2007 (MST)<br />
<br />
== Tavern bug ==<br />
<br />
I was in the Tavern when my computer froze up and I restarted it. When I came up to the tavern again, it said that I could not enter the Tavern because "username wackymynd is already in use". Anything I can do about this?--[[User:Wackymynd|Wackymynd]] 15:36, 15 January 2008 (MST)<br />
<br />
:Hello Wackymynd. This is a serious issue---it will automatically log you out after a given period of inactivity, and maybe I could bring this time level down some. I also need to address the issue of users being able to change their username while their account is currently logged on. Thanks for alerting me to this issue, and I will address it fully soon. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 15:39, 15 January 2008 (MST)<br />
<br />
::Well, I was able to get back in after a little while.--[[User:Wackymynd|Wackymynd]] 15:31, 16 January 2008 (MST)<br />
<br />
== Greets ==<br />
<br />
Hey there! Was in the tavern with you but didn't realize you were admin. Glad I slid that bowl of mead in your direction! *grin*<br />
<br />
Nice place you've got here ... it's been years since I've done any serious RP.<br /><br />
cheers!<br /><br />
ben aka --[[User:TogoGrandeSmials|TogoGrandeSmials]] 20:45, 20 January 2008 (MST)<br />
<br />
:Thanks for the greeting! &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 13:29, 24 January 2008 (MST)<br />
<br />
== Skin Updater ==<br />
<br />
Hey, Blue, Did you disable the skin updater with the last upgrade? The changes aren't taking when I run it. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 11:13, 24 January 2008 (MST)<br />
<br />
:Hm... I'm guessing it could be a permissions issue. Does it work now? &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 13:32, 24 January 2008 (MST)<br />
<br />
::Still no go. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 13:48, 24 January 2008 (MST)<br />
<br />
:::How about now? Sorry about these issues. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 12:25, 30 January 2008 (MST)<br />
<br />
::::We're good! Thanks. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 14:02, 30 January 2008 (MST)<br />
<br />
== Tavern's broken again ==<br />
<br />
Tavern's broken again. Looks like it lost it's "registered" status on the irc network you're using. I hopped on today and your Innkeeper bot was gone, and I got op'd right away, for creating it. might want to re-create and re-register. Also, maybe try a different IRC server? That one you're using seems to be really off-and-on. Anyways, ttyl. --[[User:Othtim|Othtim]] 00:01, 16 February 2008 (MST)<br />
<br />
:Thanks for the update! I believe that it has been fixed now? The way that it is set up is with a dedicated IRC network &mdash; the reason that it must seem very on and off is because I frequently forget about it while I am doing changes and revisions, and will just forget to turn it back on. 100% human error ''':)'''. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 15:00, 29 April 2008 (MDT)<br />
<br />
== nickname changes ==<br />
<br />
Re tavern: Is it a bug, or does nickname changing not work? Is this done on purpose? comments? --[[User:Othtim|Othtim]] 20:01, 19 February 2008 (MST)<br />
<br />
:Nickname changing will not work as it does with standard IRC while it will cause the Innkeeper severe headaches ''';)'''. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 14:58, 29 April 2008 (MDT)<br />
<br />
== Edit count ==<br />
<br />
Hey I found your page [[Special:EditCount]] and was wondering if you could make it so its includeable I tried <tt><nowiki>{{Special:EditCount/Hawk}}</nowiki></tt> but it only linked. Thanks in advance. --[[User:Hawk|Hawk]] 06:49, 5 March 2008 (MST)<br />
<br />
:As of right now, this is not possible. However, if you want, I can easily set it up so there is. Let me know if there is still demand! &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 14:57, 29 April 2008 (MDT)<br />
<br />
== sorry forgot this last time ==<br />
can i have a @dandwiki.com email account<br />
Druidic1<br />
<br />
:Of course! Just let me know what you want it to be, and I will email you with your default password. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 14:57, 29 April 2008 (MDT)<br />
<br />
== Question ==<br />
<br />
Can we do mapping on the wiki, you know like html? --[[User:Lord Dhazriel|Lord Dhazriel]] 15:38, 26 April 2008 (MDT)<br />
<br />
:Hm... I am not positive what you mean by mapping. Are you talking about image maps? If so, then there is a structured wiki syntax that deals with them specifically. Let me know if that is what you mean, and I can give you some [hopefully] helpful leads. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 15:01, 29 April 2008 (MDT)<br />
<br />
:: Like taking a portion of one image and use it. Like putting a link on a country in a world map. Is this more clear? --[[User:Lord Dhazriel|Lord Dhazriel]] 17:34, 29 April 2008 (MDT)<br />
<br />
== Question ==<br />
<br />
Can I use things developed using the rules in the [http://www.wizards.com/default.asp?x=products/dndcore/177520000 Dungeon Master's Guide] and post them on the Wiki? I'm asking about things like towns made using the town developing rules?<br />
<br />
:Yes, so long as you don't detail the rules themselves. Just like you can post NPCs that use classes from non-OGL books. --[[User:Aarnott|Aarnott]] 21:31, 29 April 2008 (MDT)<br />
<br />
== Tavern connection ==<br />
<br />
<nowiki>* Welcome to CGI:IRC 0.5.9 (2006/06/06)<br />
* Looking up goldmine<br />
* Connecting to goldmine [166.70.99.91] port 6667<br />
* An error occurred: Connecting to IRC: Connection refused connecting to 166.70.99.91:6667"</nowiki><br />
<br />
Okay i've checked this thing out a few times this week to see if i can by some miracle find some one in there but no. Any way today this thing comes up, and my knowledge of IRC (minimal) tells me that the channel's host is down/dead/hates-you. Just thought i should point it out to the "report a bug" thing. <br />
<br />
<br />
Further more, why not get a Gamesurge channel or some thing similar instead? just a thought. --[[User:SDK Exile|SDK_Exile]] 07:12, 14 May 2008 (MDT)<br />
<br />
== Site Downtime? ==<br />
<br />
Any news on the fact that the site has been going down for the past couple of days? {{User:OptimizationFanatic/Signature}} 16:35, 15 May 2008 (MDT)<br />
<br />
:Hello OptimizationFanatic. I am sorry about the downtown that the site had experienced rampantly throughout last week. That was due to a broken router which decided to continually reset itself. I had thought that I had fixed it several times before realizing that the hardware itself was broken. Thank you for your consideration, and hopefully this downtime was a rather isolated issue! &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 00:45, 23 May 2008 (MDT)<br />
<br />
::Ah. Thanks! — [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 09:04, 23 May 2008 (MDT)<br />
<br />
== Issues with search ==<br />
<br />
I keep getting this message when searching:<br />
There was a problem with the wiki search. This is probably temporary; try again in a few moments, or you can search the wiki <br /> through an external search service.<br />
Is this just happening on my end? If so, how do I fix it? -- [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 16:18, 17 May 2008 (MDT)<br />
<br />
:Same here- just try the external search. Eventually it will fix itself. --[[User:Palantini|Palantini]] 23:17, 18 May 2008 (MDT)<br />
<br />
::Thank you for alerting me to this issue! This was due to the downtime last week, and I did not realize that search was not working as a result of this. It should be fixed now. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 00:49, 23 May 2008 (MDT)<br />
<br />
:::You're welcome, and thanks for the quick fix! — [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 09:04, 23 May 2008 (MDT)<br />
<br />
::::It's happening again, unfortunately. Just thought I'd tell you. — [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 09:44, 11 June 2008 (MDT)<br />
<br />
== No Edit for You! ==<br />
<br />
For the last 3-4 days I have been unable to edit, preview, or otherwise alter any pages. I've tried both IE and Firefox on the matter. Now, i can create pages, but I can't do much after, as it will load and time out. Clearing cookies and the like has not helped and I am puzzled that at least once, it has gone through. I don't know if I'll even be able to post this. Can you help me out? <br />
<br />
This was the message that Eiji asked me to give you, from the Tavern.-- [[User:Ramses IV|Ramses IV]] 20:37, 11 June 2008 (MDT)<br />
<br />
:After testing via proxy, the problem appears to be with his IP. — [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 21:04, 11 June 2008 (MDT)</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=UA:Sanity&diff=261143UA:Sanity2008-06-12T01:12:02Z<p>OptimizationFanatic: /* Sample Drugs */</p>
<hr />
<div>{{OGL Top}}<br />
<br />
=Sanity=<br />
<br />
This variant system allows you to introduce an element of dark horror into your d20 game. In campaigns using these rules, characters gain a new attribute called Sanity. This statistic functions like an ability score in some ways, but it has its own unique mechanics that represent the character’s descent from a stable and healthy mental state into confusion, dementia, and mental instability. As a character encounters monsters, witnesses horrible acts, masters forbidden knowledge, or casts spells, his Sanity score, and his corresponding ability to function as a normal member of his race, deteriorates. This gradual descent is balanced in part by the powers that characters gain each time they overcome a horrific foe or grow in skill and expertise, but even as those characters grow in power, they know or fear that an even greater peril lies ahead—the threat of becoming permanently insane.<br />
<br />
===Behind the Curtain: Sanity===<br />
<br />
Because it affects the way that characters interact with the creatures and objects that they encounter on their adventures in many different and profound ways, this variant, perhaps more than any other in Unearthed Arcana, can alter the entire feel of a campaign. If you adopt this variant in your campaign, the largest change will most likely be one of tone (this applies to an even greater extent if you adopt the entire Cthulhu Mythos that the variant is based on).<br />
<br />
As in the Call of Cthulhu Roleplaying Game, characters feel more vulnerable, for no matter how powerful they become, the dark gods are always greater. Religion is not only a source of comfort or succor, but also a dangerous enemy. (In those games that use the Cthulhu Mythos, religion seldom provides any succor at all.) Characters are suspicious, even paranoid, for a seemingly innocent commoner could secretly serve a cult. And yet, with such dark challenges come the opportunities for greater heroism.<br />
<br />
==What Is Sanity?==<br />
<br />
Sanity is the natural mental state of ordinary life. Normal mental balance is endangered when characters confront horrors, entities, or activities that are shocking, unnatural, and bewildering. Such encounters cause a character to lose points from his Sanity score, which in turn risks temporary, indefinite, or permanent insanity. Mental stability and lost Sanity points can be restored, up to a point, but psychological scars may remain.<br />
<br />
Insanity occurs if too many Sanity points are lost in too short a time. Insanity does not necessarily occur if Sanity points are low, but a lower Sanity score makes some forms of insanity more likely to occur after a character experiences an emotional shock. The character’s Sanity may be regained after a few minutes, recovered after a few months, or lost forever.<br />
<br />
A character may regain Sanity points, and even increase her Sanity point maximum. However, increasing a character’s ranks in the Knowledge (forbidden lore) skill always lowers her maximum Sanity by an equal amount.<br />
<br />
==Forbidden Knowledge==<br />
<br />
The Sanity rules assume that some knowledge is so alien to human understanding that simply learning of its existence can shatter the psyche. While magic and nonhuman races form an everyday part of a d20 character’s life, even a seasoned adventurer cannot conquer or understand some things. Knowledge of these secrets and creatures is represented by a new skill that goes hand in hand with a character’s Sanity score: Knowledge (forbidden lore).<br />
<br />
This type of knowledge permanently erodes a character’s ability to maintain a stable and sane outlook, and a character’s current Sanity can never be higher than 99 minus the modifier the character has in the Knowledge (forbidden lore) skill. This number (99 minus Knowledge (forbidden lore) ranks) is the character’s maximum Sanity.<br />
<br />
===Knowledge (Forbidden Lore) (None)===<br />
<br />
You know That Which Should Not Be Known. You have had horrible supernatural experiences and read forbidden tomes, learning truly dark secrets that have challenged everything you thought you knew. Since these revelations defy logic or commonly accepted fact, it does not matter how intelligent or wise you are when using this skill—only how much exposure to these dark secrets themselves you have experienced.<br />
<br />
'''Check'''<br />
<br />
Answering a question about the horrible deities and secrets that lurk at the edges of reality has a DC of 10 (for really easy questions), 15 (for elementary questions), or 20 to 30 (for difficult or really tough questions). Unlike in other fields of study, there are almost no really easy questions associated with this dark knowledge.<br />
<br />
You can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s HD. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, the DM can give another piece of useful information.<br />
<br />
The DM can decide which monsters are subject to the Knowledge (forbidden lore) skill and which monsters are subject to one of the standard Knowledge skills. For example, the DM may rule that Knowledge (the planes) is still the relevant skill for learning or knowing about outsiders, rather than allowing them to be identified by Knowledge (forbidden lore). However, in most campaigns that use the Sanity variant, aberrations and oozes should be able to be identified by Knowledge (forbidden lore) rather than by Knowledge (arcana) and Knowledge (dungeoneering) respectively.<br />
<br />
'''Action'''<br />
<br />
Usually none. In most cases, making a Knowledge check doesn’t take an action—you simply know the answer or you don’t.<br />
<br />
'''Try Again'''<br />
<br />
No. The check represents what you know, and thinking about a topic a second time doesn’t let you know something that you never learned in the first place.<br />
<br />
'''Special'''<br />
<br />
You cannot gain ranks in this skill by spending skill points. You can only gain ranks by reading forbidden tomes or having experiences with horrible creatures. Each rank you gain in this skill permanently reduces your maximum Sanity by 1 point: The more you know about the horrible truths underlying reality, the less capable you are of leading a normal life.<br />
<br />
A character’s first episode of insanity (that is, an occurrence of temporary or indefinite insanity) bestows 2 ranks in the Knowledge (forbidden lore) skill, thereby lowering his maximum Sanity by 2 points. Each time a character fails a Sanity check and endures another episode of insanity, he gains an additional rank in Knowledge (forbidden lore).<br />
<br />
For example, an elven wizard has 1 rank of Knowledge (forbidden lore) after reading a strange manuscript. She then steps outside, sees a chaos beast, and goes indefinitely insane, her raving mind failing to understand the strange creature she has encountered. Since she has never gone insane before, her player adds 2 ranks of Knowledge (forbidden lore) to an elven wizard’s character sheet. Now an elven wizard’s Maximum Sanity is 96 (99 minus 3 ranks of Knowledge (forbidden lore)).<br />
<br />
You cannot take the Knowledge (forbidden lore) skill during character creation. However, the skill has no maximum rank; your level does not limit the number of ranks in Knowledge (forbidden lore) that you can acquire.<br />
<br />
==Sanity Points==<br />
<br />
Sanity points measure the stability of a character’s mind. This attribute provides a way to define the sanity inherent in a character, the most stability a character can ever have, and the current level of sane rationality that a character preserves, even after numerous shocks and horrid revelations.<br />
<br />
Sanity is measured in three ways: starting Sanity, current Sanity, and maximum Sanity. Starting and current Sanity cannot exceed maximum Sanity.<br />
<br />
===Starting Sanity===<br />
<br />
A character’s starting Sanity equals his Wisdom score multiplied by 5. This score represents a starting character’s current Sanity, as well as the upper limit of Sanity that can be restored by the Heal skill (see The Heal Skill and Mental Treatment, later in this section). After creation, a character’s current Sanity often fluctuates considerably and might never again match starting Sanity. A change in a character’s Wisdom score changes his starting Sanity in terms of what treatment with the Heal skill can restore. Current Sanity, however, does not change if Wisdom rises or falls.<br />
<br />
===Current Sanity===<br />
<br />
A character’s current Sanity score fluctuates almost as often as (and sometimes much more often than) his hit points.<br />
<br />
====Making a Sanity Check====<br />
<br />
When a character encounters a gruesome, unnatural, or supernatural situation, the DM may require the player to make a Sanity check using percentile dice (d%). The check succeeds if the result is equal to or less than the character’s current Sanity.<br />
<br />
On a successful check, the character either loses no Sanity points or loses only a minimal amount. Potential Sanity loss is usually shown as two numbers or die rolls separated by a slash, such as 0/1d4. The number before the slash indicates the number of Sanity points lost if the Sanity check succeeds (in this case, none); the number after the slash indicates the number of Sanity points lost if the Sanity check fails (in this case, between 1 and 4 points).<br />
<br />
A character’s current Sanity is also at risk when the character reads certain books, learns certain types of spells, and attempts to cast them. These Sanity losses are usually automatic (no Sanity check is allowed); the character who chooses to undertake the activity forfeits the indicated number of Sanity points.<br />
<br />
In most cases, a new Sanity-shaking confrontation requires a new Sanity check. However, the DM always gets to decide when characters make Sanity checks. Confronting several horribly mangled corpses at one time or in rapid succession may call for just one Sanity check, while the same corpses encountered singly over the course of several game hours may require separate checks.<br />
<br />
====Going Insane====<br />
<br />
Losing more than a few Sanity points may cause a character to go insane, as described below. If a character’s Sanity score drops to 0 or lower, she begins the quick slide into permanent insanity. Each round, the character loses another point of Sanity. Once a character’s Sanity score reaches -10, she is hopelessly, incurably insane. The Heal skill can be used to stabilize a character on the threshold of permanent insanity; see The Heal Skill and Mental Treatment, below, for details.<br />
<br />
A DM’s description of a Sanity-shaking situation should always justify the threat to a character’s well-being. Thus, a horde of frothing rats is horrifying, while a single ordinary rat usually is not (unless the character has an appropriate phobia, of course).<br />
<br />
====Maximum Sanity====<br />
<br />
Ranks in the Knowledge (forbidden lore) skill simulate a character’s comprehension of aspects of the dark creatures at the edges of reality. Once gained, this horrible knowledge is never forgotten, and the character consequently surrenders mental equilibrium. A character’s Sanity weakens as his comprehension of these hidden truths increases. Such is the way of the universe.<br />
<br />
A character’s current Sanity can never be higher than 99 minus the character’s ranks in the Knowledge (forbidden lore) skill. This number (99 minus Knowledge (forbidden lore) ranks) is the character’s maximum Sanity.<br />
<br />
==Loss Of Sanity==<br />
<br />
Characters ordinarily lose Sanity in a few types of circumstances: when encountering something unimaginable, when suffering a severe shock, after casting a spell or when learning a new spell, when being affected by a certain type of magic or a particular spell, or when reading a forbidden tome.<br />
<br />
===Sanity Resistance===<br />
<br />
The Sanity mechanic was originally created to mimic the effect that the unspeakable horrors of the Cthulhu Mythos would have on normal folk from a world much like our own. Since d20 characters live in a world of magic and monsters, however, the DM might want to make them less susceptible to Sanity loss caused by encountering strange creatures (see Table: Sanity Loss from Creatures) by allowing them to have a measure of Sanity resistance, which is tied to one of two attributes.<br />
<br />
Each character can be allowed to have Sanity resistance equal to his character level. Alternatively, each character can be allowed to have Sanity resistance equal to his Wisdom modifier. (Obviously, the second alternative will produce lower Sanity resistance figures in most cases.) This number is the amount of Sanity loss a character can ignore when he encounters a creature that requires a Sanity check.<br />
<br />
The DM may decide that Sanity resistance also applies to certain kinds of severe shocks (although it might not apply to personally horrific experiences, such as seeing a close friend die) and to the casting or learning of spells.<br />
<br />
===Encountering the Unimaginable===<br />
<br />
When people perceive creatures and entities of unspeakable horror, this experience costs them some portion of their minds, since such creatures are intrinsically discomforting and repellent. We never lose awareness of their slimy, fetid, alien nature. This instinctive reaction is part and parcel of humans, elves, dwarves, and other humanoid races. In this category, we can include supernatural events or agents not always recognized as specifically devoted to these dark gods, such as hauntings, zombies, vampires, curses, and so on.<br />
<br />
Table: Sanity Loss from Creatures provides some default Sanity loss values for encountering creatures, based on their type and size. These are only default values—the DM can and should adjust individual monsters he deems more or less horrible than others of their size. An aasimar, for instance, hardly presents a Sanity-shaking sight, and should probably be treated as a humanoid rather than an outsider. On the other hand, a vargouille—a Small outsider appearing much like a flying, bat-winged head—might provoke a much more visceral reaction than other Small outsiders.<br />
<br />
In addition, certain types of monstrous behavior might force additional Sanity checks, much like those described under Severe Shocks, below. For instance, an aboleth is an unnerving sight, but watching one transform your best friend with it's slime should certainly force another check, with losses appropriate to the situation.<br />
<br />
In most d20 games, no character should need to make a Sanity check when encountering an elf, dwarf, or other standard humanoid race, or for encountering domesticated or otherwise commonplace animals. In some cases, even humanoid races such as orcs and goblins might be so common as to not cause Sanity loss either.<br />
<br />
====Specific Monsters and Sanity====<br />
<br />
Some monsters have additional or variant special abilities when using the Sanity variant.<br />
<br />
'''Allip'''<br />
<br />
The allip’s madness ability causes the loss of 2d6 Sanity points rather than the normal effect.<br />
<br />
'''Derro'''<br />
<br />
The derro’s madness ability protects these creatures from any further Sanity loss. Sane derro (especially derro player characters) track Sanity points normally.<br />
<br />
====Monstrous Characters and Sanity====<br />
<br />
In most cases, the DM does not need to keep track of a monster’s Sanity score, but sometimes, especially when in the hands of a player, monsters need Sanity scores just as other characters do.<br />
<br />
Although most campaigns that use the Sanity variant limit players to creating characters from the standard player character races, it’s still easy to envision a world where one or two monstrous races are so common or so integrated into the culture of other races that the DM wants to present them as viable player character options. In these cases, the monsters available as player character races should never provoke a Sanity loss from other characters or NPCs, and these creatures should have a Sanity score and track their Sanity losses just like characters made with the standard PC races. A monster should never lose Sanity for seeing others of its race (spectres don’t lose Sanity when encountering other spectres, and so on). In all cases, what causes Sanity loss for a specific creature is in the hands of the DM.<br />
<br />
{| id="tableSanityLossfromCreatures" class="d20"<br />
|+ Table: Sanity Loss from Creatures<br />
! rowspan="2" align="left" | Monster Type<br />
! colspan="7" | Monster Size<br />
|-<br />
! Up to Tiny<br />
! Small<br />
! Medium<br />
! Large<br />
! Huge<br />
! Gargantuan<br />
! Colossal<br />
|- class="odd"<br />
| Aberration, dragon, ooze, outsider, undead<br />
| align="center" | 1/1d4<br />
| align="center" | 1/1d4<br />
| align="center" | 1/1d6<br />
| align="center" | 1/1d10<br />
| align="center" | 1d4/1d10<br />
| align="center" | 1d6/1d10<br />
| align="center" | 1d6/2d10<br />
|- class="even"<br />
| Elemental, fey, plant, vermin<br />
| align="center" | 0/1d4<br />
| align="center" | 1/1d4<br />
| align="center" | 1/1d6<br />
| align="center" | 1/1d8<br />
| align="center" | 1/1d10<br />
| align="center" | 1d4/1d10<br />
| align="center" | 1d4/2d6<br />
|- class="odd"<br />
| Construct, giant, magical beast, monstrous humanoid<br />
| align="center" | 0/1<br />
| align="center" | 0/1d4<br />
| align="center" | 0/1d6<br />
| align="center" | 1/1d6<br />
| align="center" | 2/2d6<br />
| align="center" | 2/2d6<br />
| align="center" | 3/3d6<br />
|- class="even"<br />
| Animal, humanoid<br />
| align="center" | 0/0<sup>1</sup><br />
| align="center" | 0/1<sup>1</sup><br />
| align="center" | 0/1<sup>1</sup><br />
| align="center" | 0/1d4<sup>1</sup><br />
| align="center" | 0/1d4<br />
| align="center" | 0/1d4<br />
| align="center" | 0/1d6<br />
|-<br />
| class="foot" colspan="8" |<br />
# Only animals or humanoids of truly bizarre or ferocious appearance force such a check.<br />
|}<br />
<br />
===Severe Shocks===<br />
<br />
A shocking sight of a more mundane nature can also cost Sanity points. Severe shocks include witnessing an untimely or violent death, experiencing personal mutilation, losing social position, being the victim of treachery, or whatever else the Game Master decides is sufficiently extreme. The following list gives some examples of severe shocks, and the Sanity loss each one provokes.<br />
<br />
{| class="d20"<br />
! align="left" | Sanity Lost<sup>1</sup><br />
! align="left" | Shocking Situation<br />
|- class="odd"<br />
| 0/1d2<br />
| Surprised to find mangled animal carcass<br />
|- class="even"<br />
| 0/1d3<br />
| Surprised to find human corpse<br />
|- class="odd"<br />
| 0/1d3<br />
| Surprised to find human body part<br />
|- class="even"<br />
| 0/1d4<br />
| Finding a stream flowing with blood<br />
|- class="odd"<br />
| 1/1d4+1<br />
| Finding a mangled human corpse<br />
|- class="even"<br />
| 0/1d6<br />
| Awakening trapped in a coffin<br />
|- class="odd"<br />
| 0/1d6<br />
| Witnessing a friend’s violent death<br />
|- class="even"<br />
| 1/1d6<br />
| Seeing a ghoul<br />
|- class="odd"<br />
| 1/1d6+1<br />
| Meeting someone you know to be dead<br />
|- class="even"<br />
| 0/1d10<br />
| Undergoing severe torture<br />
|- class="odd"<br />
| 1/d10<br />
| Seeing a corpse rise from its grave<br />
|- class="even"<br />
| 2/2d10+1<br />
| Seeing a gigantic severed head fall from the sky<br />
|- class="odd"<br />
| 1d10/d%<br />
| Seeing an evil deity<br />
|-<br />
| class="foot" colspan="2" |<br />
# Loss on a successful check/loss on a failed check.<br />
|}<br />
<br />
===Casting Spells===<br />
<br />
{| id="tableSanityLossfromSpellcasting" class="d20"<br />
|+ Table: Sanity Loss from Spellcasting<br />
|-<br />
! Spell<br />Level<br />
! Low<br />Sanity Loss<br />
! Moderate<br />Sanity Loss<br />
! Extreme<br />Sanity Loss<br />
|- class="odd"<br />
| align="center" | 1st<br />
| align="center" | 1<br />
| align="center" | 2<br />
| align="center" | 1d6<br />
|- class="even"<br />
| align="center" | 2nd<br />
| align="center" | 2<br />
| align="center" | 4<br />
| align="center" | 2d6<br />
|- class="odd"<br />
| align="center" | 3rd<br />
| align="center" | 3<br />
| align="center" | 6<br />
| align="center" | 3d6<br />
|- class="even"<br />
| align="center" | 4th<br />
| align="center" | 4<br />
| align="center" | 8<br />
| align="center" | 4d6<br />
|- class="odd"<br />
| align="center" | 5th<br />
| align="center" | 5<br />
| align="center" | 10<br />
| align="center" | 5d6<br />
|- class="even"<br />
| align="center" | 6th<br />
| align="center" | 6<br />
| align="center" | 12<br />
| align="center" | 6d6<br />
|- class="odd"<br />
| align="center" | 7th<br />
| align="center" | 7<br />
| align="center" | 14<br />
| align="center" | 7d6<br />
|- class="even"<br />
| align="center" | 8th<br />
| align="center" | 8<br />
| align="center" | 16<br />
| align="center" | 8d6<br />
|- class="odd"<br />
| align="center" | 9th<br />
| align="center" | 9<br />
| align="center" | 18<br />
| align="center" | 9d6<br />
|}<br />
<br />
Magic relies on the physics of the true universe. By casting spells, characters visualize the unimaginable, warping their minds to follow alien ways of thought. These visualizations wound the mind. Although spellcasters expose themselves to such traumas voluntarily, they are shocks all the same.<br />
<br />
In this variant, casting a spell drains a certain amount of Sanity. This rule represents the fact that spellcasting forces the mind into strange patterns and thought processes with which it is poorly equipped to deal. The DM can choose from the three options presented in the table below, deducting a low, moderate, or extreme number of Sanity points from a character who casts a spell. In a campaign featuring low Sanity loss, a spellcaster is rarely penalized for casting a spell, especially if the DM also chooses to give characters Sanity resistance (see the sidebar) in such cases. In a campaign featuring moderate Sanity loss, spellcasters face a slightly higher risk of insanity than members of other classes, even if they have Sanity resistance. When using this option, players should, for the most part, choose spellcasting levels only as multiclass options. In a campaign featuring extreme Sanity loss, spellcasters have a difficult time participating in adventures regularly because they find it hard to use their classes’ primary abilities without soon going insane.<br />
<br />
In addition to the guidelines presented for each campaign option above, the DM is free to impose additional modifiers on the Sanity loss caused by spells of a certain type, a certain school, or even individual spells. Here are some example conditions that a DM could choose to incorporate into a game.<br />
<br />
* Abjurations cost 1 less Sanity point to cast.<br />
* Divine spells cost 5 additional Sanity points to cast.<br />
* Druids suffer only half the Sanity loss from spellcasting (round fractions up).<br />
* Healing spells drain no Sanity when cast.<br />
* The invisibility spell, and any variation thereof, costs 1 additional Sanity Point to cast.<br />
* Necromancy spells cost 2 additional Sanity points to cast.<br />
* Spellcasters of some classes follow the guidelines of one campaign option, while spellcasters of other classes follow the guidelines of another campaign option.<br />
<br />
===Learning Spells===<br />
<br />
Learning spells, like casting them, exposes a character to unknowable secrets and can damage and warp the mind. In this variant, whenever a spellcaster learns a new spell, he loses Sanity points. In most cases, the Sanity loss is equal to the spell’s level, but if the spell is included in a tome of forbidden knowledge (see below), the loss can be greater.<br />
<br />
The rules for Sanity loss for learning spells work fine for wizards, sorcerers, and other arcane spellcasting classes that learn spells one at a time or in small groups, but this loss can easily overwhelm a cleric, druid, or other divine spellcaster who gains a new spellcasting level (thereby “learning” an entire level’s worth of new spells all at once). In such a case, the player and the DM should work together to determine a specific number of spells learned once access to a new spellcasting level is gained. When in doubt about how many spells to allow a spellcaster to learn at any given level, the spell acquisition rate of the wizard class serves as a good baseline.<br />
<br />
GMs wanting to add Sanity rules to a magic-rich campaign, or those wishing to preserve more of the flavor of a normal d20 game, can allow any spellcaster to learn a small number of spells at each level without losing any Sanity.<br />
<br />
===Sanity-Affecting Magic===<br />
<br />
The following types of magic and specific spells have different or additional effects when the Sanity variant is in use. For the effects of healing spells and magical means of recovering sanity, see Restoring Sanity with Magic, later in this section.<br />
<br />
====Fear Effects====<br />
<br />
{| id="tableSanityLossfromFearEffects" class="d20"<br />
|+ Table: Sanity Loss from Fear Effects<br />
! align="left" | Spell<br />
! Sanity Loss on<br />Failed Check<br />
! Sanity Loss on<br />Successful Check<br />
|- class="odd"<br />
| Bane<sup>1</sup><br />
| align="center" | —<br />
| align="center" | —<br />
|- class="even"<br />
| Cause fear<br />
| align="center" | 1d6<br />
| align="center" | 1<br />
|- class="odd"<br />
| Doom<br />
| align="center" | 1d6<br />
| align="center" | —<br />
|- class="even"<br />
| Fear<br />
| align="center" | 2d6<br />
| align="center" | 1<br />
|- class="odd"<br />
| Phantasmal killer<sup>2</sup><br />
| align="center" | —<br />
| align="center" | —<br />
|- class="even"<br />
| Scare<br />
| align="center" | 1d6<br />
| align="center" | 1<br />
|- class="odd"<br />
| Symbol of fear<br />
| align="center" | 2d6<br />
| align="center" | —<br />
|- class="even"<br />
| Weird<sup>2</sup><br />
| align="center" | —<br />
| align="center" | —<br />
|-<br />
| class="foot" colspan="3" |<br />
# Bane works normally because its effect is less severe than that of the shaken condition.<br />
# Phantasmal killer and weird work normally because those spells do not produce a shaken, frightened, or panicked effect. (The DM could rule that a Sanity check takes the place of the Fortitude Save to avoid dying from fear; in such a case, failing the check results in permanent insanity.)<br />
|}<br />
<br />
Whenever a spell, creature, or other factor produces a fear effect that causes its target to become shaken, frightened, or panicked, replace the saving throw to avoid the effect (if applicable) with a Sanity check. On a failed check (and sometimes even on a successful one), the subject loses a number of Sanity points rather than experiencing the normal effect of the magic. The table below provides a summary of the Sanity loss associated with each spell that has the fear descriptor:<br />
<br />
In this variant, remove fear does not automatically suppress an existing fear effect on its subjects, but if it is cast on a creature that lost Sanity because of a fear effect within the last 24 hours, that Sanity loss is halved (to a minimum of 1 point) and the creature’s current Sanity is adjusted accordingly.<br />
<br />
====Illusions====<br />
<br />
Illusions, when they are believed, cause Sanity loss just as if the real horrific monster or event were present. The DM can reduce the Sanity loss caused by illusions (or eliminate it entirely) if such spells appear frequently in the campaign.<br />
<br />
====Bestow Curse====<br />
<br />
When using the Sanity variant, this spell can cause a Sanity check rather than a Will Save. If the victim fails the Sanity check, he loses 3d6 points of Sanity. Unlike normal Sanity loss, this number is also subtracted from the character’s maximum Sanity. Magic that removes the curse (such as remove curse or break enchantment) can restore the character’s normal maximum Sanity, but separate magic or the use of the Heal skill is required to restore the character’s current Sanity.<br />
<br />
====Contact Other Plane====<br />
<br />
{| id="tableContactOtherPlane" class="d20"<br />
|+ Table: Contact Other Plane<br />
|-<br />
! align="left" | Plane<br />
! Sanity Loss<br />
|- class="odd"<br />
| Elemental Plane (appropriate)<br />
| align="center" | 1<br />
|- class="even"<br />
| Positive/Negative Energy Plane<br />
| align="center" | 1<br />
|- class="odd"<br />
| Astral Plane<br />
| align="center" | 2<br />
|- class="even"<br />
| Outer Plane (demideity)<br />
| align="center" | 1d6<br />
|- class="odd"<br />
| Outer Plane (lesser deity)<br />
| align="center" | 2d6<br />
|- class="even"<br />
| Outer Plane (intermediate deity)<br />
| align="center" | 3d6<br />
|- class="odd"<br />
| Outer Plane (greater deity)<br />
| align="center" | 4d6<br />
|}<br />
<br />
When using the Sanity variant, characters casting this spell risk a lost of Sanity instead of Intelligence and Charisma. Whenever a character casts this spell, she must make a Sanity check. If the check fails, the character loses Sanity depending on the plane that the character was trying to contact, according to the table below. Unlike the Intelligence and Charisma reduction caused by the normal version of this spell, the Sanity loss does not go away after a week—the loss is permanent until restored by another spell or through the use of the Heal skill.<br />
<br />
====Commune====<br />
<br />
When using the Sanity variant, replace this spell’s XP cost with a Sanity check (1d6/3d6), made as a free action immediately after the spell’s duration expires. Insanity: Instead of experiencing this spell’s normal effect, characters who fail the saving throw to resist the spell become permanently insane as described in this variant (but suffer no Sanity loss).<br />
<br />
====Moment of Prescience====<br />
<br />
In addition to the spell’s normal benefits, a character with an active moment of prescience effect can make one Sanity check as if his current Sanity equaled his maximum Sanity. The character need not use the effect on the first Sanity check he is required to make, but he must choose whether or not to use this benefit before making any Sanity check during the spell’s duration.<br />
<br />
====Status====<br />
<br />
In addition to the spell’s normal effect, the caster can sense whenever the subject suffers Sanity loss, temporary insanity, indefinite insanity, or permanent insanity during the spell’s duration.<br />
<br />
====Summon Monster====<br />
<br />
If a character summons a monster that causes Sanity loss by means of a summon monster, summon nature’s ally, planar binding, or planar ally spell, he suffers the usual Sanity loss for casting the spell and must also make a Sanity check because of the monster’s presence.<br />
<br />
====Symbol of Insanity====<br />
<br />
Instead of experiencing this spell’s normal effect, characters who fail the saving throw to resist the symbol become permanently insane as described in this variant (but suffer no Sanity loss).<br />
<br />
===Reading Forbidden Tomes===<br />
<br />
Obscure tomes add ranks to a character’s Knowledge (forbidden lore) skill and teach arcane spells. Studying and comprehending these books causes all that we know to become like shadows. The burning power of a greater reality seizes the soul. Whether we try to retreat from the experience or hunger greedily for more, it destroys our confidence in what we once believed, opening us up to the all-encompassing truths of dark deities.<br />
<br />
For each such book encountered, the DM must set the examination period, the Knowledge (arcana) DC to understand it, the number of spells contained in it, the Sanity loss that occurs upon beginning the examination, the Sanity loss that occurs upon completion of the examination, and the ranks of Knowledge (forbidden lore) gained from studying the book. While the DM is free to set these parameters at any values that he feels are appropriate for the campaign or adventure, Table: Example Forbidden Tomes provides some suggested combinations of each of these parameters.<br />
<br />
{| id="tableExampleForbiddenTomes" class="d20"<br />
|+ Table: Example Forbidden Tomes<br />
|-<br />
! align="left" | Examination<br />Period<br />
! Knowledge (arcana) DC<br />to Understand Tome<br />
! Number of Spells<br />Contained in Tome<br />
! Initial<br />Sanity Loss<br />
! Sanity Loss<br />upon Completion<br />
! Knowledge (forbidden lore)<br />ranks gained<br />
|- class="odd"<br />
| 1 week<br />
| align="center" | 20<br />
| align="center" | 1<br />
| align="center" | 1d4<br />
| align="center" | 1<br />
| align="center" | 1<br />
|- class="even"<br />
| 1 week<br />
| align="center" | 20<br />
| align="center" | 1<br />
| align="center" | 1d4<br />
| align="center" | 1d4<br />
| align="center" | 1<br />
|- class="odd"<br />
| 1 week<br />
| align="center" | 25<br />
| align="center" | 2<br />
| align="center" | 1d4<br />
| align="center" | 2d6<br />
| align="center" | 1<br />
|- class="even"<br />
| 2 weeks<br />
| align="center" | 25<br />
| align="center" | 1d4<br />
| align="center" | 1d6<br />
| align="center" | 2d6<br />
| align="center" | 2<br />
|- class="odd"<br />
| 2 weeks<br />
| align="center" | 25<br />
| align="center" | 1d6<br />
| align="center" | 1d10<br />
| align="center" | 2d6<br />
| align="center" | 2<br />
|- class="even"<br />
| 2 weeks<br />
| align="center" | 25<br />
| align="center" | 3<br />
| align="center" | 1d6<br />
| align="center" | 2d6<br />
| align="center" | 2<br />
|- class="odd"<br />
| 2 weeks<br />
| align="center" | 30<br />
| align="center" | 1d6+1<br />
| align="center" | 1d6<br />
| align="center" | 2d6<br />
| align="center" | 3<br />
|- class="even"<br />
| 3 weeks<br />
| align="center" | 20<br />
| align="center" | 1d4+1<br />
| align="center" | 1d10<br />
| align="center" | 2d6<br />
| align="center" | 2<br />
|- class="odd"<br />
| 3 weeks<br />
| align="center" | 25<br />
| align="center" | 1d6<br />
| align="center" | 1d6<br />
| align="center" | 2d10<br />
| align="center" | 2<br />
|- class="even"<br />
| 3 weeks<br />
| align="center" | 30<br />
| align="center" | 1d4+5<br />
| align="center" | 1d10<br />
| align="center" | 3d6<br />
| align="center" | 3<br />
|}<br />
<br />
==Getting Used To Awfulness==<br />
<br />
Never underestimate the ability of the sentient mind to adapt, even to the most horrific experiences. Reading and rereading the same bit of disturbing text or seeing the same horrible image over and over eventually provokes no further loss of Sanity. Within a reasonable interval of play, usually a single session of the game, characters should not lose more Sanity points for seeing monsters of a particular sort than the maximum possible points a character could lose from seeing one such monster. For instance, the Sanity loss for seeing a single human zombie is 1/1d6. Thus, in the same game day or in the same play session, no character should lose more than 6 Sanity points for seeing any number of zombies. Keep in mind that the interpretation of “reasonable interval” must vary by DM and situation. When it feels right, the DM should rule that the horror is renewed and points must be lost again.<br />
<br />
Learning or casting spells never becomes a normal occurrence. No matter how many times a character casts a spell, no matter what the time interval between castings may be, the Sanity loss is always the same. This point is also true for anything that a character does willingly. For example, if brutally murdering a friend costs 2/1d10 Sanity, this loss is incurred each time, even if the character loses the maximum possible points (10) after the first such murder he commits.<br />
<br />
==Variant Rule: Insane Insight==<br />
<br />
At the DM’s option, a character who has just gone insane may have an insight into the situation or entity that provoked the insanity. The player needs to make a DC 15 Wisdom check to gain the insight. Information provided by this sudden burst of awareness is up to the DM, but it may include something about a creature’s origin or a fact about its nature (feeding habits, natural habitat, weakness), a clue to the identity of a murderer at a murder scene, or some hint at a location of great importance.<br />
<br />
==Types Of Insanity==<br />
<br />
Character insanity is induced by a swift succession of shocking experiences or ghastly revelations, events usually connected with dark gods, creatures from the Outer Planes, or powerful spellcasting.<br />
<br />
Horrifying encounters can result in one of three states of mental unbalance: temporary, indefinite, and permanent insanity. The first two, temporary insanity and indefinite insanity, can be cured. The third, permanent insanity, results when a character’s Sanity points are reduced to -10 or lower. This condition cannot be cured.<br />
<br />
===Temporary Insanity===<br />
<br />
Whenever a character loses Sanity points equal to one-half her Wisdom score from a single episode of Sanity loss, she has experienced enough of a shock that the DM must ask for a Sanity check. If the check fails, the character realizes the full significance of what she saw or experienced and goes temporarily insane. If the check succeeds, the character does not go insane, but she may not clearly remember what she experienced (a trick the mind plays to protect itself).<br />
<br />
Temporary insanity might last for a few minutes or a few days. Perhaps the character acquires a phobia or fetish befitting the situation, faints, becomes hysterical, or suffers nervous twitches, but she can still respond rationally enough to run away or hide from a threat.<br />
<br />
A character suffering from temporary insanity remains in this state for either a number of rounds or a number of hours; roll d% and consult Table 6-8: Duration of Temporary Insanity to see whether the insanity is short-term or long-term. After determining the duration of the insanity, roll d% and consult either Table 6-9 or 6-10 to identify the specific effect of the insanity. The DM must describe the effect so that the player can roleplay it accordingly.<br />
<br />
Successful application of the Heal skill (see The Heal Skill and Mental Treatment, below) may alleviate or erase temporary insanity.<br />
<br />
Temporary insanity ends either when the duration rolled on Table 6-8 has elapsed, or earlier if the DM considers it appropriate to do so.<br />
<br />
After an episode of temporary insanity ends, traces or even profound evidence of the experience should remain. No reason exists why, for instance, a phobia should depart from someone’s mind as quickly as a warrior draws his sword. What remains behind after a brief episode of temporary insanity should exert a pervasive influence on the character. The character may still be a bit batty, but her conscious mind once again runs the show.<br />
<br />
As a variant rule, if the amount of Sanity lost exceeds the character’s current Wisdom score, consider the temporary insanity to always be of the long-term variety.<br />
<br />
{| id="table68DurationofTemporaryInsanity" class="d20"<br />
|+ Table 6-8: Duration of Temporary Insanity<br />
|-<br />
!<br />
d%<br />
! Temporary Insanity Type<br />
! Duration<br />
|- class="odd"<br />
| 01-80<br />
| Short-term<br />
| 1d10+4 rounds<br />
|- class="even"<br />
| 81-100<br />
| Long-term<br />
| 1d10×10 hours<br />
|}<br />
<br />
{| id="table69ShortTermTemporaryInsanityEffects" style="width: auto" class="d20"<br />
|+ Table 6-9: Short-Term Temporary Insanity Effects<br />
|-<br />
!<br />
d%<br />
! Effect<br />
|- class="odd"<br />
| align="center" | 01-20<br />
| style="white-space: normal" | Character faints (can be awakened by vigorous action taking 1 round; thereafter, character is shaken until duration expires).<br />
|- class="even"<br />
| align="center" | 21-30<br />
| style="white-space: normal" | Character has a screaming fit.<br />
|- class="odd"<br />
| align="center" | 31-40<br />
| style="white-space: normal" | Character flees in panic.<br />
|- class="even"<br />
| align="center" | 41-50<br />
| style="white-space: normal" | Character shows physical hysterics or emotional outburst (laughing, crying, and so on).<br />
|- class="odd"<br />
| align="center" | 51-55<br />
| style="white-space: normal" | Character babbles in incoherent rapid speech or in logorrhea (a torrent of coherent speech).<br />
|- class="even"<br />
| align="center" | 56-60<br />
| style="white-space: normal" | Character gripped by intense phobia, perhaps rooting her to the spot.<br />
|- class="odd"<br />
| align="center" | 61-65<br />
| style="white-space: normal" | Character becomes homicidal, dealing harm to nearest person as efficiently as possible.<br />
|- class="even"<br />
| align="center" | 66-70<br />
| style="white-space: normal" | Character has hallucinations or delusions (details at the discretion of the DM).<br />
|- class="odd"<br />
| align="center" | 71-75<br />
| style="white-space: normal" | Character gripped with echopraxia or echolalia (saying or doing whatever those nearby say or do).<br />
|- class="even"<br />
| align="center" | 76-80<br />
| style="white-space: normal" | Character gripped with strange or deviant eating desire (dirt, slime, cannibalism, and so on).<br />
|- class="odd"<br />
| align="center" | 81-90<br />
| style="white-space: normal" | Character falls into a stupor (assumes fetal position, oblivious to events around her).<br />
|- class="even"<br />
| align="center" | 91-99<br />
| style="white-space: normal" | Character becomes catatonic (can stand but has no will or interest; may be led or forced to simple actions but takes no independent action).<br />
|- class="odd"<br />
| align="center" | 100<br />
| style="white-space: normal" | Roll on Table 6-10: Long-Term Temporary Insanity Effects.<br />
|}<br />
<br />
{| id="table610LongTermTemporaryInsanityEffects" style="width: auto" class="d20"<br />
|+ Table 6-10: Long-Term Temporary Insanity Effects<br />
|-<br />
!<br />
d%<br />
! Effect<br />
|- class="odd"<br />
| align="center" | 01-10<br />
| style="white-space: normal" | Character performs compulsive rituals (washing hands constantly, praying, walking in a particular rhythm, never stepping on cracks, constantly checking to see if crossbow is loaded, and so on).<br />
|- class="even"<br />
| align="center" | 11-20<br />
| style="white-space: normal" | Character has hallucinations or delusions (details at the discretion of the DM).<br />
|- class="odd"<br />
| align="center" | 21-30<br />
| style="white-space: normal" | Character becomes paranoid.<br />
|- class="even"<br />
| align="center" | 31-40<br />
| style="white-space: normal" |<br />
Character gripped with severe phobia (refuses to approach object of phobia except on successful DC 20 Will Save).<br />
|- class="odd"<br />
| align="center" | 41-45<br />
| style="white-space: normal" | Character has aberrant sexual desires (exhibitionism, nymphomania or satyriasis, teratophilia, necrophilia, and so on).<br />
|- class="even"<br />
| align="center" | 46-55<br />
| style="white-space: normal" | Character develops an attachment to a “lucky charm” (embraces object, type of object, or person as a safety blanket) and cannot function without it.<br />
|- class="odd"<br />
| align="center" | 56-65<br />
| style="white-space: normal" | Character develops psychosomatic blindness, deafness, or the loss of the use of a limb or limbs.<br />
|- class="even"<br />
| align="center" | 66-75<br />
| style="white-space: normal" |<br />
Character has uncontrollable tics or tremors (-4 penalty on all attack rolls, checks, and saves, except those purely mental in nature).<br />
|- class="odd"<br />
| align="center" | 76-85<br />
| style="white-space: normal" | Character has amnesia (memories of intimates usually lost first; Knowledge skills useless).<br />
|- class="even"<br />
| align="center" | 86-90<br />
| style="white-space: normal" | Character has bouts of reactive psychosis (incoherence, delusions, aberrant behavior, and/or hallucinations).<br />
|- class="odd"<br />
| align="center" | 91-95<br />
| style="white-space: normal" | Character loses ability to communicate via speech or writing.<br />
|- class="even"<br />
| align="center" | 96-100<br />
| style="white-space: normal" | Character becomes catatonic (can stand but has no will or interest; may be led or forced into simple actions but takes no independent action).<br />
|}<br />
<br />
===Indefinite Insanity===<br />
<br />
{| id="table611RandomIndefiniteInsanity" class="d20"<br />
|+ Table 6-11: Random Indefinite Insanity<br />
|-<br />
!<br />
d%<br />
! align="left" | Mental Disorder Type<br />
|- class="odd"<br />
| 01–15<br />
| Anxiety (includes severe phobias)<br />
|- class="even"<br />
| 16–20<br />
| Dissociative (amnesia, multiple personalities)<br />
|- class="odd"<br />
| 21–25<br />
| Eating (anorexia, bulimia)<br />
|- class="even"<br />
| 26–30<br />
| Impulse control (compulsions)<br />
|- class="odd"<br />
| 31–35<br />
| Mood (manic/depressive)<br />
|- class="even"<br />
| 36–45<br />
| Personality (various neuroses)<br />
|- class="odd"<br />
| 46–50<br />
| Psychosexual (sadism, nymphomania)<br />
|- class="even"<br />
| 51–55<br />
| Psychospecies<br />
|- class="odd"<br />
| 56–70<br />
| Schizophrenia/psychotic (delusions,<br />hallucinations, paranoia, catatonia)<br />
|- class="even"<br />
| 71–80<br />
| Sleep (night terrors, sleepwalking)<br />
|- class="odd"<br />
| 81–85<br />
| Somatoform (psychosomatic conditions)<br />
|- class="even"<br />
| 86–95<br />
| Substance abuse (alcoholic, drug addict)<br />
|- class="odd"<br />
| 96–100<br />
| Other (megalomania, quixotism, panzaism)<br />
|}<br />
<br />
If a character loses 20% (one-fifth) or more of her current Sanity points in the space of 1 hour, she goes indefinitely insane. The DM judges when the impact of events calls for such a measure. Some DMs never apply the concept to more than the result of a single roll, since this state can remove characters from play for extended periods. An episode of indefinite insanity lasts for 1d6 game months (or as the DM dictates). Symptoms of indefinite insanity may not be immediately apparent (which may give the DM additional time to decide what the effects of such a bout of insanity might be).<br />
<br />
Table 6-11: Random Indefinite Insanity is provided as an aid to selecting what form a character’s indefinite insanity takes. (The mental disorders mentioned on this table are explained later in this section.) Many DMs prefer to choose an appropriate way for the insanity to manifest, based on the circumstances that provoked it. It’s also a good idea to consult with the player of the afflicted character to see what sort of mental malady the player wishes to roleplay.<br />
<br />
The state of indefinite insanity is encompassing and incapacitating. For instance, a schizophrenic may be able to walk the streets while babbling and gesticulating, find rudimentary shelter, and beg for enough food to survive, but most of the business of the mind has departed into itself: She cannot fully interact with friends, family, and acquaintances. Conversation, cooperation, and all sense of personal regard have vanished from her psyche.<br />
<br />
It is possible for characters with indefinite insanity to continue to be played as active characters, depending on the form their madness takes. The character may still attempt to stumble madly through the rest of an adventure. However, with her weakened grasp on reality, she is most likely a danger to herself and others.<br />
<br />
As a general rule, a character suffering from indefinite insanity should be removed from active play until she recovers. At the DM’s discretion, the player of the character might be allowed to use a temporary character until the end of the story. Whether this “stand-in” character is an incidental NPC in the adventure, a character of the same level as the rest of the group, one or two levels below the rest of the characters, or even a 1st-level character, is up to the DM. Different DMs have different ways of handling this transition.<br />
<br />
If a character goes indefinitely insane near the end of an adventure, the DM may decide to set the next adventure to begin after the insane character has recovered.<br />
<br />
Characters suffering from indefinite insanity are in limbo, unable to help themselves or others. The Heal skill can be used to restore Sanity points during this period, but the underlying insanity remains.<br />
<br />
After recovery, a victim retains definite traces of madness. For example, even though a character knows he is no longer insane, she might be deathly afraid of going to sleep if her insanity manifested itself in the form of terrifying nightmares. The character is in control of her actions, but the experience of insanity has changed her, perhaps forever.<br />
<br />
===Permanent Insanity===<br />
<br />
A character whose Sanity score falls to -10 goes permanently insane. The character becomes an NPC under the control of the Game Master.<br />
<br />
A character with permanent insanity may be reduced to a raving lunatic or may be outwardly indistinguishable from a normal person; either way, she is inwardly corrupted by the pursuit of knowledge and power. Some of the most dangerous cultists in the world are characters who have become permanently insane, been corrupted by forbidden knowledge, and “gone over to the other side.”<br />
<br />
A character might be driven permanently insane by forces other than dark gods or forbidden knowledge. In such cases, moral corruption need not necessarily occur. The DM might decide to consider different sorts of permanent insanity, rolling randomly or choosing from among the mental disorders on Table 6-11: Random Indefinite Insanity, above.<br />
<br />
A character who has gone permanently insane can never be normal again (in some campaigns, a permanently insane character can be cured with the aid of powerful magic). She is forever lost in her own world. This need not mean a lifetime locked away from society, merely that the character has retreated so far from reality that normal mental functions can never be restored. She might be able to lead, within restricted bounds, a more or less normal life if kept away from the stimulus that triggers strong responses in her individual case. Yet a relapse may come quickly. Her calm facade can be destroyed in seconds if even the smallest reminder of what it was that drove her mad disturbs her fragile equilibrium. In any event, the eventual fate of a permanently insane character is a matter for individual Game Masters and players to decide.<br />
<br />
==Gaining Or Recovering Sanity==<br />
<br />
A character’s Sanity score can increase during the events of a campaign. Although a character’s Sanity score can never exceed 99 minus her Knowledge (forbidden lore) ranks, her maximum Sanity and current Sanity can exceed her starting Sanity.<br />
<br />
====Level Advancement====<br />
<br />
A character’s current Sanity can become higher than her starting Sanity as a result of gained levels: Whenever a character gains a new level, she rolls 1d6 and adds the result to her current Sanity. Some DMs may feel such self-improvement to be antithetical to this variant’s dark tone, and thus may not allow it. Others may allow it if the player can roll over her character’s current Sanity points after the character gains a level. Most Game Masters should find the question to be of no consequence, since characters continue to go insane regardless of how many Sanity points they gain. This is a point for players to be aware of, but not to worry about.<br />
<br />
====Story Awards====<br />
<br />
The DM may decide to award increases in character’s current Sanity if they foil a great horror, a demonic plan, or some other nefarious enterprise.<br />
<br />
===The Heal Skill And Mental Treatment===<br />
<br />
The Sanity rules presented here provide a new use for the Heal skill, allowing trained healers to help characters recover lost Sanity points. The DC and effect of a Heal check made to restore lost Sanity depend on whether the therapist is trying to offer immediate care or long-term care.<br />
<br />
====Immediate Care====<br />
<br />
When someone suffers an episode of temporary insanity, a therapist can bring him out of it—calming his terror, snapping him out of his stupor, or doing whatever else is needed to restore the patient to the state she was in before the temporary insanity—by making a DC 15 Heal check as a full-round action.<br />
<br />
A therapist can also use immediate care to stabilize the Sanity score of a character whose current Sanity is between -1 and -9. On a successful DC 15 check (requiring a full-round action), the character’s Sanity score improves to 0.<br />
<br />
====Long-Term Care====<br />
<br />
Providing long-term care means treating a mentally disturbed person for a day or more in a place away from stress and distractions. A therapist must spend 1d4 hours per day doing nothing but talking to the patient. If the therapist makes a DC 20 Heal check at the end of this time, the patient recovers 1 Sanity point. A therapist can tend up to six patients at a time; each patient beyond the first adds 1 hour to the total time per day that must be devoted to therapy. The check must be made each day for each patient. A roll of 1 on any of these Heal checks indicates that the patient loses 1 point of Sanity that day, as she regresses mentally due to horrors suddenly remembered.<br />
<br />
===Variant—Knowledge (Mental Therapy)===<br />
<br />
A new skill called Knowledge (mental therapy) can serve as the primary way to treat those who have suffered Sanity loss. Knowledge (mental therapy) is a Wisdom-based skill that cannot be used untrained. If you use this variant, characters with the Heal skill can only offer immediate care, and cannot offer long-term care. The Knowledge (mental therapy) skill allows both types of treatment.<br />
<br />
'''Note'''<br />
<br />
If magical means of restoring Sanity are present in the campaign, the Knowledge (mental therapy) skill is generally not worth including as a separate skill, because characters are better off simply using magic rather than devoting precious skill points to such a narrow-focus skill. If magic cannot restore Sanity, the ability to restore Sanity by other means is much more important, and Knowledge (mental therapy) should probably exist as a separate skill.<br />
<br />
===Mental Therapy===<br />
<br />
To give useful mental therapy, a therapist must have the Heal skill. Intensive treatment can return Sanity points to a troubled character. However, Sanity points restored in this manner can never cause the patient’s Sanity score to exceed her starting Sanity or maximum Sanity, whichever is lower. A character can have only one healer at a time. See The Heal Skill and Mental Treatment sidebar for a detailed description of how this works.<br />
<br />
Such treatment can also be used to help a character snap out of an episode of temporary insanity (for example, from an acute panic attack). It does not speed recovery from indefinite insanity, but it can strengthen a character by increasing her Sanity points.<br />
<br />
Recovery from indefinite insanity only comes with time (typically, 1d6 months). It is not dependent upon the character’s Sanity points and is not connected to them. A character can be sane with 24 Sanity points and insane while possessing 77 Sanity points.<br />
<br />
===Restoring Sanity with Magic===<br />
<br />
The way that Sanity loss and magic healing interact can greatly affect the feel of your game. At one extreme, the DM can rule that magic can easily cure Sanity loss, in which case Sanity becomes little more than a specialized version of “mental hit points” that includes some neat side effects (insanity). In such a case, characters can usually restore themselves to full Sanity with a day or two of rest and spellcasting.<br />
<br />
At the other extreme, the campaign might be structured so that magical healing can do little or nothing to restore Sanity, and even powerful divine spellcasters capable of curing the most deadly physical malady shy away from those encounters that might drain away Sanity points. The spells that can potentially restore Sanity points are discussed below. The DM should feel free to choose which of these spell effects are present in the game, but once established, these effects should not be changed in mid-campaign.<br />
<br />
====Atonement====<br />
<br />
Although this spell does not usually restore Sanity, it can be used in those rare cases when a character’s own actions inadvertently lead to an evil act that causes the character to lose Sanity points. If a quest or geas is combined with the atonement spell, Sanity points are not restored until the task is completed. A successful use of the atonement spell can restore all Sanity lost through the direct result of the evil acts for which the character atones.<br />
<br />
====Calm Emotions====<br />
<br />
This spell cannot restore Sanity directly, but it can temporarily mitigate the effects of temporary or permanent insanity. While the spell is in effect, the targets act calmly and ignore behavior changes caused by Sanity loss.<br />
<br />
====Heal====<br />
<br />
In addition to its normal effects, heal restores 10 Sanity points and removes all forms of temporary insanity.<br />
<br />
====Mind Blank====<br />
<br />
While the spell is in effect, the subject is immune to Sanity loss.<br />
<br />
====Miracle====<br />
<br />
This spell can restore a character to maximum Sanity even if his current Sanity has dropped to -10. Miracle even heals permanent insanity.<br />
<br />
====Restoration====<br />
<br />
If the caster chooses, restoration can restore 1d6 Sanity points per two levels to the target creature (max 5d6) instead of having its normal effect.<br />
<br />
====Restoration, Greater====<br />
<br />
If the caster chooses, greater restoration can restore the target creature to its maximum Sanity instead of having its normal effect.<br />
<br />
====Restoration, Lesser====<br />
<br />
If the caster chooses, lesser restoration can restore 1d4 Sanity points to the subject instead of having its normal effect.<br />
<br />
====Wish====<br />
<br />
This spell can restore a character to maximum Sanity even if his current Sanity has dropped to -10. Wish even heals permanent insanity.<br />
<br />
====Wish, Limited====<br />
<br />
This spell can restore a character to maximum Sanity even if his current Sanity has dropped to -10. Limited wish does not heal permanent insanity.<br />
<br />
===Alchemical Treatments===<br />
<br />
In the real world, psychiatric drugs play a key role in the modern treatment of many mental disorders. Although psychiatric drugs were administered to patients in the early part of the 20th century, only in the 1940s and later were they broadly and consistently effective in treating the symptoms of emotional trauma.<br />
<br />
In a fantasy game, the DM should decide whether rare herbs and alchemical substances can provide the same benefits that modern psychiatric drugs can deliver. It is quite believable, for example, that the Red Wizards of Thay in the FORGOTTEN REALMS Campaign Setting discovered alchemical means of isolating substances that affect the mind in profound ways, offering many of the same benefits of modern medicine. Therefore, the DM need only decide how easily he wants characters to overcome Sanity loss and insanity effects. Once the desired tone of the campaign is known, the DM can determine whether alchemical treatment is available. The Sanity variant assumes that skilled alchemists can create substances that offer the same benefits that psychiatric drugs can provide.<br />
<br />
As long as a character can afford the correct herbs and alchemical substances and is able to ingest them, the symptoms of indefinite insanity can be ignored. Ingesting these alchemical substances and drugs does not make a character immune or even particularly resistant to further Sanity losses. A DC 25 Craft (alchemy) check is needed to accurately prepare the correct herbs and substances and administer the correct dosage.<br />
<br />
Long-term alchemical treatment can restore lost Sanity points, just as use of the Heal skill can. For each month the character takes an accurately prescribed psychiatric medication, she regains 1d3 Sanity points. As with treatment through the Heal skill, long-term drug therapy can never raise a character’s current Sanity above her starting Sanity.<br />
<br />
A character cannot regain Sanity from both treatment with the Heal skill and alchemical treatment in the same month.<br />
<br />
===Drugs and Sanity===<br />
<br />
Drugs in the d20 game follow many of the same rules as poisons, allowing the imbiber saving throws to resist their initial and secondary effects. Delay poison, neutralize poison, and similar effects negate or end a drug’s effects, but they do not restore hit points, ability damage, or other damage caused by the substance.<br />
<br />
A creature that willingly takes a drug automatically fails both saving throws. It is not possible to intentionally fail the initial save but attempt to save against the secondary effect, or vice versa. Save DCs are provided for situations in which a character is unwillingly drugged.<br />
<br />
Drugs also have some uses in treating insanity. The drugs described below all affect a character’s Sanity to some extent.<br />
<br />
For more details on drugs and advice on appropriate inclusion of drugs in a campaign, see Book of Vile Darkness or Lords of Darkness.<br />
<br />
====Sample Drugs====<br />
<br />
{| id="tableDrugs" class="d20"<br />
|+ Table: Drugs<br />
! align="left" | Name<br />
! align="left" | Type<br />
! Price<br />
! Craft<br />(Alchemy)<br />DC<br />
! align="left" | Addiction<br />Rating<sup>1</sup><br />
|- class="odd"<br />
| Arthorvin<br />
| Ingested DC 12<br />
| align="center" | 5 gp<br />
| align="center" | 25<br />
| Low<br />
|- class="even"<br />
| Carthagu<br />
| Ingested DC 13<br />
| align="center" | 5 gp<br />
| align="center" | 25<br />
| Low<br />
|- class="odd"<br />
| Mertoran leaf<br />
| Ingested DC 13<br />
| align="center" | 10 gp<br />
| align="center" | 25<br />
| Negligible<br />
|- class="even"<br />
| Zixalix<br />
| Ingested DC 16<br />
| align="center" | 15 gp<br />
| align="center" | 25<br />
| Medium<br />
|-<br />
| class="foot" colspan="5" |<br />
# Discussed in the following section.<br />
|}<br />
<br />
Below are examples of drugs that can be introduced into a campaign; many of them are effective against some sorts of mental disorders. Table: Drugs provides some specifics for each drug, and the text description for each one provides the following additional information.<br />
<br />
'''Initial Effect'''<br />
<br />
The effect of the drug if the initial Fortitude save is failed.<br />
<br />
'''Secondary Effect'''<br />
<br />
The effect of the drug if the secondary Fortitude save is failed 1 minute after ingestion.<br />
<br />
'''Side Effect'''<br />
<br />
The side effect (if any) that occurs immediately upon taking the drug.<br />
<br />
'''Overdose'''<br />
<br />
What (if anything) constitutes an overdose and its effect on the character.<br />
<br />
=====Arthorvin=====<br />
<br />
A fragrant gray powder made from rare magical plants, the drug called arthorvin is an appropriate alchemical treatment for anxiety, mood disorders, and dissociative disorders.<br />
<br />
'''Initial Effect'''<br />
<br />
1 point of Charisma damage.<br />
<br />
'''Secondary Effect'''<br />
<br />
The user is in a calm, peaceful mental state for 2d4 hours and gains a +1 alchemical bonus on Will saves.<br />
<br />
'''Side Effect'''<br />
<br />
Arthorvin causes a general dulling of the imbiber’s emotions and reactions. While the drug is in effect, the user takes a -1 penalty on all initiative checks.<br />
<br />
'''Overdose'''<br />
<br />
n/a.<br />
<br />
=====Carthagu=====<br />
<br />
Carthagu is a thin green tea served warm. It is an appropriate alchemical treatment for impulse control problems, eating disorders, and sleep disorders.<br />
<br />
'''Initial Effect'''<br />
<br />
2 points of Strength damage.<br />
<br />
'''Secondary Effect'''<br />
<br />
Carthagu soothes a wide range of mental disorders, providing relief from the symptoms of the indicated disorders for up to 8 hours.<br />
<br />
'''Side Effect'''<br />
<br />
n/a.<br />
<br />
'''Overdose'''<br />
<br />
n/a.<br />
<br />
=====Mertoran Leaf=====<br />
<br />
When mertoran leaf is dried, treated, and chewed, it provides appropriate alchemical treatment for personality disorders, and substance abuse disorders.<br />
<br />
'''Initial Effect'''<br />
<br />
1 point of Dexterity damage.<br />
<br />
'''Secondary Effect'''<br />
<br />
The user becomes more confident, gaining a +2 alchemical bonus to Charisma for 1 hour.<br />
<br />
'''Side Effect'''<br />
<br />
While the drug is in effect and for 12 hours thereafter, mertoran leaf relieves the most severe symptoms of the listed disorders.<br />
<br />
'''Overdose'''<br />
<br />
n/a.<br />
<br />
=====Zixalix=====<br />
<br />
A potent combination of many rare herbs and alchemical substances, zixalix provides appropriate alchemical treatment for somatoform disorders, psychotic disorders (including schizophrenia), and psychosexual disorders.<br />
<br />
'''Initial Effect'''<br />
<br />
1d4 points of Intelligence damage.<br />
<br />
'''Secondary Effect'''<br />
<br />
Zixalix staves off the most severe symptoms of the indicated disorders.<br />
<br />
'''Side Effect'''<br />
<br />
n/a.<br />
<br />
'''Overdose'''<br />
<br />
If more than three doses are taken in a 24-hour period, the imbiber takes 1d4 points of Constitution damage.<br />
<br />
====Drug Addiction====<br />
<br />
{| id="tableAddictions" class="d20"<br />
|+ Table: Addictions<br />
|-<br />
! align="left" | Addiction<br />Rating<br />
! Fort<br />DC<br />
! align="left" | Satiation<br />Period<br />
! align="left" | Damage<br />
|- class="odd"<br />
| Negligible<br />
| align="center" | 4<br />
| 1 day<br />
| 1d3-2 Dex (can be 0)<br />
|- class="even"<br />
| Low<br />
| align="center" | 6<br />
| 10 days<br />
| 1d3 Dex<br />
|- class="odd"<br />
| Medium<br />
| align="center" | 10<br />
| 5 days<br />
| 1d4 Dex, 1d4 Wis<br />
|- class="even"<br />
| High<br />
| align="center" | 14<br />
| 1 day<br />
| 1d6 Dex, 1d6 Wis, 1d6 Con<br />
|- class="odd"<br />
| Extreme<br />
| align="center" | 25<br />
| 1 day<br />
| 1d8 Dex, 1d8 Wis, 1d6 Con, 1d6 Str<br />
|}<br />
<br />
Drug addiction functions much like diseases. The characteristics of certain forms of addiction are summarized on the table below. Upon initial exposure (any time a character imbibes or applies a drug with an addiction rating), the character must succeed on a Fortitude Save or become addicted. Instead of having an incubation period as a disease does, a drug has a satiation period, which is the length of time a single dose remains effective in a character’s system. Addiction, if not satisfied by further doses of the drug, proceeds like a disease—the character takes ability damage each day unless he succeeds on a Fortitude save.<br />
<br />
=====Addiction Rating=====<br />
<br />
Each drug is rated according to its addictive potential, from lowest (negligible) to highest (extreme). Sometimes, an individual’s long-term addiction raises a drug’s addiction rating for that individual. Drugs with a negligible rating are not subject to this change. Stronger drugs increase their addiction rating by one step for every two full months a character remains addicted to the drug. A character who recovers from an addiction and later becomes addicted again to the same drug does so at the addiction rating the drug had just prior to his earlier recovery.<br />
<br />
=====Satiation=====<br />
<br />
Each time a user takes a drug to which he is addicted, he is satiated and staves off withdrawal symptoms for the period of time indicated on the table. Whenever the satiation period expires before the user takes another dose, the DC of the Fortitude Save to resist damage (see below) increases by 5. The dose that causes a character to becomes addicted counts for the purpose of tracking the satiation period.<br />
<br />
=====Damage=====<br />
<br />
An addicted user who is not satiated takes the indicated amount of ability damage each day unless the character succeeds on a Fortitude save.<br />
<br />
=====Recovery=====<br />
<br />
If a character makes two successful saving throws in a row, he has fought off his addiction and recovered, and takes no more damage from withdrawal symptoms.<br />
<br />
A lesser restoration or restoration spell might negate some or all of the ability damage caused by an addiction, but the next day the victim may take more ability damage if he continues to fail his Fortitude saves. Remove disease immediately causes a user to recover from an addiction, but it does not heal ability damage. Greater restoration or heal causes recovery and restores all ability damage from the addiction.<br />
<br />
==Treatment Of Insanity==<br />
<br />
Temporary insanity ends so quickly that schedules of treatment are essentially pointless; it runs its course soon enough that one merely need protect a deranged character from further upset or harm. On the other hand, treatment of permanent insanity has no real meaning. By definition, a permanently insane character never recovers, no matter how good the therapist or the facility. Thus, indefinite insanity is the only form of mental illness that might be addressed by intervention and treatment.<br />
<br />
After 1d6 months, if undisturbed by further trauma and with the agreement of the Game Master, an indefinitely insane character finds enough mental balance to reenter the world. Three kinds of nonmagical care may help the character regain Sanity points during this recovery period. When choosing among them, the DM and player should consider the character’s resources, her friends and relatives, and how wisely she has behaved in the past. In most campaigns, the magical treatments described above (see Restoring Sanity with Magic) allow the character to reenter play after a shorter time or with less expense.<br />
<br />
===Private Care===<br />
<br />
The best care available is at home or in some friendly place (perhaps a small church or the home of a wealthy friend) where nursing can be tender, considerate, and undistracted by the needs of competing patients.<br />
<br />
If mental healing or alchemical medications are available, roll d% for each game month that one or the other is used. A result of 01-95 is a success: Add 1d3 Sanity points for either mental therapy or alchemical medications, whichever is used (a charac ter cannot benefit from both in the same month). On a result of 96-100, the healer fumbles the diagnosis or the character rejects the alchemical treatments. She loses 1d6 Sanity points, and no progress is made that month.<br />
<br />
===Institutionalization===<br />
<br />
The next best alternative to private care is commitment to a good insane asylum, but these are extremely rare in most d20 campaigns, if they are present at all. DMs are free to rule that institutionalization is simply not available.<br />
<br />
In those campaigns that include such institutions (usually located within the bounds of a temple devoted to a deity of healing), asylums may be said to have an advantage over home care in that they are relatively cheap or even a free service provided by a government or a powerful church. These institutions are of uneven quality, however, and some may be potentially harmful. Some are creative places of experiment and magic-assisted therapy, while others offer mere confinement. In any setting, concentrated and nourishing treatment by strangers is rare.<br />
<br />
Therapy using the Heal skill is usually the only treatment available, but in most cases, primitive institutions offer no treatment at all. Sometimes an institution can convey an uncaring sense that undermines the useful effects of alchemical medications, leaving the character with a sense of anger and loss. He is likely to be distrustful of the organization and its motives. Escape attempts are common by inmates, even in the most enlightened fantasy settings.<br />
<br />
Roll d% for each game month a character is in the care of an institution. A result of 01-95 is a success; add 1d3 Sanity points if therapy with the Heal skill was available, or 1 Sanity point if no treatment was present. On a result of 96-100, the character rebels against the environment. He loses 1d6 Sanity points, and no progress can be made that month.<br />
<br />
===Wandering and Homeless===<br />
<br />
If no care is available, an insane character may become a wandering derelict struggling for survival. Such a wanderer gains no Sanity points unless he is able to join a group of the homeless and find at least one friend among them. To find a friend after joining such a group, the character can make a DC 15 Charisma check once per month. If a friend appears, the character recovers 1 Sanity point per game month thereafter.<br />
<br />
For each game month during which an insane character lives as a derelict, roll d%. On a result of 01-95, the character survives. On a result of 96-100, the character dies as the result of disease, exposure, or violence.<br />
<br />
==Mental Disorders==<br />
<br />
The DM should choose how characters in the campaign world think and therefore talk about insanity before play begins. In many fantasy games, the term “insane” serves as an all-encompassing term that represents everything an inhabitant knows or understands about the full spectrum of mental disorders. In others, different forms of insanity may be identified for what they are.<br />
<br />
This section offers descriptions of many specific mental disorders. Where appropriate, suggested modifiers to characters’ attack rolls, saves, and checks are also given.<br />
<br />
===Anxiety Disorders===<br />
<br />
Even a seasoned adventurer feels anxious before braving a dragon’s cave, and the farmers in the village might worry that their crops will not survive until harvest. These fears are a normal, natural part of living in a danger-filled environment such as a d20 campaign setting, but in some cases these anxieties overwhelm an individual, causing inactivity, distress, and even severe behavioral problems. When fear and anxiety overwhelm a character for a prolonged period of time, the character suffers from an anxiety disorder. The most common forms of anxiety disorders are described below.<br />
<br />
====Generalized Anxiety Disorder====<br />
<br />
The character suffers from a variety of physical and emotional symptoms that can be grouped into certain categories.<br />
<br />
'''Motor Tension'''<br />
<br />
Jitteriness, aches, twitches, restlessness, easily startled, easily fatigued, and so on. All attack rolls, Fortitude and Reflex saves, and all checks involving Strength, Dexterity, or Constitution take a -2 penalty.<br />
<br />
'''Autonomic Hyperactivity'''<br />
<br />
Sweating, racing heart, dizziness, clammy hands, flushed or pallid face, rapid pulse and respiration even when at rest, and so on. All attack rolls, saves, and checks take a -2 penalty.<br />
<br />
'''Expectations of Doom'''<br />
<br />
Anxieties, worries, fears, and especially anticipations of misfortune. All attack rolls, saves, and checks take a -2 morale penalty.<br />
<br />
'''Vigilance'''<br />
<br />
Distraction, inability to focus, insomnia, irritability, impatience. All Will saves and checks involving Intelligence, Wisdom, or Charisma take a -4 morale penalty.<br />
<br />
'''Panic Disorder (Panic Attack)'''<br />
<br />
This illness is marked by a discrete period of fear in which symptoms develop rapidly. Within minutes palpitation, sweating, trembling, and difficulty in breathing develop, strong enough that the victim fears immediate death or insanity. Burdened with the recurrence of these episodes, she fears their return. This reaction often leads to agoraphobia (see below).<br />
<br />
'''Agoraphobia (Fear of Open Places)'''<br />
<br />
The character becomes very nervous outside familiar surroundings and must make a DC 15 Will Save in order to leave home or engage socially. May be linked to panic disorder (see above) or to a related phobia (see below), such as uranophobia (fear of the sky), baraphobia (fear of loss of gravity), or xenophobia (fear of strangers).<br />
<br />
'''Obsessive-Compulsive Disorder'''<br />
<br />
This illness manifests in one of two main forms, obsessive thoughts or compulsive actions; some characters exhibit both.<br />
<br />
'''Obsessions'''<br />
<br />
The character cannot help thinking about an idea, image, or impulse incessantly, often involving violence and self-doubt. These ideas are frequently repugnant to the character, but they are so strong that during times of stress she may be unable to concentrate on anything else, even if doing so is necessary for her survival. Obsessive impulses can be very dangerous when combined with auditory hallucinations, since the “voices” may urge the character to take some dangerous or hostile course of action.<br />
<br />
'''Compulsions'''<br />
<br />
The character insists on performing ritual actions, such as touching a doorway at left, right, and top before passing through it. Though she may agree that the actions are senseless, the need to perform them is overpowering and may last for 1d10 rounds. Even in times of great stress, the character may ignore her survival in order to perform the actions.<br />
<br />
====Post-Traumatic Stress Disorder====<br />
<br />
After a traumatic event, perhaps even years later, the character begins to relive the trauma through persistent thoughts, dreams, and flashbacks. Correspondingly, the character loses interest in daily activities. She may return to normal once the memories have been thoroughly explored and understood, but that process may take years.<br />
<br />
====Phobia or Mania====<br />
<br />
A character afflicted by a phobia or a mania persistently fears a particular object or situation. She realizes that the fear is excessive and irrational, but the fear is disturbing enough that she avoids the stimulus.<br />
<br />
'''Phobia'''<br />
<br />
A DC 15 Will check is required for a character to be able to force herself into (or remain within) the presence of the object of her phobia, and even then the character takes a -2 morale penalty as long as the object of fear remains. In severe cases, the object of the phobia is imagined to be omnipresent, perhaps hidden—thus, someone with severe acrophobia (fear of heights) might be frightened when in an enclosed room on the upper story of a building, even if there were no window or other way to see how high up the room was. As many phobias exist as one cares to notice or name—the lists provided below cover merely some of the more common phobias that might affect d20 characters.<br />
<br />
'''Mania'''<br />
<br />
Manias are rarer than phobias. A character affected by a mania is inordinately fond of a particular stimulus and takes great pains to be with it or near it. When the character’s sexuality is involved, the mania may be termed a fetish. Thus, teratophobia would be an inordinate fear of monsters, while teratophilia would be an unhealthy (possibly sexual) attraction to them. See the following lists of phobias for ideas on what sorts of disorders could manifest as manias.<br />
<br />
=====Real-World Phobias=====<br />
<br />
The following list provides examples of phobias from the real world that lend themselves to inclusion in a d20 campaign.<br />
<br />
Certain real-world phobias can easily be broadened to include monstrous creatures and specific magic effects in a fantasy environment. For example, ophidiophobia (fear of snakes) could be extended to include medusae and other snakelike creatures, or ichthyophobia (fear of fish) could be extended to include aquatic creatures with fishlike qualities, such as the locathah and the sahuagin.<br />
<br />
{| class="d20"<br />
! Phobia<br />
! Fear of…<br />
|- class="odd"<br />
| Acrophobia<br />
| heights (formerly known as vertigo)<br />
|- class="even"<br />
| Aerophobia<br />
| wind<br />
|- class="odd"<br />
| Agoraphobia<br />
| open places<br />
|- class="even"<br />
| Ailurophobia<br />
| cats<br />
|- class="odd"<br />
| Androphobia<br />
| men (males)<br />
|- class="even"<br />
| Astrophobia<br />
| stars<br />
|- class="odd"<br />
| Autophobia<br />
| being alone<br />
|- class="even"<br />
| Bacteriophobia<br />
| bacteria (“germs”)<br />
|- class="odd"<br />
| Ballistophobia<br />
| bullets<br />
|- class="even"<br />
| Bathophobia<br />
| deep submerged places<br />
|- class="odd"<br />
| Bibliophobia<br />
| books<br />
|- class="even"<br />
| Blennophobia<br />
| slime<br />
|- class="odd"<br />
| Brontophobia<br />
| thunder<br />
|- class="even"<br />
| Cenophobia<br />
| empty rooms<br />
|- class="odd"<br />
| Chionophobia<br />
| snow<br />
|- class="even"<br />
| Claustrophobia<br />
| enclosed spaces<br />
|- class="odd"<br />
| Demophobia<br />
| crowds<br />
|- class="even"<br />
| Dendrophobia<br />
| trees<br />
|- class="odd"<br />
| Entomophobia<br />
| insects<br />
|- class="even"<br />
| Equinophobia<br />
| horses<br />
|- class="odd"<br />
| Gephyrdrophobia<br />
| crossing bridges<br />
|- class="even"<br />
| Gynephobia<br />
| women (females)<br />
|- class="odd"<br />
| Hamartophobia<br />
| sinning or making an error<br />
|- class="even"<br />
| Haphephobia<br />
| being touched<br />
|- class="odd"<br />
| Heliophobia<br />
| sunlight or the sun<br />
|- class="even"<br />
| Hematophobia<br />
| blood or bleeding<br />
|- class="odd"<br />
| Hydrophobia<br />
| water<br />
|- class="even"<br />
| Hypnophobia<br />
| sleep<br />
|- class="odd"<br />
| Iatrophobia<br />
| doctors (healers)<br />
|- class="even"<br />
| Ichthyophobia<br />
| fish<br />
|- class="odd"<br />
| Maniaphobia<br />
| going insane<br />
|- class="even"<br />
| Monophobia<br />
| being alone<br />
|- class="odd"<br />
| Musophobia<br />
| mice (and rats)<br />
|- class="even"<br />
| Necrophobia<br />
| dead things<br />
|- class="odd"<br />
| Nyctophobia<br />
| night or nightfall<br />
|- class="even"<br />
| Odontophobia<br />
| teeth<br />
|- class="odd"<br />
| Onomatophobia<br />
| a certain name, word, or phrase<br />
|- class="even"<br />
| Ophidiophobia<br />
| snakes<br />
|- class="odd"<br />
| Ornithophobia<br />
| birds<br />
|- class="even"<br />
| Pediphobia<br />
| children<br />
|- class="odd"<br />
| Phagophobia<br />
| eating<br />
|- class="even"<br />
| Phonophobia<br />
| noise, including one’s own voice<br />
|- class="odd"<br />
| Pyrophobia<br />
| fire<br />
|- class="even"<br />
| Scotophobia<br />
| darkness<br />
|- class="odd"<br />
| Spectrophobia<br />
| mirrors<br />
|- class="even"<br />
| Taphephobia<br />
| being buried alive<br />
|- class="odd"<br />
| Teratophobia<br />
| monsters<br />
|- class="even"<br />
| Thalassophobia<br />
| the sea<br />
|- class="odd"<br />
| Tomophobia<br />
| surgery<br />
|- class="even"<br />
| Uranophobia<br />
| the heavens (“the horrible gaping sky!”)<br />
|- class="odd"<br />
| Vermiphobia<br />
| worms<br />
|- class="even"<br />
| Xenophobia<br />
| foreigners or strangers<br />
|- class="odd"<br />
| Zoophobia<br />
| animals<br />
|}<br />
<br />
=====Fantastic Phobias=====<br />
<br />
With some imagination and a little knowledge about how “phobia” terms are formed (most come from ancient Greek words), it’s possible to come up with a list of phobias tailored to a fantasy setting. The following list is provided as a starting point.<br />
<br />
{| class="d20"<br />
! Phobia<br />
! Fear of…<br />
|- class="odd"<br />
| Arcuophobia<br />
| bows<br />
|- class="even"<br />
| Aurophobia<br />
| gold<br />
|- class="odd"<br />
| Aberraphobia<br />
| aberrations and creatures with tentacles<br />
|- class="even"<br />
| Bogyphobia<br />
| demons and goblins<br />
|- class="odd"<br />
| Demonophobia<br />
| demons<br />
|- class="even"<br />
| Dracophobia<br />
| dragons<br />
|- class="odd"<br />
| Confodiophobia<br />
| being stabbed<br />
|- class="even"<br />
| Faephobia<br />
| fey<br />
|- class="odd"<br />
| Gigaphobia<br />
| giants and Large or larger creatures<br />
|- class="even"<br />
| Hadephobia<br />
| hell<br />
|- class="odd"<br />
| Hagiophobia<br />
| saints and holy relics<br />
|- class="even"<br />
| Hierophobia<br />
| priests and sacred items<br />
|- class="odd"<br />
| Incantophobia<br />
| enchantment and mind control<br />
|- class="even"<br />
| Iophobia<br />
| poison<br />
|- class="odd"<br />
| Manaphobia<br />
| magic<br />
|- class="even"<br />
| Materiophobia<br />
| constructs<br />
|- class="odd"<br />
| Myxophobia<br />
| oozes<br />
|- class="even"<br />
| Naturaphobia<br />
| nature and druids<br />
|- class="odd"<br />
| Planarphobia<br />
| outsiders and extraplanar creatures<br />
|- class="even"<br />
| Plantaphobia<br />
| plants and plant creatures<br />
|- class="odd"<br />
| Phantasmaphobia<br />
| specters or ghosts<br />
|- class="even"<br />
| Pneumatophobia<br />
| incorporeal creatures<br />
|- class="odd"<br />
| Uranophobia<br />
| heaven (esp. divine magic)<br />
|}<br />
<br />
===Dissociative Disorders===<br />
<br />
Individuals suffering from dissociative disorders cannot maintain a complete awareness of themselves, their surroundings, or time. The disorder often involves some great previous trauma that is too terrible to remember. Characters who have gone insane from an encounter with powerful monsters often suffer from some form of dissociative disorder.<br />
<br />
====Dissociative Amnesia (Psychogenic Amnesia)====<br />
<br />
This is the inability to recall important personal information, brought on by a desire to avoid unpleasant memories. The character must make a DC 20 Will Save to recall such details or the cause of the amnesia. Since the horror of evil creatures and disturbing truths is the probable cause of this amnesia, as an optional rule the DM may choose to reset the character’s Knowledge (forbidden lore) modifier to +0 and her maximum Sanity to 99 while this disorder holds sway: The horror returns only when the character’s memories do.<br />
<br />
====Dissociative Fugue====<br />
<br />
The character flees from home or work and cannot recall her past. Once the flight halts, the character may assume an entirely new identity.<br />
<br />
====Dissociative Identity Disorder (Multiple Personality Disorder)====<br />
<br />
The character appears to harbor more than one personality, each of which is dominant at times and has its own distinct behavior, name, and even gender. The player needs to keep track of the character’s different personalities. (Each one has the same ability scores and game statistics, but different goals, outlooks, and attitudes.)<br />
<br />
===Eating Disorders===<br />
<br />
These disorders can be incredibly debilitating and even lead to starvation. They are conditions that may continue for many years, sometimes continually endangering the patient.<br />
<br />
====Anorexia Nervosa====<br />
<br />
The character has an overpowering fear of becoming fat and consequently loses weight, as well as taking Constitution damage (at a rate of 1d8 points per week). Even when she is no more than skin and bones, the character continues to see herself as overweight. Without intervention, she may literally starve herself to death.<br />
<br />
====Bulimia Nervosa====<br />
<br />
The character frequently eats large amounts of food during secret binges. An eating episode may continue until abdominal distress or self-induced vomiting occurs. Feelings of depression and guilt frequently follow such episodes.<br />
<br />
===Impulse Control Disorders===<br />
<br />
These disorders include compulsive gambling, pathological lying, kleptomania (compulsive stealing), and pyromania (the compulsion to set fires).<br />
<br />
====Intermittent Explosive Disorder====<br />
<br />
The character is recognizably impulsive and aggressive, and at times gives way to uncontrollable rages that result in assault or destruction of property.<br />
<br />
===Mood Disorders===<br />
<br />
These disorders affect the victim’s attitude and outlook. Mild mood disorders can be almost impossible to detect without prolonged contact with an individual, but severe disorders usually have noticeable symptoms.<br />
<br />
====Depression====<br />
<br />
Symptoms of this illness include changes in appetite, weight gain or loss, too much or too little sleep, persistent feeling of tiredness or sluggishness, and feelings of worthlessness or guilt, leading in severe cases to hallucinations, delusions, stupor, or thoughts of suicide. All attack rolls, saves, and checks take a -4 morale penalty. A predisposition to use alcohol or other mood-altering substances in an attempt at self-medication exists. A character suffering from severe chronic depression may give up virtually all effort from feelings of hopelessness—for example, deciding not to get out of bed for two years.<br />
<br />
====Mania====<br />
<br />
The character has a fairly constant euphoric or possibly irritable mood. Symptoms include a general increase in activity, talkativeness, increased self-esteem to the point of delusion, decreased need for sleep, being easily distracted, willingness for dangerous or imprudent activities such as reckless driving, delusions, hallucinations, and bizarre behavior. All attack rolls, saves, and checks take a -4 morale penalty A predisposition to use alcohol or other substances in an attempt at self-medication exists.<br />
<br />
====Bipolar Mood Disorder====<br />
<br />
The character oscillates between mood states, sometimes staying in one mood for weeks at a time, sometimes rapidly switching from one to another. Also known as manic depressive.<br />
<br />
===Personality Disorders===<br />
<br />
These long-term disorders have almost constant effects on a character’s behavior, making it difficult for him to interact with others and often making him unpleasant to be around as well. This is an important point to keep in mind when roleplaying— few players want to spend time with another player character suffering from a personality disorder.<br />
<br />
In game terms, the character takes a -4 penalty on all Charismabased checks. In addition, the attitudes of NPCs the character encounters are shifted in a negative direction. When determining NPC attitudes, the player must make a Charisma check for the character. On a successful check, the attitude of the NPC in question shifts one step toward hostile; on a failed check, the attitude of the NPC in question shifts two steps toward hostile.<br />
<br />
Personality disorders are classified in the following categories.<br />
<br />
====Antisocial====<br />
<br />
Short-sighted and reckless behavior, habitual liar, confrontational, fails to meet obligations (job, bills, relationships), disregards rights and feelings of others.<br />
<br />
====Avoidant====<br />
<br />
Oversensitive to rejection, low self-esteem, socially withdrawn.<br />
<br />
====Borderline====<br />
<br />
Rapid mood shifts, impulsive, unable to control temper, chronic boredom.<br />
<br />
====Compulsive====<br />
<br />
Perfectionist, authoritarian, indecisive from fear of making mistakes, difficulty expressing emotions.<br />
<br />
====Dependent====<br />
<br />
Lacks self-confidence; seeks another to look up to, follow, and subordinate herself to (“codependent”).<br />
<br />
====Histrionic====<br />
<br />
Overly dramatic, craves attention and excitement, overreacts, displays temper tantrums, may threaten suicide if thwarted.<br />
<br />
====Narcissistic====<br />
<br />
Exaggerated sense of self-importance, craves attention and admiration, considers others’ rights and feelings as of lesser importance.<br />
<br />
====Passive-Aggressive====<br />
<br />
Procrastinator, stubborn, intentionally forgetful, deliberately inefficient. Sabotages own performance on a regular basis.<br />
<br />
====Paranoid====<br />
<br />
Jealous, easily offended, suspicious, humorless, secretive, vigilant; exaggerates magnitude of offenses against oneself, refuses to accept blame.<br />
<br />
====Schizoid====<br />
<br />
Emotionally cold, aloof, has few friends; indifferent to praise or criticism.<br />
<br />
DMs should realize that, while these traits may work for an interesting NPC from whom the players must extract information or a favor, their antisocial nature makes them ill-suited for members of an adventuring party.<br />
<br />
===Psychosexual Disorders===<br />
<br />
Recognizable disorders of this type include transsexualism (a belief that one is actually a member of the opposite sex), impaired sexual desire or function, nymphomania and satyriasis (inordinate and uncontrollable sexual appetite in women and men, respectively), and paraphilia (requirement of an abnormal sexual stimulus, such as sadism, masochism, necrophilia, pedophilia, exhibitionism, voyeurism, fetishism, or bestiality).<br />
<br />
Most of these disorders could make players of the afflicted characters uncomfortable and thus are not appropriate for most roleplaying groups, although they can make for striking (if unpleasant) NPCs.<br />
<br />
===Psychospecies Disorders===<br />
<br />
These disorders are specific to fantasy environments and involve the victim of one believing that she is a different type of creature. A victim might believe that she is a construct (and therefore immune to critical hits) or any other creature type that she has encountered. When a victim has a psychospecies disorder associated with a creature that has specific weaknesses (for example, a human thinking he’s a vampire), then the victim’s behavior changes become more noticeable (such as a fear of holy symbols and sunlight).<br />
<br />
===Schizophrenia and Other Psychotic Disorders===<br />
<br />
A psychotic character experiences a break with reality. Symptoms can include delusions, hallucinations, and cognitive impairment. In general, only alchemical substances or magic can treat these kinds of disorders. Note, however, that many psychotic characters suffer from the delusion that nothing is wrong with them, and hence they feel no need to take their medication.<br />
<br />
====Schizophrenia (Schizophreniform Disorder, Dementia Praecox)====<br />
<br />
A schizophrenic character’s attention span and ability to concentration are greatly diminished; to reflect this, use only one-half of the character’s normal skill modifier on any skill check requiring attentiveness (such as Disable Device, Spot, Search, Open Lock, and of course Concentration). Symptoms include bizarre delusions, paranoia, auditory hallucinations (“hearing voices”), incoherent speech, emotional detachment, social withdrawal, bizarre behavior, and a lack of the sense of self.<br />
<br />
A schizophrenic character may fit into one of the following categories.<br />
<br />
'''Undifferentiated'''<br />
<br />
Impaired cognitive function, emotional detachment.<br />
<br />
'''Disorganized'''<br />
<br />
Inappropriate behavior, shallow emotional responses, delusions, hallucinations.<br />
<br />
'''Catatonic'''<br />
<br />
Mutism (loss of ability to talk), extreme compliance, absence of all voluntary movements, complete immobility (“statuism”).<br />
<br />
'''Paranoid'''<br />
<br />
Delusions of persecution, illogical thinking, hallucinations.<br />
<br />
Symptoms from more than one type can occur in the same individual, along with mood disorders (see above). For example, catatonic schizophrenics sometimes have manic episodes of extreme activity alternating with periods of complete withdrawal. Schizophrenia brought on by sudden stress is called acute schizophrenia; characters who go insane and babble of vast global conspiracies usually are diagnosed as suffering from “acute paranoid schizophrenia.”<br />
<br />
====Other Psychotic Disorders====<br />
<br />
By some definitions, all severe mental illnesses are classified as psychoses, including mood disorders, dementia, and anxiety disorders. This section deals with some of the interesting behavioral syndromes that may turn up in your game.<br />
<br />
'''Amok'''<br />
<br />
“Running amok,” an outburst of violence and aggressive or homicidal behavior directed at people and property. Amnesia, return to consciousness, and exhaustion occur following the episode. During a killing spree, the character utilizes whatever weapons are on hand.<br />
<br />
'''Boufee Detirant'''<br />
<br />
Sudden outburst of aggressive, agitated behavior and marked confusion, sometimes accompanied by visual and auditory hallucinations or paranoia.<br />
<br />
'''Brain Fag'''<br />
<br />
Impaired concentration and feelings of fatigue, pains in the neck and head, a sense that worms are crawling inside one’s head.<br />
<br />
'''Ghost Sickness'''<br />
<br />
Weakness, loss of appetite, feelings of suffocation, nightmares, and a pervasive feeling of terror, attributed as a sending from witches or malign otherworldly powers.<br />
<br />
'''Piblokto'''<br />
<br />
“Arctic madness,” wherein the afflicted rips off clothing and runs howling like an animal through the snow.<br />
<br />
'''Susto'''<br />
<br />
A variety of somatic and psychological symptoms attributed to a traumatic incident so frightening that it dislodged the victim’s spirit from her body.<br />
<br />
'''Taijin Kyofusho'''<br />
<br />
“Face-to-face” phobia, an intense anxiety when in the presence of other people; fearfulness that one’s appearance, odor, or behavior is offensive.<br />
<br />
'''Voodoo Death'''<br />
<br />
Belief that a hex or curse can bring about misfortune, disability, and death through some spiritual mechanism. Often the victim self-fulfills the hexer’s prophecy by refusing to eat and drink, resulting in dehydration and starvation.<br />
<br />
'''Wacinko'''<br />
<br />
Anger, withdrawal, mutism, and immobility, leading to illness and suicide.<br />
<br />
'''Wendigo Syndrome'''<br />
<br />
The afflicted believes she is a personification of the Wendigo, a cannibalistic creature with an icy heart.<br />
<br />
====Shared Paranoid Disorder (Shared Delusional Disorder, Folie a Deux)====<br />
<br />
The character takes on the delusional system of another paranoid individual from being in close contact with that person.<br />
<br />
===Sleep Disorders===<br />
<br />
These disorders include insomnia (character has difficulty falling asleep or staying asleep) and narcolepsy (character frequently falls asleep, almost anywhere and at inappropriate times). Characters performing demanding tasks such as engaging in combat or casting a spell may, when stressed, need to make DC 15 Concentration checks to stay awake and not put themselves in a dangerous situation.<br />
<br />
====Night Terrors====<br />
<br />
A sleeping character wakes after a few hours of sleep, usually screaming in terror. Pulse and breathing are rapid, pupils are dilated, and hair stands on end. The character is confused and hard to calm down. Night terrors are similar to ordinary nightmares, but much more intense and disruptive.<br />
<br />
====Somnambulism====<br />
<br />
Sleepwalking. As with night terrors, this behavior occurs in the first few hours of sleep. An episode may last up to 30 minutes. During the episode, the character’s face is blank and staring, and she can be roused only with difficulty. Once awake, she recalls nothing of the activity.<br />
<br />
===Somatoform Disorders===<br />
<br />
A somatoform disorder may be diagnosed when a character experiences physical symptoms that cannot be explained by an actual physical injury or disease.<br />
<br />
====Somatization Disorder====<br />
<br />
The character suffers from a physical ailment or diseaselike effect, with symptoms ranging from dizziness and impotence to blindness and intense pain. The Heal skill cannot identify any physical cause for the symptoms, and magical healing has no effect. The victim does not believe that her symptoms represent a specific disease. All attack rolls, saves, and checks take a -2 penalty.<br />
<br />
====Conversion Disorder====<br />
<br />
The character reports dysfunctions that suggest a physical disorder but, though they are involuntary, the symptoms actually provide a way for the victim to avoid something undesirable or a way to garner attention and caring, a condition called Munchausenism. Symptoms range from painful headaches to paralysis or blindness. With the condition known as Reverse Munchausenism, a character projects ill health onto others and may even arrange injuries or illnesses for them so that she can thereafter take care of them. All attack rolls, saves, and checks take a -2 penalty.<br />
<br />
====Hypochondriasis====<br />
<br />
Character believes she suffers from a serious disease. No physical cause for reported symptoms can be found, but the character continues to believe that the disease or condition exists, often with serious consequences to her normal life.<br />
<br />
====Body Dysmorphic Disorder====<br />
<br />
Character suffers from perceived flaws in appearance, usually of the face, or of the hips or legs. Behavior may alter in unexpected ways to cover up the flaws or to calm anxieties.<br />
<br />
===Substance Abuse Disorder===<br />
<br />
A character with a substance abuse disorder finds solace in using a drug, becomes addicted to it, and spends much time maintaining, concealing, and indulging the habit. Drugs include alcohol, amphetamines, cocaine, hallucinogens, marijuana, nicotine, opium (especially morphine and heroin), sedatives, and more fantastic substances present in the campaign world (see Sample Drugs, earlier in this section).<br />
<br />
A character under the sway of such a substance should feel the personal struggle daily. Will saves might be used to resist or succumb symbolically to cravings, especially just before periods of stress (for example, just before a confrontation or likely battle with evil cultists). All attack rolls, saves, and checks take a -2 morale penalty because of withdrawal symptoms. Sanity losses could occur from binges or bad trips. Some characters might find that drugs promote communication with alien entities and deities, and that dreams about them become ever more vivid and horrifying, Conversely, such substances might function as medications, deadening a character’s fears and offering temporary defenses against Sanity loss.<br />
<br />
===Other Disorders===<br />
<br />
Other disorders exist in common parlance, but most of these are actually symptoms or specific instances of disorders already mentioned above. These include quixotism (seeing the supernatural everywhere, even in the most mundane surroundings), panzaism (seeing the most extraordinary events as ordinary and rational), and megalomania (delusions of power, wealth, fame, and ability). Use or ignore these as suits your campaign, or invent new categories of madness to reflect the chaos that lies just below the brittle surface of Lovecraft’s world.<br />
<br />
==A Psychiatric Glossary==<br />
<br />
The following words are defined in terms of a real-world understanding of insanity; some of them (illusion, for example) have different meanings in a d20 game context. As with all aspects of the Sanity variant, DMs need to determine how each race and culture within the campaign world views insanity and how capable each race and culture is of treating mental disorders in order to know which of these words might come into play.<br />
<br />
'''Affect'''<br />
<br />
The external expression of a patient’s mood (sadness, anger, joy, fear). May be inconsistent with patient’s mood, depending on the disorder.<br />
<br />
'''Anorexia'''<br />
<br />
Loss or decrease of appetite.<br />
<br />
'''Catatonia'''<br />
<br />
Various strong motor anomalies, for instance catatonic stupor (slowed activity to the point of immobilization); ceraflexibilitas (the victim can be molded into strange postures that are maintained), and catatonic excitement (agitated, purposeless movements).<br />
<br />
'''Compulsion'''<br />
<br />
The need to perform certain actions repetitively, including various personal rituals, dipsomania, kleptomania, nymphomania, satyriasis, trichotillomania (pulling out hair), and so on.<br />
<br />
'''Delirium'''<br />
<br />
A reversible syndrome of bewilderment, restlessness, confusion, and disorientation, associated with fear and hallucinations, all caused by some underlying medical condition.<br />
<br />
'''Delusion'''<br />
<br />
A firmly fixed false belief, one not based in real ity. It can be bizarre, as in schizophrenia, or systematized, as in delusional disorders.<br />
<br />
'''Dementia'''<br />
<br />
A loss of cognitive function, often first manifesting in memory loss.<br />
<br />
'''Depersonalization'''<br />
<br />
A subjective feeling of being unreal, or unfamiliar to self.<br />
<br />
'''Derealization'''<br />
<br />
A subjective feeling that the environment is strange or unreal; for instance, feeling the world to be a stage or a two-dimensional painting.<br />
<br />
'''Dissociation'''<br />
<br />
Confusion over one’s sense of self and identity.<br />
<br />
'''Formication'''<br />
<br />
The feeling that insects are crawling all over one’s body, a tactile hallucination caused by cocaine and delirium tremens.<br />
<br />
'''Hallucination'''<br />
<br />
A perception of a sensory stimulus in the absence of sensory stimuli; for instance, seeing or hearing some one who isn’t there.<br />
<br />
'''Illusion'''<br />
<br />
The misperception of a sensory stimulus; for instance, seeing the rustling branches of a tree as tentacles.<br />
<br />
'''Logorrhea'''<br />
<br />
Copious, coherent, logical speech.<br />
<br />
'''Mania'''<br />
<br />
A mood characterized by elation and increased activity.<br />
<br />
'''Mood'''<br />
<br />
A pervasive feeling that is experienced internally.<br />
<br />
'''Neurosis'''<br />
<br />
Symptoms of depression, anxiety, or the like arising from stress. A neurosis is less severe than a psychosis. A neurotic character may still be able to function; a psychotic one generally cannot.<br />
<br />
'''Obsession'''<br />
<br />
An idea or thought that constantly intrudes into one’s consciousness.<br />
<br />
'''Paranoia'''<br />
<br />
Persistent, consistent, plausible, and ingenious delusions of persecution or jealousy. New information always seems to support the increasing threat of some great conspiracy. Paranoia is more a symptom than a disorder, because it can appear in schizophrenia, mania, and so on<br />
<br />
'''Psychosis'''<br />
<br />
Severe mental illness in which the character experiences thoughts and perceptions that are out of touch with reality. A psychosis is more severe than a neurosis.<br />
<br />
'''Somnambulism'''<br />
<br />
Sleepwalking.<br />
<br />
'''Somnolence'''<br />
<br />
Abnormal drowsiness.<br />
<br />
'''Synthesia'''<br />
<br />
Sensation caused by another sensation; for instance, seeing sound.<br />
<br />
'''Tic'''<br />
<br />
Involuntary spasmodic motor movement.<br />
<br />
'''Trailing Phenomenon'''<br />
<br />
Perceptual abnormality associated with hallucinogens in which moving objects are seen in a series of discrete discontinuous images.<br />
<br />
'''Trance'''<br />
<br />
Focused attention and altered consciousness, usually seen in hypnosis, dissociative disorders, and ecstatic religious experiences.<br />
<br />
<br />
{{UA Campaigns Footer}}<br />
{{wikify}}</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=UA:Sanity&diff=261142UA:Sanity2008-06-12T01:11:18Z<p>OptimizationFanatic: /* Fear Effects */</p>
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<div>{{OGL Top}}<br />
<br />
=Sanity=<br />
<br />
This variant system allows you to introduce an element of dark horror into your d20 game. In campaigns using these rules, characters gain a new attribute called Sanity. This statistic functions like an ability score in some ways, but it has its own unique mechanics that represent the character’s descent from a stable and healthy mental state into confusion, dementia, and mental instability. As a character encounters monsters, witnesses horrible acts, masters forbidden knowledge, or casts spells, his Sanity score, and his corresponding ability to function as a normal member of his race, deteriorates. This gradual descent is balanced in part by the powers that characters gain each time they overcome a horrific foe or grow in skill and expertise, but even as those characters grow in power, they know or fear that an even greater peril lies ahead—the threat of becoming permanently insane.<br />
<br />
===Behind the Curtain: Sanity===<br />
<br />
Because it affects the way that characters interact with the creatures and objects that they encounter on their adventures in many different and profound ways, this variant, perhaps more than any other in Unearthed Arcana, can alter the entire feel of a campaign. If you adopt this variant in your campaign, the largest change will most likely be one of tone (this applies to an even greater extent if you adopt the entire Cthulhu Mythos that the variant is based on).<br />
<br />
As in the Call of Cthulhu Roleplaying Game, characters feel more vulnerable, for no matter how powerful they become, the dark gods are always greater. Religion is not only a source of comfort or succor, but also a dangerous enemy. (In those games that use the Cthulhu Mythos, religion seldom provides any succor at all.) Characters are suspicious, even paranoid, for a seemingly innocent commoner could secretly serve a cult. And yet, with such dark challenges come the opportunities for greater heroism.<br />
<br />
==What Is Sanity?==<br />
<br />
Sanity is the natural mental state of ordinary life. Normal mental balance is endangered when characters confront horrors, entities, or activities that are shocking, unnatural, and bewildering. Such encounters cause a character to lose points from his Sanity score, which in turn risks temporary, indefinite, or permanent insanity. Mental stability and lost Sanity points can be restored, up to a point, but psychological scars may remain.<br />
<br />
Insanity occurs if too many Sanity points are lost in too short a time. Insanity does not necessarily occur if Sanity points are low, but a lower Sanity score makes some forms of insanity more likely to occur after a character experiences an emotional shock. The character’s Sanity may be regained after a few minutes, recovered after a few months, or lost forever.<br />
<br />
A character may regain Sanity points, and even increase her Sanity point maximum. However, increasing a character’s ranks in the Knowledge (forbidden lore) skill always lowers her maximum Sanity by an equal amount.<br />
<br />
==Forbidden Knowledge==<br />
<br />
The Sanity rules assume that some knowledge is so alien to human understanding that simply learning of its existence can shatter the psyche. While magic and nonhuman races form an everyday part of a d20 character’s life, even a seasoned adventurer cannot conquer or understand some things. Knowledge of these secrets and creatures is represented by a new skill that goes hand in hand with a character’s Sanity score: Knowledge (forbidden lore).<br />
<br />
This type of knowledge permanently erodes a character’s ability to maintain a stable and sane outlook, and a character’s current Sanity can never be higher than 99 minus the modifier the character has in the Knowledge (forbidden lore) skill. This number (99 minus Knowledge (forbidden lore) ranks) is the character’s maximum Sanity.<br />
<br />
===Knowledge (Forbidden Lore) (None)===<br />
<br />
You know That Which Should Not Be Known. You have had horrible supernatural experiences and read forbidden tomes, learning truly dark secrets that have challenged everything you thought you knew. Since these revelations defy logic or commonly accepted fact, it does not matter how intelligent or wise you are when using this skill—only how much exposure to these dark secrets themselves you have experienced.<br />
<br />
'''Check'''<br />
<br />
Answering a question about the horrible deities and secrets that lurk at the edges of reality has a DC of 10 (for really easy questions), 15 (for elementary questions), or 20 to 30 (for difficult or really tough questions). Unlike in other fields of study, there are almost no really easy questions associated with this dark knowledge.<br />
<br />
You can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s HD. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, the DM can give another piece of useful information.<br />
<br />
The DM can decide which monsters are subject to the Knowledge (forbidden lore) skill and which monsters are subject to one of the standard Knowledge skills. For example, the DM may rule that Knowledge (the planes) is still the relevant skill for learning or knowing about outsiders, rather than allowing them to be identified by Knowledge (forbidden lore). However, in most campaigns that use the Sanity variant, aberrations and oozes should be able to be identified by Knowledge (forbidden lore) rather than by Knowledge (arcana) and Knowledge (dungeoneering) respectively.<br />
<br />
'''Action'''<br />
<br />
Usually none. In most cases, making a Knowledge check doesn’t take an action—you simply know the answer or you don’t.<br />
<br />
'''Try Again'''<br />
<br />
No. The check represents what you know, and thinking about a topic a second time doesn’t let you know something that you never learned in the first place.<br />
<br />
'''Special'''<br />
<br />
You cannot gain ranks in this skill by spending skill points. You can only gain ranks by reading forbidden tomes or having experiences with horrible creatures. Each rank you gain in this skill permanently reduces your maximum Sanity by 1 point: The more you know about the horrible truths underlying reality, the less capable you are of leading a normal life.<br />
<br />
A character’s first episode of insanity (that is, an occurrence of temporary or indefinite insanity) bestows 2 ranks in the Knowledge (forbidden lore) skill, thereby lowering his maximum Sanity by 2 points. Each time a character fails a Sanity check and endures another episode of insanity, he gains an additional rank in Knowledge (forbidden lore).<br />
<br />
For example, an elven wizard has 1 rank of Knowledge (forbidden lore) after reading a strange manuscript. She then steps outside, sees a chaos beast, and goes indefinitely insane, her raving mind failing to understand the strange creature she has encountered. Since she has never gone insane before, her player adds 2 ranks of Knowledge (forbidden lore) to an elven wizard’s character sheet. Now an elven wizard’s Maximum Sanity is 96 (99 minus 3 ranks of Knowledge (forbidden lore)).<br />
<br />
You cannot take the Knowledge (forbidden lore) skill during character creation. However, the skill has no maximum rank; your level does not limit the number of ranks in Knowledge (forbidden lore) that you can acquire.<br />
<br />
==Sanity Points==<br />
<br />
Sanity points measure the stability of a character’s mind. This attribute provides a way to define the sanity inherent in a character, the most stability a character can ever have, and the current level of sane rationality that a character preserves, even after numerous shocks and horrid revelations.<br />
<br />
Sanity is measured in three ways: starting Sanity, current Sanity, and maximum Sanity. Starting and current Sanity cannot exceed maximum Sanity.<br />
<br />
===Starting Sanity===<br />
<br />
A character’s starting Sanity equals his Wisdom score multiplied by 5. This score represents a starting character’s current Sanity, as well as the upper limit of Sanity that can be restored by the Heal skill (see The Heal Skill and Mental Treatment, later in this section). After creation, a character’s current Sanity often fluctuates considerably and might never again match starting Sanity. A change in a character’s Wisdom score changes his starting Sanity in terms of what treatment with the Heal skill can restore. Current Sanity, however, does not change if Wisdom rises or falls.<br />
<br />
===Current Sanity===<br />
<br />
A character’s current Sanity score fluctuates almost as often as (and sometimes much more often than) his hit points.<br />
<br />
====Making a Sanity Check====<br />
<br />
When a character encounters a gruesome, unnatural, or supernatural situation, the DM may require the player to make a Sanity check using percentile dice (d%). The check succeeds if the result is equal to or less than the character’s current Sanity.<br />
<br />
On a successful check, the character either loses no Sanity points or loses only a minimal amount. Potential Sanity loss is usually shown as two numbers or die rolls separated by a slash, such as 0/1d4. The number before the slash indicates the number of Sanity points lost if the Sanity check succeeds (in this case, none); the number after the slash indicates the number of Sanity points lost if the Sanity check fails (in this case, between 1 and 4 points).<br />
<br />
A character’s current Sanity is also at risk when the character reads certain books, learns certain types of spells, and attempts to cast them. These Sanity losses are usually automatic (no Sanity check is allowed); the character who chooses to undertake the activity forfeits the indicated number of Sanity points.<br />
<br />
In most cases, a new Sanity-shaking confrontation requires a new Sanity check. However, the DM always gets to decide when characters make Sanity checks. Confronting several horribly mangled corpses at one time or in rapid succession may call for just one Sanity check, while the same corpses encountered singly over the course of several game hours may require separate checks.<br />
<br />
====Going Insane====<br />
<br />
Losing more than a few Sanity points may cause a character to go insane, as described below. If a character’s Sanity score drops to 0 or lower, she begins the quick slide into permanent insanity. Each round, the character loses another point of Sanity. Once a character’s Sanity score reaches -10, she is hopelessly, incurably insane. The Heal skill can be used to stabilize a character on the threshold of permanent insanity; see The Heal Skill and Mental Treatment, below, for details.<br />
<br />
A DM’s description of a Sanity-shaking situation should always justify the threat to a character’s well-being. Thus, a horde of frothing rats is horrifying, while a single ordinary rat usually is not (unless the character has an appropriate phobia, of course).<br />
<br />
====Maximum Sanity====<br />
<br />
Ranks in the Knowledge (forbidden lore) skill simulate a character’s comprehension of aspects of the dark creatures at the edges of reality. Once gained, this horrible knowledge is never forgotten, and the character consequently surrenders mental equilibrium. A character’s Sanity weakens as his comprehension of these hidden truths increases. Such is the way of the universe.<br />
<br />
A character’s current Sanity can never be higher than 99 minus the character’s ranks in the Knowledge (forbidden lore) skill. This number (99 minus Knowledge (forbidden lore) ranks) is the character’s maximum Sanity.<br />
<br />
==Loss Of Sanity==<br />
<br />
Characters ordinarily lose Sanity in a few types of circumstances: when encountering something unimaginable, when suffering a severe shock, after casting a spell or when learning a new spell, when being affected by a certain type of magic or a particular spell, or when reading a forbidden tome.<br />
<br />
===Sanity Resistance===<br />
<br />
The Sanity mechanic was originally created to mimic the effect that the unspeakable horrors of the Cthulhu Mythos would have on normal folk from a world much like our own. Since d20 characters live in a world of magic and monsters, however, the DM might want to make them less susceptible to Sanity loss caused by encountering strange creatures (see Table: Sanity Loss from Creatures) by allowing them to have a measure of Sanity resistance, which is tied to one of two attributes.<br />
<br />
Each character can be allowed to have Sanity resistance equal to his character level. Alternatively, each character can be allowed to have Sanity resistance equal to his Wisdom modifier. (Obviously, the second alternative will produce lower Sanity resistance figures in most cases.) This number is the amount of Sanity loss a character can ignore when he encounters a creature that requires a Sanity check.<br />
<br />
The DM may decide that Sanity resistance also applies to certain kinds of severe shocks (although it might not apply to personally horrific experiences, such as seeing a close friend die) and to the casting or learning of spells.<br />
<br />
===Encountering the Unimaginable===<br />
<br />
When people perceive creatures and entities of unspeakable horror, this experience costs them some portion of their minds, since such creatures are intrinsically discomforting and repellent. We never lose awareness of their slimy, fetid, alien nature. This instinctive reaction is part and parcel of humans, elves, dwarves, and other humanoid races. In this category, we can include supernatural events or agents not always recognized as specifically devoted to these dark gods, such as hauntings, zombies, vampires, curses, and so on.<br />
<br />
Table: Sanity Loss from Creatures provides some default Sanity loss values for encountering creatures, based on their type and size. These are only default values—the DM can and should adjust individual monsters he deems more or less horrible than others of their size. An aasimar, for instance, hardly presents a Sanity-shaking sight, and should probably be treated as a humanoid rather than an outsider. On the other hand, a vargouille—a Small outsider appearing much like a flying, bat-winged head—might provoke a much more visceral reaction than other Small outsiders.<br />
<br />
In addition, certain types of monstrous behavior might force additional Sanity checks, much like those described under Severe Shocks, below. For instance, an aboleth is an unnerving sight, but watching one transform your best friend with it's slime should certainly force another check, with losses appropriate to the situation.<br />
<br />
In most d20 games, no character should need to make a Sanity check when encountering an elf, dwarf, or other standard humanoid race, or for encountering domesticated or otherwise commonplace animals. In some cases, even humanoid races such as orcs and goblins might be so common as to not cause Sanity loss either.<br />
<br />
====Specific Monsters and Sanity====<br />
<br />
Some monsters have additional or variant special abilities when using the Sanity variant.<br />
<br />
'''Allip'''<br />
<br />
The allip’s madness ability causes the loss of 2d6 Sanity points rather than the normal effect.<br />
<br />
'''Derro'''<br />
<br />
The derro’s madness ability protects these creatures from any further Sanity loss. Sane derro (especially derro player characters) track Sanity points normally.<br />
<br />
====Monstrous Characters and Sanity====<br />
<br />
In most cases, the DM does not need to keep track of a monster’s Sanity score, but sometimes, especially when in the hands of a player, monsters need Sanity scores just as other characters do.<br />
<br />
Although most campaigns that use the Sanity variant limit players to creating characters from the standard player character races, it’s still easy to envision a world where one or two monstrous races are so common or so integrated into the culture of other races that the DM wants to present them as viable player character options. In these cases, the monsters available as player character races should never provoke a Sanity loss from other characters or NPCs, and these creatures should have a Sanity score and track their Sanity losses just like characters made with the standard PC races. A monster should never lose Sanity for seeing others of its race (spectres don’t lose Sanity when encountering other spectres, and so on). In all cases, what causes Sanity loss for a specific creature is in the hands of the DM.<br />
<br />
{| id="tableSanityLossfromCreatures" class="d20"<br />
|+ Table: Sanity Loss from Creatures<br />
! rowspan="2" align="left" | Monster Type<br />
! colspan="7" | Monster Size<br />
|-<br />
! Up to Tiny<br />
! Small<br />
! Medium<br />
! Large<br />
! Huge<br />
! Gargantuan<br />
! Colossal<br />
|- class="odd"<br />
| Aberration, dragon, ooze, outsider, undead<br />
| align="center" | 1/1d4<br />
| align="center" | 1/1d4<br />
| align="center" | 1/1d6<br />
| align="center" | 1/1d10<br />
| align="center" | 1d4/1d10<br />
| align="center" | 1d6/1d10<br />
| align="center" | 1d6/2d10<br />
|- class="even"<br />
| Elemental, fey, plant, vermin<br />
| align="center" | 0/1d4<br />
| align="center" | 1/1d4<br />
| align="center" | 1/1d6<br />
| align="center" | 1/1d8<br />
| align="center" | 1/1d10<br />
| align="center" | 1d4/1d10<br />
| align="center" | 1d4/2d6<br />
|- class="odd"<br />
| Construct, giant, magical beast, monstrous humanoid<br />
| align="center" | 0/1<br />
| align="center" | 0/1d4<br />
| align="center" | 0/1d6<br />
| align="center" | 1/1d6<br />
| align="center" | 2/2d6<br />
| align="center" | 2/2d6<br />
| align="center" | 3/3d6<br />
|- class="even"<br />
| Animal, humanoid<br />
| align="center" | 0/0<sup>1</sup><br />
| align="center" | 0/1<sup>1</sup><br />
| align="center" | 0/1<sup>1</sup><br />
| align="center" | 0/1d4<sup>1</sup><br />
| align="center" | 0/1d4<br />
| align="center" | 0/1d4<br />
| align="center" | 0/1d6<br />
|-<br />
| class="foot" colspan="8" |<br />
# Only animals or humanoids of truly bizarre or ferocious appearance force such a check.<br />
|}<br />
<br />
===Severe Shocks===<br />
<br />
A shocking sight of a more mundane nature can also cost Sanity points. Severe shocks include witnessing an untimely or violent death, experiencing personal mutilation, losing social position, being the victim of treachery, or whatever else the Game Master decides is sufficiently extreme. The following list gives some examples of severe shocks, and the Sanity loss each one provokes.<br />
<br />
{| class="d20"<br />
! align="left" | Sanity Lost<sup>1</sup><br />
! align="left" | Shocking Situation<br />
|- class="odd"<br />
| 0/1d2<br />
| Surprised to find mangled animal carcass<br />
|- class="even"<br />
| 0/1d3<br />
| Surprised to find human corpse<br />
|- class="odd"<br />
| 0/1d3<br />
| Surprised to find human body part<br />
|- class="even"<br />
| 0/1d4<br />
| Finding a stream flowing with blood<br />
|- class="odd"<br />
| 1/1d4+1<br />
| Finding a mangled human corpse<br />
|- class="even"<br />
| 0/1d6<br />
| Awakening trapped in a coffin<br />
|- class="odd"<br />
| 0/1d6<br />
| Witnessing a friend’s violent death<br />
|- class="even"<br />
| 1/1d6<br />
| Seeing a ghoul<br />
|- class="odd"<br />
| 1/1d6+1<br />
| Meeting someone you know to be dead<br />
|- class="even"<br />
| 0/1d10<br />
| Undergoing severe torture<br />
|- class="odd"<br />
| 1/d10<br />
| Seeing a corpse rise from its grave<br />
|- class="even"<br />
| 2/2d10+1<br />
| Seeing a gigantic severed head fall from the sky<br />
|- class="odd"<br />
| 1d10/d%<br />
| Seeing an evil deity<br />
|-<br />
| class="foot" colspan="2" |<br />
# Loss on a successful check/loss on a failed check.<br />
|}<br />
<br />
===Casting Spells===<br />
<br />
{| id="tableSanityLossfromSpellcasting" class="d20"<br />
|+ Table: Sanity Loss from Spellcasting<br />
|-<br />
! Spell<br />Level<br />
! Low<br />Sanity Loss<br />
! Moderate<br />Sanity Loss<br />
! Extreme<br />Sanity Loss<br />
|- class="odd"<br />
| align="center" | 1st<br />
| align="center" | 1<br />
| align="center" | 2<br />
| align="center" | 1d6<br />
|- class="even"<br />
| align="center" | 2nd<br />
| align="center" | 2<br />
| align="center" | 4<br />
| align="center" | 2d6<br />
|- class="odd"<br />
| align="center" | 3rd<br />
| align="center" | 3<br />
| align="center" | 6<br />
| align="center" | 3d6<br />
|- class="even"<br />
| align="center" | 4th<br />
| align="center" | 4<br />
| align="center" | 8<br />
| align="center" | 4d6<br />
|- class="odd"<br />
| align="center" | 5th<br />
| align="center" | 5<br />
| align="center" | 10<br />
| align="center" | 5d6<br />
|- class="even"<br />
| align="center" | 6th<br />
| align="center" | 6<br />
| align="center" | 12<br />
| align="center" | 6d6<br />
|- class="odd"<br />
| align="center" | 7th<br />
| align="center" | 7<br />
| align="center" | 14<br />
| align="center" | 7d6<br />
|- class="even"<br />
| align="center" | 8th<br />
| align="center" | 8<br />
| align="center" | 16<br />
| align="center" | 8d6<br />
|- class="odd"<br />
| align="center" | 9th<br />
| align="center" | 9<br />
| align="center" | 18<br />
| align="center" | 9d6<br />
|}<br />
<br />
Magic relies on the physics of the true universe. By casting spells, characters visualize the unimaginable, warping their minds to follow alien ways of thought. These visualizations wound the mind. Although spellcasters expose themselves to such traumas voluntarily, they are shocks all the same.<br />
<br />
In this variant, casting a spell drains a certain amount of Sanity. This rule represents the fact that spellcasting forces the mind into strange patterns and thought processes with which it is poorly equipped to deal. The DM can choose from the three options presented in the table below, deducting a low, moderate, or extreme number of Sanity points from a character who casts a spell. In a campaign featuring low Sanity loss, a spellcaster is rarely penalized for casting a spell, especially if the DM also chooses to give characters Sanity resistance (see the sidebar) in such cases. In a campaign featuring moderate Sanity loss, spellcasters face a slightly higher risk of insanity than members of other classes, even if they have Sanity resistance. When using this option, players should, for the most part, choose spellcasting levels only as multiclass options. In a campaign featuring extreme Sanity loss, spellcasters have a difficult time participating in adventures regularly because they find it hard to use their classes’ primary abilities without soon going insane.<br />
<br />
In addition to the guidelines presented for each campaign option above, the DM is free to impose additional modifiers on the Sanity loss caused by spells of a certain type, a certain school, or even individual spells. Here are some example conditions that a DM could choose to incorporate into a game.<br />
<br />
* Abjurations cost 1 less Sanity point to cast.<br />
* Divine spells cost 5 additional Sanity points to cast.<br />
* Druids suffer only half the Sanity loss from spellcasting (round fractions up).<br />
* Healing spells drain no Sanity when cast.<br />
* The invisibility spell, and any variation thereof, costs 1 additional Sanity Point to cast.<br />
* Necromancy spells cost 2 additional Sanity points to cast.<br />
* Spellcasters of some classes follow the guidelines of one campaign option, while spellcasters of other classes follow the guidelines of another campaign option.<br />
<br />
===Learning Spells===<br />
<br />
Learning spells, like casting them, exposes a character to unknowable secrets and can damage and warp the mind. In this variant, whenever a spellcaster learns a new spell, he loses Sanity points. In most cases, the Sanity loss is equal to the spell’s level, but if the spell is included in a tome of forbidden knowledge (see below), the loss can be greater.<br />
<br />
The rules for Sanity loss for learning spells work fine for wizards, sorcerers, and other arcane spellcasting classes that learn spells one at a time or in small groups, but this loss can easily overwhelm a cleric, druid, or other divine spellcaster who gains a new spellcasting level (thereby “learning” an entire level’s worth of new spells all at once). In such a case, the player and the DM should work together to determine a specific number of spells learned once access to a new spellcasting level is gained. When in doubt about how many spells to allow a spellcaster to learn at any given level, the spell acquisition rate of the wizard class serves as a good baseline.<br />
<br />
GMs wanting to add Sanity rules to a magic-rich campaign, or those wishing to preserve more of the flavor of a normal d20 game, can allow any spellcaster to learn a small number of spells at each level without losing any Sanity.<br />
<br />
===Sanity-Affecting Magic===<br />
<br />
The following types of magic and specific spells have different or additional effects when the Sanity variant is in use. For the effects of healing spells and magical means of recovering sanity, see Restoring Sanity with Magic, later in this section.<br />
<br />
====Fear Effects====<br />
<br />
{| id="tableSanityLossfromFearEffects" class="d20"<br />
|+ Table: Sanity Loss from Fear Effects<br />
! align="left" | Spell<br />
! Sanity Loss on<br />Failed Check<br />
! Sanity Loss on<br />Successful Check<br />
|- class="odd"<br />
| Bane<sup>1</sup><br />
| align="center" | —<br />
| align="center" | —<br />
|- class="even"<br />
| Cause fear<br />
| align="center" | 1d6<br />
| align="center" | 1<br />
|- class="odd"<br />
| Doom<br />
| align="center" | 1d6<br />
| align="center" | —<br />
|- class="even"<br />
| Fear<br />
| align="center" | 2d6<br />
| align="center" | 1<br />
|- class="odd"<br />
| Phantasmal killer<sup>2</sup><br />
| align="center" | —<br />
| align="center" | —<br />
|- class="even"<br />
| Scare<br />
| align="center" | 1d6<br />
| align="center" | 1<br />
|- class="odd"<br />
| Symbol of fear<br />
| align="center" | 2d6<br />
| align="center" | —<br />
|- class="even"<br />
| Weird<sup>2</sup><br />
| align="center" | —<br />
| align="center" | —<br />
|-<br />
| class="foot" colspan="3" |<br />
# Bane works normally because its effect is less severe than that of the shaken condition.<br />
# Phantasmal killer and weird work normally because those spells do not produce a shaken, frightened, or panicked effect. (The DM could rule that a Sanity check takes the place of the Fortitude Save to avoid dying from fear; in such a case, failing the check results in permanent insanity.)<br />
|}<br />
<br />
Whenever a spell, creature, or other factor produces a fear effect that causes its target to become shaken, frightened, or panicked, replace the saving throw to avoid the effect (if applicable) with a Sanity check. On a failed check (and sometimes even on a successful one), the subject loses a number of Sanity points rather than experiencing the normal effect of the magic. The table below provides a summary of the Sanity loss associated with each spell that has the fear descriptor:<br />
<br />
In this variant, remove fear does not automatically suppress an existing fear effect on its subjects, but if it is cast on a creature that lost Sanity because of a fear effect within the last 24 hours, that Sanity loss is halved (to a minimum of 1 point) and the creature’s current Sanity is adjusted accordingly.<br />
<br />
====Illusions====<br />
<br />
Illusions, when they are believed, cause Sanity loss just as if the real horrific monster or event were present. The DM can reduce the Sanity loss caused by illusions (or eliminate it entirely) if such spells appear frequently in the campaign.<br />
<br />
====Bestow Curse====<br />
<br />
When using the Sanity variant, this spell can cause a Sanity check rather than a Will Save. If the victim fails the Sanity check, he loses 3d6 points of Sanity. Unlike normal Sanity loss, this number is also subtracted from the character’s maximum Sanity. Magic that removes the curse (such as remove curse or break enchantment) can restore the character’s normal maximum Sanity, but separate magic or the use of the Heal skill is required to restore the character’s current Sanity.<br />
<br />
====Contact Other Plane====<br />
<br />
{| id="tableContactOtherPlane" class="d20"<br />
|+ Table: Contact Other Plane<br />
|-<br />
! align="left" | Plane<br />
! Sanity Loss<br />
|- class="odd"<br />
| Elemental Plane (appropriate)<br />
| align="center" | 1<br />
|- class="even"<br />
| Positive/Negative Energy Plane<br />
| align="center" | 1<br />
|- class="odd"<br />
| Astral Plane<br />
| align="center" | 2<br />
|- class="even"<br />
| Outer Plane (demideity)<br />
| align="center" | 1d6<br />
|- class="odd"<br />
| Outer Plane (lesser deity)<br />
| align="center" | 2d6<br />
|- class="even"<br />
| Outer Plane (intermediate deity)<br />
| align="center" | 3d6<br />
|- class="odd"<br />
| Outer Plane (greater deity)<br />
| align="center" | 4d6<br />
|}<br />
<br />
When using the Sanity variant, characters casting this spell risk a lost of Sanity instead of Intelligence and Charisma. Whenever a character casts this spell, she must make a Sanity check. If the check fails, the character loses Sanity depending on the plane that the character was trying to contact, according to the table below. Unlike the Intelligence and Charisma reduction caused by the normal version of this spell, the Sanity loss does not go away after a week—the loss is permanent until restored by another spell or through the use of the Heal skill.<br />
<br />
====Commune====<br />
<br />
When using the Sanity variant, replace this spell’s XP cost with a Sanity check (1d6/3d6), made as a free action immediately after the spell’s duration expires. Insanity: Instead of experiencing this spell’s normal effect, characters who fail the saving throw to resist the spell become permanently insane as described in this variant (but suffer no Sanity loss).<br />
<br />
====Moment of Prescience====<br />
<br />
In addition to the spell’s normal benefits, a character with an active moment of prescience effect can make one Sanity check as if his current Sanity equaled his maximum Sanity. The character need not use the effect on the first Sanity check he is required to make, but he must choose whether or not to use this benefit before making any Sanity check during the spell’s duration.<br />
<br />
====Status====<br />
<br />
In addition to the spell’s normal effect, the caster can sense whenever the subject suffers Sanity loss, temporary insanity, indefinite insanity, or permanent insanity during the spell’s duration.<br />
<br />
====Summon Monster====<br />
<br />
If a character summons a monster that causes Sanity loss by means of a summon monster, summon nature’s ally, planar binding, or planar ally spell, he suffers the usual Sanity loss for casting the spell and must also make a Sanity check because of the monster’s presence.<br />
<br />
====Symbol of Insanity====<br />
<br />
Instead of experiencing this spell’s normal effect, characters who fail the saving throw to resist the symbol become permanently insane as described in this variant (but suffer no Sanity loss).<br />
<br />
===Reading Forbidden Tomes===<br />
<br />
Obscure tomes add ranks to a character’s Knowledge (forbidden lore) skill and teach arcane spells. Studying and comprehending these books causes all that we know to become like shadows. The burning power of a greater reality seizes the soul. Whether we try to retreat from the experience or hunger greedily for more, it destroys our confidence in what we once believed, opening us up to the all-encompassing truths of dark deities.<br />
<br />
For each such book encountered, the DM must set the examination period, the Knowledge (arcana) DC to understand it, the number of spells contained in it, the Sanity loss that occurs upon beginning the examination, the Sanity loss that occurs upon completion of the examination, and the ranks of Knowledge (forbidden lore) gained from studying the book. While the DM is free to set these parameters at any values that he feels are appropriate for the campaign or adventure, Table: Example Forbidden Tomes provides some suggested combinations of each of these parameters.<br />
<br />
{| id="tableExampleForbiddenTomes" class="d20"<br />
|+ Table: Example Forbidden Tomes<br />
|-<br />
! align="left" | Examination<br />Period<br />
! Knowledge (arcana) DC<br />to Understand Tome<br />
! Number of Spells<br />Contained in Tome<br />
! Initial<br />Sanity Loss<br />
! Sanity Loss<br />upon Completion<br />
! Knowledge (forbidden lore)<br />ranks gained<br />
|- class="odd"<br />
| 1 week<br />
| align="center" | 20<br />
| align="center" | 1<br />
| align="center" | 1d4<br />
| align="center" | 1<br />
| align="center" | 1<br />
|- class="even"<br />
| 1 week<br />
| align="center" | 20<br />
| align="center" | 1<br />
| align="center" | 1d4<br />
| align="center" | 1d4<br />
| align="center" | 1<br />
|- class="odd"<br />
| 1 week<br />
| align="center" | 25<br />
| align="center" | 2<br />
| align="center" | 1d4<br />
| align="center" | 2d6<br />
| align="center" | 1<br />
|- class="even"<br />
| 2 weeks<br />
| align="center" | 25<br />
| align="center" | 1d4<br />
| align="center" | 1d6<br />
| align="center" | 2d6<br />
| align="center" | 2<br />
|- class="odd"<br />
| 2 weeks<br />
| align="center" | 25<br />
| align="center" | 1d6<br />
| align="center" | 1d10<br />
| align="center" | 2d6<br />
| align="center" | 2<br />
|- class="even"<br />
| 2 weeks<br />
| align="center" | 25<br />
| align="center" | 3<br />
| align="center" | 1d6<br />
| align="center" | 2d6<br />
| align="center" | 2<br />
|- class="odd"<br />
| 2 weeks<br />
| align="center" | 30<br />
| align="center" | 1d6+1<br />
| align="center" | 1d6<br />
| align="center" | 2d6<br />
| align="center" | 3<br />
|- class="even"<br />
| 3 weeks<br />
| align="center" | 20<br />
| align="center" | 1d4+1<br />
| align="center" | 1d10<br />
| align="center" | 2d6<br />
| align="center" | 2<br />
|- class="odd"<br />
| 3 weeks<br />
| align="center" | 25<br />
| align="center" | 1d6<br />
| align="center" | 1d6<br />
| align="center" | 2d10<br />
| align="center" | 2<br />
|- class="even"<br />
| 3 weeks<br />
| align="center" | 30<br />
| align="center" | 1d4+5<br />
| align="center" | 1d10<br />
| align="center" | 3d6<br />
| align="center" | 3<br />
|}<br />
<br />
==Getting Used To Awfulness==<br />
<br />
Never underestimate the ability of the sentient mind to adapt, even to the most horrific experiences. Reading and rereading the same bit of disturbing text or seeing the same horrible image over and over eventually provokes no further loss of Sanity. Within a reasonable interval of play, usually a single session of the game, characters should not lose more Sanity points for seeing monsters of a particular sort than the maximum possible points a character could lose from seeing one such monster. For instance, the Sanity loss for seeing a single human zombie is 1/1d6. Thus, in the same game day or in the same play session, no character should lose more than 6 Sanity points for seeing any number of zombies. Keep in mind that the interpretation of “reasonable interval” must vary by DM and situation. When it feels right, the DM should rule that the horror is renewed and points must be lost again.<br />
<br />
Learning or casting spells never becomes a normal occurrence. No matter how many times a character casts a spell, no matter what the time interval between castings may be, the Sanity loss is always the same. This point is also true for anything that a character does willingly. For example, if brutally murdering a friend costs 2/1d10 Sanity, this loss is incurred each time, even if the character loses the maximum possible points (10) after the first such murder he commits.<br />
<br />
==Variant Rule: Insane Insight==<br />
<br />
At the DM’s option, a character who has just gone insane may have an insight into the situation or entity that provoked the insanity. The player needs to make a DC 15 Wisdom check to gain the insight. Information provided by this sudden burst of awareness is up to the DM, but it may include something about a creature’s origin or a fact about its nature (feeding habits, natural habitat, weakness), a clue to the identity of a murderer at a murder scene, or some hint at a location of great importance.<br />
<br />
==Types Of Insanity==<br />
<br />
Character insanity is induced by a swift succession of shocking experiences or ghastly revelations, events usually connected with dark gods, creatures from the Outer Planes, or powerful spellcasting.<br />
<br />
Horrifying encounters can result in one of three states of mental unbalance: temporary, indefinite, and permanent insanity. The first two, temporary insanity and indefinite insanity, can be cured. The third, permanent insanity, results when a character’s Sanity points are reduced to -10 or lower. This condition cannot be cured.<br />
<br />
===Temporary Insanity===<br />
<br />
Whenever a character loses Sanity points equal to one-half her Wisdom score from a single episode of Sanity loss, she has experienced enough of a shock that the DM must ask for a Sanity check. If the check fails, the character realizes the full significance of what she saw or experienced and goes temporarily insane. If the check succeeds, the character does not go insane, but she may not clearly remember what she experienced (a trick the mind plays to protect itself).<br />
<br />
Temporary insanity might last for a few minutes or a few days. Perhaps the character acquires a phobia or fetish befitting the situation, faints, becomes hysterical, or suffers nervous twitches, but she can still respond rationally enough to run away or hide from a threat.<br />
<br />
A character suffering from temporary insanity remains in this state for either a number of rounds or a number of hours; roll d% and consult Table 6-8: Duration of Temporary Insanity to see whether the insanity is short-term or long-term. After determining the duration of the insanity, roll d% and consult either Table 6-9 or 6-10 to identify the specific effect of the insanity. The DM must describe the effect so that the player can roleplay it accordingly.<br />
<br />
Successful application of the Heal skill (see The Heal Skill and Mental Treatment, below) may alleviate or erase temporary insanity.<br />
<br />
Temporary insanity ends either when the duration rolled on Table 6-8 has elapsed, or earlier if the DM considers it appropriate to do so.<br />
<br />
After an episode of temporary insanity ends, traces or even profound evidence of the experience should remain. No reason exists why, for instance, a phobia should depart from someone’s mind as quickly as a warrior draws his sword. What remains behind after a brief episode of temporary insanity should exert a pervasive influence on the character. The character may still be a bit batty, but her conscious mind once again runs the show.<br />
<br />
As a variant rule, if the amount of Sanity lost exceeds the character’s current Wisdom score, consider the temporary insanity to always be of the long-term variety.<br />
<br />
{| id="table68DurationofTemporaryInsanity" class="d20"<br />
|+ Table 6-8: Duration of Temporary Insanity<br />
|-<br />
!<br />
d%<br />
! Temporary Insanity Type<br />
! Duration<br />
|- class="odd"<br />
| 01-80<br />
| Short-term<br />
| 1d10+4 rounds<br />
|- class="even"<br />
| 81-100<br />
| Long-term<br />
| 1d10×10 hours<br />
|}<br />
<br />
{| id="table69ShortTermTemporaryInsanityEffects" style="width: auto" class="d20"<br />
|+ Table 6-9: Short-Term Temporary Insanity Effects<br />
|-<br />
!<br />
d%<br />
! Effect<br />
|- class="odd"<br />
| align="center" | 01-20<br />
| style="white-space: normal" | Character faints (can be awakened by vigorous action taking 1 round; thereafter, character is shaken until duration expires).<br />
|- class="even"<br />
| align="center" | 21-30<br />
| style="white-space: normal" | Character has a screaming fit.<br />
|- class="odd"<br />
| align="center" | 31-40<br />
| style="white-space: normal" | Character flees in panic.<br />
|- class="even"<br />
| align="center" | 41-50<br />
| style="white-space: normal" | Character shows physical hysterics or emotional outburst (laughing, crying, and so on).<br />
|- class="odd"<br />
| align="center" | 51-55<br />
| style="white-space: normal" | Character babbles in incoherent rapid speech or in logorrhea (a torrent of coherent speech).<br />
|- class="even"<br />
| align="center" | 56-60<br />
| style="white-space: normal" | Character gripped by intense phobia, perhaps rooting her to the spot.<br />
|- class="odd"<br />
| align="center" | 61-65<br />
| style="white-space: normal" | Character becomes homicidal, dealing harm to nearest person as efficiently as possible.<br />
|- class="even"<br />
| align="center" | 66-70<br />
| style="white-space: normal" | Character has hallucinations or delusions (details at the discretion of the DM).<br />
|- class="odd"<br />
| align="center" | 71-75<br />
| style="white-space: normal" | Character gripped with echopraxia or echolalia (saying or doing whatever those nearby say or do).<br />
|- class="even"<br />
| align="center" | 76-80<br />
| style="white-space: normal" | Character gripped with strange or deviant eating desire (dirt, slime, cannibalism, and so on).<br />
|- class="odd"<br />
| align="center" | 81-90<br />
| style="white-space: normal" | Character falls into a stupor (assumes fetal position, oblivious to events around her).<br />
|- class="even"<br />
| align="center" | 91-99<br />
| style="white-space: normal" | Character becomes catatonic (can stand but has no will or interest; may be led or forced to simple actions but takes no independent action).<br />
|- class="odd"<br />
| align="center" | 100<br />
| style="white-space: normal" | Roll on Table 6-10: Long-Term Temporary Insanity Effects.<br />
|}<br />
<br />
{| id="table610LongTermTemporaryInsanityEffects" style="width: auto" class="d20"<br />
|+ Table 6-10: Long-Term Temporary Insanity Effects<br />
|-<br />
!<br />
d%<br />
! Effect<br />
|- class="odd"<br />
| align="center" | 01-10<br />
| style="white-space: normal" | Character performs compulsive rituals (washing hands constantly, praying, walking in a particular rhythm, never stepping on cracks, constantly checking to see if crossbow is loaded, and so on).<br />
|- class="even"<br />
| align="center" | 11-20<br />
| style="white-space: normal" | Character has hallucinations or delusions (details at the discretion of the DM).<br />
|- class="odd"<br />
| align="center" | 21-30<br />
| style="white-space: normal" | Character becomes paranoid.<br />
|- class="even"<br />
| align="center" | 31-40<br />
| style="white-space: normal" |<br />
Character gripped with severe phobia (refuses to approach object of phobia except on successful DC 20 Will Save).<br />
|- class="odd"<br />
| align="center" | 41-45<br />
| style="white-space: normal" | Character has aberrant sexual desires (exhibitionism, nymphomania or satyriasis, teratophilia, necrophilia, and so on).<br />
|- class="even"<br />
| align="center" | 46-55<br />
| style="white-space: normal" | Character develops an attachment to a “lucky charm” (embraces object, type of object, or person as a safety blanket) and cannot function without it.<br />
|- class="odd"<br />
| align="center" | 56-65<br />
| style="white-space: normal" | Character develops psychosomatic blindness, deafness, or the loss of the use of a limb or limbs.<br />
|- class="even"<br />
| align="center" | 66-75<br />
| style="white-space: normal" |<br />
Character has uncontrollable tics or tremors (-4 penalty on all attack rolls, checks, and saves, except those purely mental in nature).<br />
|- class="odd"<br />
| align="center" | 76-85<br />
| style="white-space: normal" | Character has amnesia (memories of intimates usually lost first; Knowledge skills useless).<br />
|- class="even"<br />
| align="center" | 86-90<br />
| style="white-space: normal" | Character has bouts of reactive psychosis (incoherence, delusions, aberrant behavior, and/or hallucinations).<br />
|- class="odd"<br />
| align="center" | 91-95<br />
| style="white-space: normal" | Character loses ability to communicate via speech or writing.<br />
|- class="even"<br />
| align="center" | 96-100<br />
| style="white-space: normal" | Character becomes catatonic (can stand but has no will or interest; may be led or forced into simple actions but takes no independent action).<br />
|}<br />
<br />
===Indefinite Insanity===<br />
<br />
{| id="table611RandomIndefiniteInsanity" class="d20"<br />
|+ Table 6-11: Random Indefinite Insanity<br />
|-<br />
!<br />
d%<br />
! align="left" | Mental Disorder Type<br />
|- class="odd"<br />
| 01–15<br />
| Anxiety (includes severe phobias)<br />
|- class="even"<br />
| 16–20<br />
| Dissociative (amnesia, multiple personalities)<br />
|- class="odd"<br />
| 21–25<br />
| Eating (anorexia, bulimia)<br />
|- class="even"<br />
| 26–30<br />
| Impulse control (compulsions)<br />
|- class="odd"<br />
| 31–35<br />
| Mood (manic/depressive)<br />
|- class="even"<br />
| 36–45<br />
| Personality (various neuroses)<br />
|- class="odd"<br />
| 46–50<br />
| Psychosexual (sadism, nymphomania)<br />
|- class="even"<br />
| 51–55<br />
| Psychospecies<br />
|- class="odd"<br />
| 56–70<br />
| Schizophrenia/psychotic (delusions,<br />hallucinations, paranoia, catatonia)<br />
|- class="even"<br />
| 71–80<br />
| Sleep (night terrors, sleepwalking)<br />
|- class="odd"<br />
| 81–85<br />
| Somatoform (psychosomatic conditions)<br />
|- class="even"<br />
| 86–95<br />
| Substance abuse (alcoholic, drug addict)<br />
|- class="odd"<br />
| 96–100<br />
| Other (megalomania, quixotism, panzaism)<br />
|}<br />
<br />
If a character loses 20% (one-fifth) or more of her current Sanity points in the space of 1 hour, she goes indefinitely insane. The DM judges when the impact of events calls for such a measure. Some DMs never apply the concept to more than the result of a single roll, since this state can remove characters from play for extended periods. An episode of indefinite insanity lasts for 1d6 game months (or as the DM dictates). Symptoms of indefinite insanity may not be immediately apparent (which may give the DM additional time to decide what the effects of such a bout of insanity might be).<br />
<br />
Table 6-11: Random Indefinite Insanity is provided as an aid to selecting what form a character’s indefinite insanity takes. (The mental disorders mentioned on this table are explained later in this section.) Many DMs prefer to choose an appropriate way for the insanity to manifest, based on the circumstances that provoked it. It’s also a good idea to consult with the player of the afflicted character to see what sort of mental malady the player wishes to roleplay.<br />
<br />
The state of indefinite insanity is encompassing and incapacitating. For instance, a schizophrenic may be able to walk the streets while babbling and gesticulating, find rudimentary shelter, and beg for enough food to survive, but most of the business of the mind has departed into itself: She cannot fully interact with friends, family, and acquaintances. Conversation, cooperation, and all sense of personal regard have vanished from her psyche.<br />
<br />
It is possible for characters with indefinite insanity to continue to be played as active characters, depending on the form their madness takes. The character may still attempt to stumble madly through the rest of an adventure. However, with her weakened grasp on reality, she is most likely a danger to herself and others.<br />
<br />
As a general rule, a character suffering from indefinite insanity should be removed from active play until she recovers. At the DM’s discretion, the player of the character might be allowed to use a temporary character until the end of the story. Whether this “stand-in” character is an incidental NPC in the adventure, a character of the same level as the rest of the group, one or two levels below the rest of the characters, or even a 1st-level character, is up to the DM. Different DMs have different ways of handling this transition.<br />
<br />
If a character goes indefinitely insane near the end of an adventure, the DM may decide to set the next adventure to begin after the insane character has recovered.<br />
<br />
Characters suffering from indefinite insanity are in limbo, unable to help themselves or others. The Heal skill can be used to restore Sanity points during this period, but the underlying insanity remains.<br />
<br />
After recovery, a victim retains definite traces of madness. For example, even though a character knows he is no longer insane, she might be deathly afraid of going to sleep if her insanity manifested itself in the form of terrifying nightmares. The character is in control of her actions, but the experience of insanity has changed her, perhaps forever.<br />
<br />
===Permanent Insanity===<br />
<br />
A character whose Sanity score falls to -10 goes permanently insane. The character becomes an NPC under the control of the Game Master.<br />
<br />
A character with permanent insanity may be reduced to a raving lunatic or may be outwardly indistinguishable from a normal person; either way, she is inwardly corrupted by the pursuit of knowledge and power. Some of the most dangerous cultists in the world are characters who have become permanently insane, been corrupted by forbidden knowledge, and “gone over to the other side.”<br />
<br />
A character might be driven permanently insane by forces other than dark gods or forbidden knowledge. In such cases, moral corruption need not necessarily occur. The DM might decide to consider different sorts of permanent insanity, rolling randomly or choosing from among the mental disorders on Table 6-11: Random Indefinite Insanity, above.<br />
<br />
A character who has gone permanently insane can never be normal again (in some campaigns, a permanently insane character can be cured with the aid of powerful magic). She is forever lost in her own world. This need not mean a lifetime locked away from society, merely that the character has retreated so far from reality that normal mental functions can never be restored. She might be able to lead, within restricted bounds, a more or less normal life if kept away from the stimulus that triggers strong responses in her individual case. Yet a relapse may come quickly. Her calm facade can be destroyed in seconds if even the smallest reminder of what it was that drove her mad disturbs her fragile equilibrium. In any event, the eventual fate of a permanently insane character is a matter for individual Game Masters and players to decide.<br />
<br />
==Gaining Or Recovering Sanity==<br />
<br />
A character’s Sanity score can increase during the events of a campaign. Although a character’s Sanity score can never exceed 99 minus her Knowledge (forbidden lore) ranks, her maximum Sanity and current Sanity can exceed her starting Sanity.<br />
<br />
====Level Advancement====<br />
<br />
A character’s current Sanity can become higher than her starting Sanity as a result of gained levels: Whenever a character gains a new level, she rolls 1d6 and adds the result to her current Sanity. Some DMs may feel such self-improvement to be antithetical to this variant’s dark tone, and thus may not allow it. Others may allow it if the player can roll over her character’s current Sanity points after the character gains a level. Most Game Masters should find the question to be of no consequence, since characters continue to go insane regardless of how many Sanity points they gain. This is a point for players to be aware of, but not to worry about.<br />
<br />
====Story Awards====<br />
<br />
The DM may decide to award increases in character’s current Sanity if they foil a great horror, a demonic plan, or some other nefarious enterprise.<br />
<br />
===The Heal Skill And Mental Treatment===<br />
<br />
The Sanity rules presented here provide a new use for the Heal skill, allowing trained healers to help characters recover lost Sanity points. The DC and effect of a Heal check made to restore lost Sanity depend on whether the therapist is trying to offer immediate care or long-term care.<br />
<br />
====Immediate Care====<br />
<br />
When someone suffers an episode of temporary insanity, a therapist can bring him out of it—calming his terror, snapping him out of his stupor, or doing whatever else is needed to restore the patient to the state she was in before the temporary insanity—by making a DC 15 Heal check as a full-round action.<br />
<br />
A therapist can also use immediate care to stabilize the Sanity score of a character whose current Sanity is between -1 and -9. On a successful DC 15 check (requiring a full-round action), the character’s Sanity score improves to 0.<br />
<br />
====Long-Term Care====<br />
<br />
Providing long-term care means treating a mentally disturbed person for a day or more in a place away from stress and distractions. A therapist must spend 1d4 hours per day doing nothing but talking to the patient. If the therapist makes a DC 20 Heal check at the end of this time, the patient recovers 1 Sanity point. A therapist can tend up to six patients at a time; each patient beyond the first adds 1 hour to the total time per day that must be devoted to therapy. The check must be made each day for each patient. A roll of 1 on any of these Heal checks indicates that the patient loses 1 point of Sanity that day, as she regresses mentally due to horrors suddenly remembered.<br />
<br />
===Variant—Knowledge (Mental Therapy)===<br />
<br />
A new skill called Knowledge (mental therapy) can serve as the primary way to treat those who have suffered Sanity loss. Knowledge (mental therapy) is a Wisdom-based skill that cannot be used untrained. If you use this variant, characters with the Heal skill can only offer immediate care, and cannot offer long-term care. The Knowledge (mental therapy) skill allows both types of treatment.<br />
<br />
'''Note'''<br />
<br />
If magical means of restoring Sanity are present in the campaign, the Knowledge (mental therapy) skill is generally not worth including as a separate skill, because characters are better off simply using magic rather than devoting precious skill points to such a narrow-focus skill. If magic cannot restore Sanity, the ability to restore Sanity by other means is much more important, and Knowledge (mental therapy) should probably exist as a separate skill.<br />
<br />
===Mental Therapy===<br />
<br />
To give useful mental therapy, a therapist must have the Heal skill. Intensive treatment can return Sanity points to a troubled character. However, Sanity points restored in this manner can never cause the patient’s Sanity score to exceed her starting Sanity or maximum Sanity, whichever is lower. A character can have only one healer at a time. See The Heal Skill and Mental Treatment sidebar for a detailed description of how this works.<br />
<br />
Such treatment can also be used to help a character snap out of an episode of temporary insanity (for example, from an acute panic attack). It does not speed recovery from indefinite insanity, but it can strengthen a character by increasing her Sanity points.<br />
<br />
Recovery from indefinite insanity only comes with time (typically, 1d6 months). It is not dependent upon the character’s Sanity points and is not connected to them. A character can be sane with 24 Sanity points and insane while possessing 77 Sanity points.<br />
<br />
===Restoring Sanity with Magic===<br />
<br />
The way that Sanity loss and magic healing interact can greatly affect the feel of your game. At one extreme, the DM can rule that magic can easily cure Sanity loss, in which case Sanity becomes little more than a specialized version of “mental hit points” that includes some neat side effects (insanity). In such a case, characters can usually restore themselves to full Sanity with a day or two of rest and spellcasting.<br />
<br />
At the other extreme, the campaign might be structured so that magical healing can do little or nothing to restore Sanity, and even powerful divine spellcasters capable of curing the most deadly physical malady shy away from those encounters that might drain away Sanity points. The spells that can potentially restore Sanity points are discussed below. The DM should feel free to choose which of these spell effects are present in the game, but once established, these effects should not be changed in mid-campaign.<br />
<br />
====Atonement====<br />
<br />
Although this spell does not usually restore Sanity, it can be used in those rare cases when a character’s own actions inadvertently lead to an evil act that causes the character to lose Sanity points. If a quest or geas is combined with the atonement spell, Sanity points are not restored until the task is completed. A successful use of the atonement spell can restore all Sanity lost through the direct result of the evil acts for which the character atones.<br />
<br />
====Calm Emotions====<br />
<br />
This spell cannot restore Sanity directly, but it can temporarily mitigate the effects of temporary or permanent insanity. While the spell is in effect, the targets act calmly and ignore behavior changes caused by Sanity loss.<br />
<br />
====Heal====<br />
<br />
In addition to its normal effects, heal restores 10 Sanity points and removes all forms of temporary insanity.<br />
<br />
====Mind Blank====<br />
<br />
While the spell is in effect, the subject is immune to Sanity loss.<br />
<br />
====Miracle====<br />
<br />
This spell can restore a character to maximum Sanity even if his current Sanity has dropped to -10. Miracle even heals permanent insanity.<br />
<br />
====Restoration====<br />
<br />
If the caster chooses, restoration can restore 1d6 Sanity points per two levels to the target creature (max 5d6) instead of having its normal effect.<br />
<br />
====Restoration, Greater====<br />
<br />
If the caster chooses, greater restoration can restore the target creature to its maximum Sanity instead of having its normal effect.<br />
<br />
====Restoration, Lesser====<br />
<br />
If the caster chooses, lesser restoration can restore 1d4 Sanity points to the subject instead of having its normal effect.<br />
<br />
====Wish====<br />
<br />
This spell can restore a character to maximum Sanity even if his current Sanity has dropped to -10. Wish even heals permanent insanity.<br />
<br />
====Wish, Limited====<br />
<br />
This spell can restore a character to maximum Sanity even if his current Sanity has dropped to -10. Limited wish does not heal permanent insanity.<br />
<br />
===Alchemical Treatments===<br />
<br />
In the real world, psychiatric drugs play a key role in the modern treatment of many mental disorders. Although psychiatric drugs were administered to patients in the early part of the 20th century, only in the 1940s and later were they broadly and consistently effective in treating the symptoms of emotional trauma.<br />
<br />
In a fantasy game, the DM should decide whether rare herbs and alchemical substances can provide the same benefits that modern psychiatric drugs can deliver. It is quite believable, for example, that the Red Wizards of Thay in the FORGOTTEN REALMS Campaign Setting discovered alchemical means of isolating substances that affect the mind in profound ways, offering many of the same benefits of modern medicine. Therefore, the DM need only decide how easily he wants characters to overcome Sanity loss and insanity effects. Once the desired tone of the campaign is known, the DM can determine whether alchemical treatment is available. The Sanity variant assumes that skilled alchemists can create substances that offer the same benefits that psychiatric drugs can provide.<br />
<br />
As long as a character can afford the correct herbs and alchemical substances and is able to ingest them, the symptoms of indefinite insanity can be ignored. Ingesting these alchemical substances and drugs does not make a character immune or even particularly resistant to further Sanity losses. A DC 25 Craft (alchemy) check is needed to accurately prepare the correct herbs and substances and administer the correct dosage.<br />
<br />
Long-term alchemical treatment can restore lost Sanity points, just as use of the Heal skill can. For each month the character takes an accurately prescribed psychiatric medication, she regains 1d3 Sanity points. As with treatment through the Heal skill, long-term drug therapy can never raise a character’s current Sanity above her starting Sanity.<br />
<br />
A character cannot regain Sanity from both treatment with the Heal skill and alchemical treatment in the same month.<br />
<br />
===Drugs and Sanity===<br />
<br />
Drugs in the d20 game follow many of the same rules as poisons, allowing the imbiber saving throws to resist their initial and secondary effects. Delay poison, neutralize poison, and similar effects negate or end a drug’s effects, but they do not restore hit points, ability damage, or other damage caused by the substance.<br />
<br />
A creature that willingly takes a drug automatically fails both saving throws. It is not possible to intentionally fail the initial save but attempt to save against the secondary effect, or vice versa. Save DCs are provided for situations in which a character is unwillingly drugged.<br />
<br />
Drugs also have some uses in treating insanity. The drugs described below all affect a character’s Sanity to some extent.<br />
<br />
For more details on drugs and advice on appropriate inclusion of drugs in a campaign, see Book of Vile Darkness or Lords of Darkness.<br />
<br />
====Sample Drugs====<br />
<br />
{| id="tableDrugs" class="d20"<br />
|+ Table: Drugs<br />
! align="left" | Name<br />
! align="left" | Type<br />
! Price<br />
! Craft<br />(Alchemy)<br />DC<br />
! align="left" | Addiction<br />Rating<sup>1</sup><br />
| colspan="5" |<br />
# Discussed in the following section.<br />
|- class="odd"<br />
| Arthorvin<br />
| Ingested DC 12<br />
| align="center" | 5 gp<br />
| align="center" | 25<br />
| Low<br />
|- class="even"<br />
| Carthagu<br />
| Ingested DC 13<br />
| align="center" | 5 gp<br />
| align="center" | 25<br />
| Low<br />
|- class="odd"<br />
| Mertoran leaf<br />
| Ingested DC 13<br />
| align="center" | 10 gp<br />
| align="center" | 25<br />
| Negligible<br />
|- class="even"<br />
| Zixalix<br />
| Ingested DC 16<br />
| align="center" | 15 gp<br />
| align="center" | 25<br />
| Medium<br />
|}<br />
<br />
Below are examples of drugs that can be introduced into a campaign; many of them are effective against some sorts of mental disorders. Table: Drugs provides some specifics for each drug, and the text description for each one provides the following additional information.<br />
<br />
'''Initial Effect'''<br />
<br />
The effect of the drug if the initial Fortitude save is failed.<br />
<br />
'''Secondary Effect'''<br />
<br />
The effect of the drug if the secondary Fortitude save is failed 1 minute after ingestion.<br />
<br />
'''Side Effect'''<br />
<br />
The side effect (if any) that occurs immediately upon taking the drug.<br />
<br />
'''Overdose'''<br />
<br />
What (if anything) constitutes an overdose and its effect on the character.<br />
<br />
=====Arthorvin=====<br />
<br />
A fragrant gray powder made from rare magical plants, the drug called arthorvin is an appropriate alchemical treatment for anxiety, mood disorders, and dissociative disorders.<br />
<br />
'''Initial Effect'''<br />
<br />
1 point of Charisma damage.<br />
<br />
'''Secondary Effect'''<br />
<br />
The user is in a calm, peaceful mental state for 2d4 hours and gains a +1 alchemical bonus on Will saves.<br />
<br />
'''Side Effect'''<br />
<br />
Arthorvin causes a general dulling of the imbiber’s emotions and reactions. While the drug is in effect, the user takes a -1 penalty on all initiative checks.<br />
<br />
'''Overdose'''<br />
<br />
n/a.<br />
<br />
=====Carthagu=====<br />
<br />
Carthagu is a thin green tea served warm. It is an appropriate alchemical treatment for impulse control problems, eating disorders, and sleep disorders.<br />
<br />
'''Initial Effect'''<br />
<br />
2 points of Strength damage.<br />
<br />
'''Secondary Effect'''<br />
<br />
Carthagu soothes a wide range of mental disorders, providing relief from the symptoms of the indicated disorders for up to 8 hours.<br />
<br />
'''Side Effect'''<br />
<br />
n/a.<br />
<br />
'''Overdose'''<br />
<br />
n/a.<br />
<br />
=====Mertoran Leaf=====<br />
<br />
When mertoran leaf is dried, treated, and chewed, it provides appropriate alchemical treatment for personality disorders, and substance abuse disorders.<br />
<br />
'''Initial Effect'''<br />
<br />
1 point of Dexterity damage.<br />
<br />
'''Secondary Effect'''<br />
<br />
The user becomes more confident, gaining a +2 alchemical bonus to Charisma for 1 hour.<br />
<br />
'''Side Effect'''<br />
<br />
While the drug is in effect and for 12 hours thereafter, mertoran leaf relieves the most severe symptoms of the listed disorders.<br />
<br />
'''Overdose'''<br />
<br />
n/a.<br />
<br />
=====Zixalix=====<br />
<br />
A potent combination of many rare herbs and alchemical substances, zixalix provides appropriate alchemical treatment for somatoform disorders, psychotic disorders (including schizophrenia), and psychosexual disorders.<br />
<br />
'''Initial Effect'''<br />
<br />
1d4 points of Intelligence damage.<br />
<br />
'''Secondary Effect'''<br />
<br />
Zixalix staves off the most severe symptoms of the indicated disorders.<br />
<br />
'''Side Effect'''<br />
<br />
n/a.<br />
<br />
'''Overdose'''<br />
<br />
If more than three doses are taken in a 24-hour period, the imbiber takes 1d4 points of Constitution damage.<br />
<br />
====Drug Addiction====<br />
<br />
{| id="tableAddictions" class="d20"<br />
|+ Table: Addictions<br />
|-<br />
! align="left" | Addiction<br />Rating<br />
! Fort<br />DC<br />
! align="left" | Satiation<br />Period<br />
! align="left" | Damage<br />
|- class="odd"<br />
| Negligible<br />
| align="center" | 4<br />
| 1 day<br />
| 1d3-2 Dex (can be 0)<br />
|- class="even"<br />
| Low<br />
| align="center" | 6<br />
| 10 days<br />
| 1d3 Dex<br />
|- class="odd"<br />
| Medium<br />
| align="center" | 10<br />
| 5 days<br />
| 1d4 Dex, 1d4 Wis<br />
|- class="even"<br />
| High<br />
| align="center" | 14<br />
| 1 day<br />
| 1d6 Dex, 1d6 Wis, 1d6 Con<br />
|- class="odd"<br />
| Extreme<br />
| align="center" | 25<br />
| 1 day<br />
| 1d8 Dex, 1d8 Wis, 1d6 Con, 1d6 Str<br />
|}<br />
<br />
Drug addiction functions much like diseases. The characteristics of certain forms of addiction are summarized on the table below. Upon initial exposure (any time a character imbibes or applies a drug with an addiction rating), the character must succeed on a Fortitude Save or become addicted. Instead of having an incubation period as a disease does, a drug has a satiation period, which is the length of time a single dose remains effective in a character’s system. Addiction, if not satisfied by further doses of the drug, proceeds like a disease—the character takes ability damage each day unless he succeeds on a Fortitude save.<br />
<br />
=====Addiction Rating=====<br />
<br />
Each drug is rated according to its addictive potential, from lowest (negligible) to highest (extreme). Sometimes, an individual’s long-term addiction raises a drug’s addiction rating for that individual. Drugs with a negligible rating are not subject to this change. Stronger drugs increase their addiction rating by one step for every two full months a character remains addicted to the drug. A character who recovers from an addiction and later becomes addicted again to the same drug does so at the addiction rating the drug had just prior to his earlier recovery.<br />
<br />
=====Satiation=====<br />
<br />
Each time a user takes a drug to which he is addicted, he is satiated and staves off withdrawal symptoms for the period of time indicated on the table. Whenever the satiation period expires before the user takes another dose, the DC of the Fortitude Save to resist damage (see below) increases by 5. The dose that causes a character to becomes addicted counts for the purpose of tracking the satiation period.<br />
<br />
=====Damage=====<br />
<br />
An addicted user who is not satiated takes the indicated amount of ability damage each day unless the character succeeds on a Fortitude save.<br />
<br />
=====Recovery=====<br />
<br />
If a character makes two successful saving throws in a row, he has fought off his addiction and recovered, and takes no more damage from withdrawal symptoms.<br />
<br />
A lesser restoration or restoration spell might negate some or all of the ability damage caused by an addiction, but the next day the victim may take more ability damage if he continues to fail his Fortitude saves. Remove disease immediately causes a user to recover from an addiction, but it does not heal ability damage. Greater restoration or heal causes recovery and restores all ability damage from the addiction.<br />
<br />
==Treatment Of Insanity==<br />
<br />
Temporary insanity ends so quickly that schedules of treatment are essentially pointless; it runs its course soon enough that one merely need protect a deranged character from further upset or harm. On the other hand, treatment of permanent insanity has no real meaning. By definition, a permanently insane character never recovers, no matter how good the therapist or the facility. Thus, indefinite insanity is the only form of mental illness that might be addressed by intervention and treatment.<br />
<br />
After 1d6 months, if undisturbed by further trauma and with the agreement of the Game Master, an indefinitely insane character finds enough mental balance to reenter the world. Three kinds of nonmagical care may help the character regain Sanity points during this recovery period. When choosing among them, the DM and player should consider the character’s resources, her friends and relatives, and how wisely she has behaved in the past. In most campaigns, the magical treatments described above (see Restoring Sanity with Magic) allow the character to reenter play after a shorter time or with less expense.<br />
<br />
===Private Care===<br />
<br />
The best care available is at home or in some friendly place (perhaps a small church or the home of a wealthy friend) where nursing can be tender, considerate, and undistracted by the needs of competing patients.<br />
<br />
If mental healing or alchemical medications are available, roll d% for each game month that one or the other is used. A result of 01-95 is a success: Add 1d3 Sanity points for either mental therapy or alchemical medications, whichever is used (a charac ter cannot benefit from both in the same month). On a result of 96-100, the healer fumbles the diagnosis or the character rejects the alchemical treatments. She loses 1d6 Sanity points, and no progress is made that month.<br />
<br />
===Institutionalization===<br />
<br />
The next best alternative to private care is commitment to a good insane asylum, but these are extremely rare in most d20 campaigns, if they are present at all. DMs are free to rule that institutionalization is simply not available.<br />
<br />
In those campaigns that include such institutions (usually located within the bounds of a temple devoted to a deity of healing), asylums may be said to have an advantage over home care in that they are relatively cheap or even a free service provided by a government or a powerful church. These institutions are of uneven quality, however, and some may be potentially harmful. Some are creative places of experiment and magic-assisted therapy, while others offer mere confinement. In any setting, concentrated and nourishing treatment by strangers is rare.<br />
<br />
Therapy using the Heal skill is usually the only treatment available, but in most cases, primitive institutions offer no treatment at all. Sometimes an institution can convey an uncaring sense that undermines the useful effects of alchemical medications, leaving the character with a sense of anger and loss. He is likely to be distrustful of the organization and its motives. Escape attempts are common by inmates, even in the most enlightened fantasy settings.<br />
<br />
Roll d% for each game month a character is in the care of an institution. A result of 01-95 is a success; add 1d3 Sanity points if therapy with the Heal skill was available, or 1 Sanity point if no treatment was present. On a result of 96-100, the character rebels against the environment. He loses 1d6 Sanity points, and no progress can be made that month.<br />
<br />
===Wandering and Homeless===<br />
<br />
If no care is available, an insane character may become a wandering derelict struggling for survival. Such a wanderer gains no Sanity points unless he is able to join a group of the homeless and find at least one friend among them. To find a friend after joining such a group, the character can make a DC 15 Charisma check once per month. If a friend appears, the character recovers 1 Sanity point per game month thereafter.<br />
<br />
For each game month during which an insane character lives as a derelict, roll d%. On a result of 01-95, the character survives. On a result of 96-100, the character dies as the result of disease, exposure, or violence.<br />
<br />
==Mental Disorders==<br />
<br />
The DM should choose how characters in the campaign world think and therefore talk about insanity before play begins. In many fantasy games, the term “insane” serves as an all-encompassing term that represents everything an inhabitant knows or understands about the full spectrum of mental disorders. In others, different forms of insanity may be identified for what they are.<br />
<br />
This section offers descriptions of many specific mental disorders. Where appropriate, suggested modifiers to characters’ attack rolls, saves, and checks are also given.<br />
<br />
===Anxiety Disorders===<br />
<br />
Even a seasoned adventurer feels anxious before braving a dragon’s cave, and the farmers in the village might worry that their crops will not survive until harvest. These fears are a normal, natural part of living in a danger-filled environment such as a d20 campaign setting, but in some cases these anxieties overwhelm an individual, causing inactivity, distress, and even severe behavioral problems. When fear and anxiety overwhelm a character for a prolonged period of time, the character suffers from an anxiety disorder. The most common forms of anxiety disorders are described below.<br />
<br />
====Generalized Anxiety Disorder====<br />
<br />
The character suffers from a variety of physical and emotional symptoms that can be grouped into certain categories.<br />
<br />
'''Motor Tension'''<br />
<br />
Jitteriness, aches, twitches, restlessness, easily startled, easily fatigued, and so on. All attack rolls, Fortitude and Reflex saves, and all checks involving Strength, Dexterity, or Constitution take a -2 penalty.<br />
<br />
'''Autonomic Hyperactivity'''<br />
<br />
Sweating, racing heart, dizziness, clammy hands, flushed or pallid face, rapid pulse and respiration even when at rest, and so on. All attack rolls, saves, and checks take a -2 penalty.<br />
<br />
'''Expectations of Doom'''<br />
<br />
Anxieties, worries, fears, and especially anticipations of misfortune. All attack rolls, saves, and checks take a -2 morale penalty.<br />
<br />
'''Vigilance'''<br />
<br />
Distraction, inability to focus, insomnia, irritability, impatience. All Will saves and checks involving Intelligence, Wisdom, or Charisma take a -4 morale penalty.<br />
<br />
'''Panic Disorder (Panic Attack)'''<br />
<br />
This illness is marked by a discrete period of fear in which symptoms develop rapidly. Within minutes palpitation, sweating, trembling, and difficulty in breathing develop, strong enough that the victim fears immediate death or insanity. Burdened with the recurrence of these episodes, she fears their return. This reaction often leads to agoraphobia (see below).<br />
<br />
'''Agoraphobia (Fear of Open Places)'''<br />
<br />
The character becomes very nervous outside familiar surroundings and must make a DC 15 Will Save in order to leave home or engage socially. May be linked to panic disorder (see above) or to a related phobia (see below), such as uranophobia (fear of the sky), baraphobia (fear of loss of gravity), or xenophobia (fear of strangers).<br />
<br />
'''Obsessive-Compulsive Disorder'''<br />
<br />
This illness manifests in one of two main forms, obsessive thoughts or compulsive actions; some characters exhibit both.<br />
<br />
'''Obsessions'''<br />
<br />
The character cannot help thinking about an idea, image, or impulse incessantly, often involving violence and self-doubt. These ideas are frequently repugnant to the character, but they are so strong that during times of stress she may be unable to concentrate on anything else, even if doing so is necessary for her survival. Obsessive impulses can be very dangerous when combined with auditory hallucinations, since the “voices” may urge the character to take some dangerous or hostile course of action.<br />
<br />
'''Compulsions'''<br />
<br />
The character insists on performing ritual actions, such as touching a doorway at left, right, and top before passing through it. Though she may agree that the actions are senseless, the need to perform them is overpowering and may last for 1d10 rounds. Even in times of great stress, the character may ignore her survival in order to perform the actions.<br />
<br />
====Post-Traumatic Stress Disorder====<br />
<br />
After a traumatic event, perhaps even years later, the character begins to relive the trauma through persistent thoughts, dreams, and flashbacks. Correspondingly, the character loses interest in daily activities. She may return to normal once the memories have been thoroughly explored and understood, but that process may take years.<br />
<br />
====Phobia or Mania====<br />
<br />
A character afflicted by a phobia or a mania persistently fears a particular object or situation. She realizes that the fear is excessive and irrational, but the fear is disturbing enough that she avoids the stimulus.<br />
<br />
'''Phobia'''<br />
<br />
A DC 15 Will check is required for a character to be able to force herself into (or remain within) the presence of the object of her phobia, and even then the character takes a -2 morale penalty as long as the object of fear remains. In severe cases, the object of the phobia is imagined to be omnipresent, perhaps hidden—thus, someone with severe acrophobia (fear of heights) might be frightened when in an enclosed room on the upper story of a building, even if there were no window or other way to see how high up the room was. As many phobias exist as one cares to notice or name—the lists provided below cover merely some of the more common phobias that might affect d20 characters.<br />
<br />
'''Mania'''<br />
<br />
Manias are rarer than phobias. A character affected by a mania is inordinately fond of a particular stimulus and takes great pains to be with it or near it. When the character’s sexuality is involved, the mania may be termed a fetish. Thus, teratophobia would be an inordinate fear of monsters, while teratophilia would be an unhealthy (possibly sexual) attraction to them. See the following lists of phobias for ideas on what sorts of disorders could manifest as manias.<br />
<br />
=====Real-World Phobias=====<br />
<br />
The following list provides examples of phobias from the real world that lend themselves to inclusion in a d20 campaign.<br />
<br />
Certain real-world phobias can easily be broadened to include monstrous creatures and specific magic effects in a fantasy environment. For example, ophidiophobia (fear of snakes) could be extended to include medusae and other snakelike creatures, or ichthyophobia (fear of fish) could be extended to include aquatic creatures with fishlike qualities, such as the locathah and the sahuagin.<br />
<br />
{| class="d20"<br />
! Phobia<br />
! Fear of…<br />
|- class="odd"<br />
| Acrophobia<br />
| heights (formerly known as vertigo)<br />
|- class="even"<br />
| Aerophobia<br />
| wind<br />
|- class="odd"<br />
| Agoraphobia<br />
| open places<br />
|- class="even"<br />
| Ailurophobia<br />
| cats<br />
|- class="odd"<br />
| Androphobia<br />
| men (males)<br />
|- class="even"<br />
| Astrophobia<br />
| stars<br />
|- class="odd"<br />
| Autophobia<br />
| being alone<br />
|- class="even"<br />
| Bacteriophobia<br />
| bacteria (“germs”)<br />
|- class="odd"<br />
| Ballistophobia<br />
| bullets<br />
|- class="even"<br />
| Bathophobia<br />
| deep submerged places<br />
|- class="odd"<br />
| Bibliophobia<br />
| books<br />
|- class="even"<br />
| Blennophobia<br />
| slime<br />
|- class="odd"<br />
| Brontophobia<br />
| thunder<br />
|- class="even"<br />
| Cenophobia<br />
| empty rooms<br />
|- class="odd"<br />
| Chionophobia<br />
| snow<br />
|- class="even"<br />
| Claustrophobia<br />
| enclosed spaces<br />
|- class="odd"<br />
| Demophobia<br />
| crowds<br />
|- class="even"<br />
| Dendrophobia<br />
| trees<br />
|- class="odd"<br />
| Entomophobia<br />
| insects<br />
|- class="even"<br />
| Equinophobia<br />
| horses<br />
|- class="odd"<br />
| Gephyrdrophobia<br />
| crossing bridges<br />
|- class="even"<br />
| Gynephobia<br />
| women (females)<br />
|- class="odd"<br />
| Hamartophobia<br />
| sinning or making an error<br />
|- class="even"<br />
| Haphephobia<br />
| being touched<br />
|- class="odd"<br />
| Heliophobia<br />
| sunlight or the sun<br />
|- class="even"<br />
| Hematophobia<br />
| blood or bleeding<br />
|- class="odd"<br />
| Hydrophobia<br />
| water<br />
|- class="even"<br />
| Hypnophobia<br />
| sleep<br />
|- class="odd"<br />
| Iatrophobia<br />
| doctors (healers)<br />
|- class="even"<br />
| Ichthyophobia<br />
| fish<br />
|- class="odd"<br />
| Maniaphobia<br />
| going insane<br />
|- class="even"<br />
| Monophobia<br />
| being alone<br />
|- class="odd"<br />
| Musophobia<br />
| mice (and rats)<br />
|- class="even"<br />
| Necrophobia<br />
| dead things<br />
|- class="odd"<br />
| Nyctophobia<br />
| night or nightfall<br />
|- class="even"<br />
| Odontophobia<br />
| teeth<br />
|- class="odd"<br />
| Onomatophobia<br />
| a certain name, word, or phrase<br />
|- class="even"<br />
| Ophidiophobia<br />
| snakes<br />
|- class="odd"<br />
| Ornithophobia<br />
| birds<br />
|- class="even"<br />
| Pediphobia<br />
| children<br />
|- class="odd"<br />
| Phagophobia<br />
| eating<br />
|- class="even"<br />
| Phonophobia<br />
| noise, including one’s own voice<br />
|- class="odd"<br />
| Pyrophobia<br />
| fire<br />
|- class="even"<br />
| Scotophobia<br />
| darkness<br />
|- class="odd"<br />
| Spectrophobia<br />
| mirrors<br />
|- class="even"<br />
| Taphephobia<br />
| being buried alive<br />
|- class="odd"<br />
| Teratophobia<br />
| monsters<br />
|- class="even"<br />
| Thalassophobia<br />
| the sea<br />
|- class="odd"<br />
| Tomophobia<br />
| surgery<br />
|- class="even"<br />
| Uranophobia<br />
| the heavens (“the horrible gaping sky!”)<br />
|- class="odd"<br />
| Vermiphobia<br />
| worms<br />
|- class="even"<br />
| Xenophobia<br />
| foreigners or strangers<br />
|- class="odd"<br />
| Zoophobia<br />
| animals<br />
|}<br />
<br />
=====Fantastic Phobias=====<br />
<br />
With some imagination and a little knowledge about how “phobia” terms are formed (most come from ancient Greek words), it’s possible to come up with a list of phobias tailored to a fantasy setting. The following list is provided as a starting point.<br />
<br />
{| class="d20"<br />
! Phobia<br />
! Fear of…<br />
|- class="odd"<br />
| Arcuophobia<br />
| bows<br />
|- class="even"<br />
| Aurophobia<br />
| gold<br />
|- class="odd"<br />
| Aberraphobia<br />
| aberrations and creatures with tentacles<br />
|- class="even"<br />
| Bogyphobia<br />
| demons and goblins<br />
|- class="odd"<br />
| Demonophobia<br />
| demons<br />
|- class="even"<br />
| Dracophobia<br />
| dragons<br />
|- class="odd"<br />
| Confodiophobia<br />
| being stabbed<br />
|- class="even"<br />
| Faephobia<br />
| fey<br />
|- class="odd"<br />
| Gigaphobia<br />
| giants and Large or larger creatures<br />
|- class="even"<br />
| Hadephobia<br />
| hell<br />
|- class="odd"<br />
| Hagiophobia<br />
| saints and holy relics<br />
|- class="even"<br />
| Hierophobia<br />
| priests and sacred items<br />
|- class="odd"<br />
| Incantophobia<br />
| enchantment and mind control<br />
|- class="even"<br />
| Iophobia<br />
| poison<br />
|- class="odd"<br />
| Manaphobia<br />
| magic<br />
|- class="even"<br />
| Materiophobia<br />
| constructs<br />
|- class="odd"<br />
| Myxophobia<br />
| oozes<br />
|- class="even"<br />
| Naturaphobia<br />
| nature and druids<br />
|- class="odd"<br />
| Planarphobia<br />
| outsiders and extraplanar creatures<br />
|- class="even"<br />
| Plantaphobia<br />
| plants and plant creatures<br />
|- class="odd"<br />
| Phantasmaphobia<br />
| specters or ghosts<br />
|- class="even"<br />
| Pneumatophobia<br />
| incorporeal creatures<br />
|- class="odd"<br />
| Uranophobia<br />
| heaven (esp. divine magic)<br />
|}<br />
<br />
===Dissociative Disorders===<br />
<br />
Individuals suffering from dissociative disorders cannot maintain a complete awareness of themselves, their surroundings, or time. The disorder often involves some great previous trauma that is too terrible to remember. Characters who have gone insane from an encounter with powerful monsters often suffer from some form of dissociative disorder.<br />
<br />
====Dissociative Amnesia (Psychogenic Amnesia)====<br />
<br />
This is the inability to recall important personal information, brought on by a desire to avoid unpleasant memories. The character must make a DC 20 Will Save to recall such details or the cause of the amnesia. Since the horror of evil creatures and disturbing truths is the probable cause of this amnesia, as an optional rule the DM may choose to reset the character’s Knowledge (forbidden lore) modifier to +0 and her maximum Sanity to 99 while this disorder holds sway: The horror returns only when the character’s memories do.<br />
<br />
====Dissociative Fugue====<br />
<br />
The character flees from home or work and cannot recall her past. Once the flight halts, the character may assume an entirely new identity.<br />
<br />
====Dissociative Identity Disorder (Multiple Personality Disorder)====<br />
<br />
The character appears to harbor more than one personality, each of which is dominant at times and has its own distinct behavior, name, and even gender. The player needs to keep track of the character’s different personalities. (Each one has the same ability scores and game statistics, but different goals, outlooks, and attitudes.)<br />
<br />
===Eating Disorders===<br />
<br />
These disorders can be incredibly debilitating and even lead to starvation. They are conditions that may continue for many years, sometimes continually endangering the patient.<br />
<br />
====Anorexia Nervosa====<br />
<br />
The character has an overpowering fear of becoming fat and consequently loses weight, as well as taking Constitution damage (at a rate of 1d8 points per week). Even when she is no more than skin and bones, the character continues to see herself as overweight. Without intervention, she may literally starve herself to death.<br />
<br />
====Bulimia Nervosa====<br />
<br />
The character frequently eats large amounts of food during secret binges. An eating episode may continue until abdominal distress or self-induced vomiting occurs. Feelings of depression and guilt frequently follow such episodes.<br />
<br />
===Impulse Control Disorders===<br />
<br />
These disorders include compulsive gambling, pathological lying, kleptomania (compulsive stealing), and pyromania (the compulsion to set fires).<br />
<br />
====Intermittent Explosive Disorder====<br />
<br />
The character is recognizably impulsive and aggressive, and at times gives way to uncontrollable rages that result in assault or destruction of property.<br />
<br />
===Mood Disorders===<br />
<br />
These disorders affect the victim’s attitude and outlook. Mild mood disorders can be almost impossible to detect without prolonged contact with an individual, but severe disorders usually have noticeable symptoms.<br />
<br />
====Depression====<br />
<br />
Symptoms of this illness include changes in appetite, weight gain or loss, too much or too little sleep, persistent feeling of tiredness or sluggishness, and feelings of worthlessness or guilt, leading in severe cases to hallucinations, delusions, stupor, or thoughts of suicide. All attack rolls, saves, and checks take a -4 morale penalty. A predisposition to use alcohol or other mood-altering substances in an attempt at self-medication exists. A character suffering from severe chronic depression may give up virtually all effort from feelings of hopelessness—for example, deciding not to get out of bed for two years.<br />
<br />
====Mania====<br />
<br />
The character has a fairly constant euphoric or possibly irritable mood. Symptoms include a general increase in activity, talkativeness, increased self-esteem to the point of delusion, decreased need for sleep, being easily distracted, willingness for dangerous or imprudent activities such as reckless driving, delusions, hallucinations, and bizarre behavior. All attack rolls, saves, and checks take a -4 morale penalty A predisposition to use alcohol or other substances in an attempt at self-medication exists.<br />
<br />
====Bipolar Mood Disorder====<br />
<br />
The character oscillates between mood states, sometimes staying in one mood for weeks at a time, sometimes rapidly switching from one to another. Also known as manic depressive.<br />
<br />
===Personality Disorders===<br />
<br />
These long-term disorders have almost constant effects on a character’s behavior, making it difficult for him to interact with others and often making him unpleasant to be around as well. This is an important point to keep in mind when roleplaying— few players want to spend time with another player character suffering from a personality disorder.<br />
<br />
In game terms, the character takes a -4 penalty on all Charismabased checks. In addition, the attitudes of NPCs the character encounters are shifted in a negative direction. When determining NPC attitudes, the player must make a Charisma check for the character. On a successful check, the attitude of the NPC in question shifts one step toward hostile; on a failed check, the attitude of the NPC in question shifts two steps toward hostile.<br />
<br />
Personality disorders are classified in the following categories.<br />
<br />
====Antisocial====<br />
<br />
Short-sighted and reckless behavior, habitual liar, confrontational, fails to meet obligations (job, bills, relationships), disregards rights and feelings of others.<br />
<br />
====Avoidant====<br />
<br />
Oversensitive to rejection, low self-esteem, socially withdrawn.<br />
<br />
====Borderline====<br />
<br />
Rapid mood shifts, impulsive, unable to control temper, chronic boredom.<br />
<br />
====Compulsive====<br />
<br />
Perfectionist, authoritarian, indecisive from fear of making mistakes, difficulty expressing emotions.<br />
<br />
====Dependent====<br />
<br />
Lacks self-confidence; seeks another to look up to, follow, and subordinate herself to (“codependent”).<br />
<br />
====Histrionic====<br />
<br />
Overly dramatic, craves attention and excitement, overreacts, displays temper tantrums, may threaten suicide if thwarted.<br />
<br />
====Narcissistic====<br />
<br />
Exaggerated sense of self-importance, craves attention and admiration, considers others’ rights and feelings as of lesser importance.<br />
<br />
====Passive-Aggressive====<br />
<br />
Procrastinator, stubborn, intentionally forgetful, deliberately inefficient. Sabotages own performance on a regular basis.<br />
<br />
====Paranoid====<br />
<br />
Jealous, easily offended, suspicious, humorless, secretive, vigilant; exaggerates magnitude of offenses against oneself, refuses to accept blame.<br />
<br />
====Schizoid====<br />
<br />
Emotionally cold, aloof, has few friends; indifferent to praise or criticism.<br />
<br />
DMs should realize that, while these traits may work for an interesting NPC from whom the players must extract information or a favor, their antisocial nature makes them ill-suited for members of an adventuring party.<br />
<br />
===Psychosexual Disorders===<br />
<br />
Recognizable disorders of this type include transsexualism (a belief that one is actually a member of the opposite sex), impaired sexual desire or function, nymphomania and satyriasis (inordinate and uncontrollable sexual appetite in women and men, respectively), and paraphilia (requirement of an abnormal sexual stimulus, such as sadism, masochism, necrophilia, pedophilia, exhibitionism, voyeurism, fetishism, or bestiality).<br />
<br />
Most of these disorders could make players of the afflicted characters uncomfortable and thus are not appropriate for most roleplaying groups, although they can make for striking (if unpleasant) NPCs.<br />
<br />
===Psychospecies Disorders===<br />
<br />
These disorders are specific to fantasy environments and involve the victim of one believing that she is a different type of creature. A victim might believe that she is a construct (and therefore immune to critical hits) or any other creature type that she has encountered. When a victim has a psychospecies disorder associated with a creature that has specific weaknesses (for example, a human thinking he’s a vampire), then the victim’s behavior changes become more noticeable (such as a fear of holy symbols and sunlight).<br />
<br />
===Schizophrenia and Other Psychotic Disorders===<br />
<br />
A psychotic character experiences a break with reality. Symptoms can include delusions, hallucinations, and cognitive impairment. In general, only alchemical substances or magic can treat these kinds of disorders. Note, however, that many psychotic characters suffer from the delusion that nothing is wrong with them, and hence they feel no need to take their medication.<br />
<br />
====Schizophrenia (Schizophreniform Disorder, Dementia Praecox)====<br />
<br />
A schizophrenic character’s attention span and ability to concentration are greatly diminished; to reflect this, use only one-half of the character’s normal skill modifier on any skill check requiring attentiveness (such as Disable Device, Spot, Search, Open Lock, and of course Concentration). Symptoms include bizarre delusions, paranoia, auditory hallucinations (“hearing voices”), incoherent speech, emotional detachment, social withdrawal, bizarre behavior, and a lack of the sense of self.<br />
<br />
A schizophrenic character may fit into one of the following categories.<br />
<br />
'''Undifferentiated'''<br />
<br />
Impaired cognitive function, emotional detachment.<br />
<br />
'''Disorganized'''<br />
<br />
Inappropriate behavior, shallow emotional responses, delusions, hallucinations.<br />
<br />
'''Catatonic'''<br />
<br />
Mutism (loss of ability to talk), extreme compliance, absence of all voluntary movements, complete immobility (“statuism”).<br />
<br />
'''Paranoid'''<br />
<br />
Delusions of persecution, illogical thinking, hallucinations.<br />
<br />
Symptoms from more than one type can occur in the same individual, along with mood disorders (see above). For example, catatonic schizophrenics sometimes have manic episodes of extreme activity alternating with periods of complete withdrawal. Schizophrenia brought on by sudden stress is called acute schizophrenia; characters who go insane and babble of vast global conspiracies usually are diagnosed as suffering from “acute paranoid schizophrenia.”<br />
<br />
====Other Psychotic Disorders====<br />
<br />
By some definitions, all severe mental illnesses are classified as psychoses, including mood disorders, dementia, and anxiety disorders. This section deals with some of the interesting behavioral syndromes that may turn up in your game.<br />
<br />
'''Amok'''<br />
<br />
“Running amok,” an outburst of violence and aggressive or homicidal behavior directed at people and property. Amnesia, return to consciousness, and exhaustion occur following the episode. During a killing spree, the character utilizes whatever weapons are on hand.<br />
<br />
'''Boufee Detirant'''<br />
<br />
Sudden outburst of aggressive, agitated behavior and marked confusion, sometimes accompanied by visual and auditory hallucinations or paranoia.<br />
<br />
'''Brain Fag'''<br />
<br />
Impaired concentration and feelings of fatigue, pains in the neck and head, a sense that worms are crawling inside one’s head.<br />
<br />
'''Ghost Sickness'''<br />
<br />
Weakness, loss of appetite, feelings of suffocation, nightmares, and a pervasive feeling of terror, attributed as a sending from witches or malign otherworldly powers.<br />
<br />
'''Piblokto'''<br />
<br />
“Arctic madness,” wherein the afflicted rips off clothing and runs howling like an animal through the snow.<br />
<br />
'''Susto'''<br />
<br />
A variety of somatic and psychological symptoms attributed to a traumatic incident so frightening that it dislodged the victim’s spirit from her body.<br />
<br />
'''Taijin Kyofusho'''<br />
<br />
“Face-to-face” phobia, an intense anxiety when in the presence of other people; fearfulness that one’s appearance, odor, or behavior is offensive.<br />
<br />
'''Voodoo Death'''<br />
<br />
Belief that a hex or curse can bring about misfortune, disability, and death through some spiritual mechanism. Often the victim self-fulfills the hexer’s prophecy by refusing to eat and drink, resulting in dehydration and starvation.<br />
<br />
'''Wacinko'''<br />
<br />
Anger, withdrawal, mutism, and immobility, leading to illness and suicide.<br />
<br />
'''Wendigo Syndrome'''<br />
<br />
The afflicted believes she is a personification of the Wendigo, a cannibalistic creature with an icy heart.<br />
<br />
====Shared Paranoid Disorder (Shared Delusional Disorder, Folie a Deux)====<br />
<br />
The character takes on the delusional system of another paranoid individual from being in close contact with that person.<br />
<br />
===Sleep Disorders===<br />
<br />
These disorders include insomnia (character has difficulty falling asleep or staying asleep) and narcolepsy (character frequently falls asleep, almost anywhere and at inappropriate times). Characters performing demanding tasks such as engaging in combat or casting a spell may, when stressed, need to make DC 15 Concentration checks to stay awake and not put themselves in a dangerous situation.<br />
<br />
====Night Terrors====<br />
<br />
A sleeping character wakes after a few hours of sleep, usually screaming in terror. Pulse and breathing are rapid, pupils are dilated, and hair stands on end. The character is confused and hard to calm down. Night terrors are similar to ordinary nightmares, but much more intense and disruptive.<br />
<br />
====Somnambulism====<br />
<br />
Sleepwalking. As with night terrors, this behavior occurs in the first few hours of sleep. An episode may last up to 30 minutes. During the episode, the character’s face is blank and staring, and she can be roused only with difficulty. Once awake, she recalls nothing of the activity.<br />
<br />
===Somatoform Disorders===<br />
<br />
A somatoform disorder may be diagnosed when a character experiences physical symptoms that cannot be explained by an actual physical injury or disease.<br />
<br />
====Somatization Disorder====<br />
<br />
The character suffers from a physical ailment or diseaselike effect, with symptoms ranging from dizziness and impotence to blindness and intense pain. The Heal skill cannot identify any physical cause for the symptoms, and magical healing has no effect. The victim does not believe that her symptoms represent a specific disease. All attack rolls, saves, and checks take a -2 penalty.<br />
<br />
====Conversion Disorder====<br />
<br />
The character reports dysfunctions that suggest a physical disorder but, though they are involuntary, the symptoms actually provide a way for the victim to avoid something undesirable or a way to garner attention and caring, a condition called Munchausenism. Symptoms range from painful headaches to paralysis or blindness. With the condition known as Reverse Munchausenism, a character projects ill health onto others and may even arrange injuries or illnesses for them so that she can thereafter take care of them. All attack rolls, saves, and checks take a -2 penalty.<br />
<br />
====Hypochondriasis====<br />
<br />
Character believes she suffers from a serious disease. No physical cause for reported symptoms can be found, but the character continues to believe that the disease or condition exists, often with serious consequences to her normal life.<br />
<br />
====Body Dysmorphic Disorder====<br />
<br />
Character suffers from perceived flaws in appearance, usually of the face, or of the hips or legs. Behavior may alter in unexpected ways to cover up the flaws or to calm anxieties.<br />
<br />
===Substance Abuse Disorder===<br />
<br />
A character with a substance abuse disorder finds solace in using a drug, becomes addicted to it, and spends much time maintaining, concealing, and indulging the habit. Drugs include alcohol, amphetamines, cocaine, hallucinogens, marijuana, nicotine, opium (especially morphine and heroin), sedatives, and more fantastic substances present in the campaign world (see Sample Drugs, earlier in this section).<br />
<br />
A character under the sway of such a substance should feel the personal struggle daily. Will saves might be used to resist or succumb symbolically to cravings, especially just before periods of stress (for example, just before a confrontation or likely battle with evil cultists). All attack rolls, saves, and checks take a -2 morale penalty because of withdrawal symptoms. Sanity losses could occur from binges or bad trips. Some characters might find that drugs promote communication with alien entities and deities, and that dreams about them become ever more vivid and horrifying, Conversely, such substances might function as medications, deadening a character’s fears and offering temporary defenses against Sanity loss.<br />
<br />
===Other Disorders===<br />
<br />
Other disorders exist in common parlance, but most of these are actually symptoms or specific instances of disorders already mentioned above. These include quixotism (seeing the supernatural everywhere, even in the most mundane surroundings), panzaism (seeing the most extraordinary events as ordinary and rational), and megalomania (delusions of power, wealth, fame, and ability). Use or ignore these as suits your campaign, or invent new categories of madness to reflect the chaos that lies just below the brittle surface of Lovecraft’s world.<br />
<br />
==A Psychiatric Glossary==<br />
<br />
The following words are defined in terms of a real-world understanding of insanity; some of them (illusion, for example) have different meanings in a d20 game context. As with all aspects of the Sanity variant, DMs need to determine how each race and culture within the campaign world views insanity and how capable each race and culture is of treating mental disorders in order to know which of these words might come into play.<br />
<br />
'''Affect'''<br />
<br />
The external expression of a patient’s mood (sadness, anger, joy, fear). May be inconsistent with patient’s mood, depending on the disorder.<br />
<br />
'''Anorexia'''<br />
<br />
Loss or decrease of appetite.<br />
<br />
'''Catatonia'''<br />
<br />
Various strong motor anomalies, for instance catatonic stupor (slowed activity to the point of immobilization); ceraflexibilitas (the victim can be molded into strange postures that are maintained), and catatonic excitement (agitated, purposeless movements).<br />
<br />
'''Compulsion'''<br />
<br />
The need to perform certain actions repetitively, including various personal rituals, dipsomania, kleptomania, nymphomania, satyriasis, trichotillomania (pulling out hair), and so on.<br />
<br />
'''Delirium'''<br />
<br />
A reversible syndrome of bewilderment, restlessness, confusion, and disorientation, associated with fear and hallucinations, all caused by some underlying medical condition.<br />
<br />
'''Delusion'''<br />
<br />
A firmly fixed false belief, one not based in real ity. It can be bizarre, as in schizophrenia, or systematized, as in delusional disorders.<br />
<br />
'''Dementia'''<br />
<br />
A loss of cognitive function, often first manifesting in memory loss.<br />
<br />
'''Depersonalization'''<br />
<br />
A subjective feeling of being unreal, or unfamiliar to self.<br />
<br />
'''Derealization'''<br />
<br />
A subjective feeling that the environment is strange or unreal; for instance, feeling the world to be a stage or a two-dimensional painting.<br />
<br />
'''Dissociation'''<br />
<br />
Confusion over one’s sense of self and identity.<br />
<br />
'''Formication'''<br />
<br />
The feeling that insects are crawling all over one’s body, a tactile hallucination caused by cocaine and delirium tremens.<br />
<br />
'''Hallucination'''<br />
<br />
A perception of a sensory stimulus in the absence of sensory stimuli; for instance, seeing or hearing some one who isn’t there.<br />
<br />
'''Illusion'''<br />
<br />
The misperception of a sensory stimulus; for instance, seeing the rustling branches of a tree as tentacles.<br />
<br />
'''Logorrhea'''<br />
<br />
Copious, coherent, logical speech.<br />
<br />
'''Mania'''<br />
<br />
A mood characterized by elation and increased activity.<br />
<br />
'''Mood'''<br />
<br />
A pervasive feeling that is experienced internally.<br />
<br />
'''Neurosis'''<br />
<br />
Symptoms of depression, anxiety, or the like arising from stress. A neurosis is less severe than a psychosis. A neurotic character may still be able to function; a psychotic one generally cannot.<br />
<br />
'''Obsession'''<br />
<br />
An idea or thought that constantly intrudes into one’s consciousness.<br />
<br />
'''Paranoia'''<br />
<br />
Persistent, consistent, plausible, and ingenious delusions of persecution or jealousy. New information always seems to support the increasing threat of some great conspiracy. Paranoia is more a symptom than a disorder, because it can appear in schizophrenia, mania, and so on<br />
<br />
'''Psychosis'''<br />
<br />
Severe mental illness in which the character experiences thoughts and perceptions that are out of touch with reality. A psychosis is more severe than a neurosis.<br />
<br />
'''Somnambulism'''<br />
<br />
Sleepwalking.<br />
<br />
'''Somnolence'''<br />
<br />
Abnormal drowsiness.<br />
<br />
'''Synthesia'''<br />
<br />
Sensation caused by another sensation; for instance, seeing sound.<br />
<br />
'''Tic'''<br />
<br />
Involuntary spasmodic motor movement.<br />
<br />
'''Trailing Phenomenon'''<br />
<br />
Perceptual abnormality associated with hallucinogens in which moving objects are seen in a series of discrete discontinuous images.<br />
<br />
'''Trance'''<br />
<br />
Focused attention and altered consciousness, usually seen in hypnosis, dissociative disorders, and ecstatic religious experiences.<br />
<br />
<br />
{{UA Campaigns Footer}}<br />
{{wikify}}</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=UA:Sanity&diff=261141UA:Sanity2008-06-12T01:10:30Z<p>OptimizationFanatic: /* Severe Shocks */</p>
<hr />
<div>{{OGL Top}}<br />
<br />
=Sanity=<br />
<br />
This variant system allows you to introduce an element of dark horror into your d20 game. In campaigns using these rules, characters gain a new attribute called Sanity. This statistic functions like an ability score in some ways, but it has its own unique mechanics that represent the character’s descent from a stable and healthy mental state into confusion, dementia, and mental instability. As a character encounters monsters, witnesses horrible acts, masters forbidden knowledge, or casts spells, his Sanity score, and his corresponding ability to function as a normal member of his race, deteriorates. This gradual descent is balanced in part by the powers that characters gain each time they overcome a horrific foe or grow in skill and expertise, but even as those characters grow in power, they know or fear that an even greater peril lies ahead—the threat of becoming permanently insane.<br />
<br />
===Behind the Curtain: Sanity===<br />
<br />
Because it affects the way that characters interact with the creatures and objects that they encounter on their adventures in many different and profound ways, this variant, perhaps more than any other in Unearthed Arcana, can alter the entire feel of a campaign. If you adopt this variant in your campaign, the largest change will most likely be one of tone (this applies to an even greater extent if you adopt the entire Cthulhu Mythos that the variant is based on).<br />
<br />
As in the Call of Cthulhu Roleplaying Game, characters feel more vulnerable, for no matter how powerful they become, the dark gods are always greater. Religion is not only a source of comfort or succor, but also a dangerous enemy. (In those games that use the Cthulhu Mythos, religion seldom provides any succor at all.) Characters are suspicious, even paranoid, for a seemingly innocent commoner could secretly serve a cult. And yet, with such dark challenges come the opportunities for greater heroism.<br />
<br />
==What Is Sanity?==<br />
<br />
Sanity is the natural mental state of ordinary life. Normal mental balance is endangered when characters confront horrors, entities, or activities that are shocking, unnatural, and bewildering. Such encounters cause a character to lose points from his Sanity score, which in turn risks temporary, indefinite, or permanent insanity. Mental stability and lost Sanity points can be restored, up to a point, but psychological scars may remain.<br />
<br />
Insanity occurs if too many Sanity points are lost in too short a time. Insanity does not necessarily occur if Sanity points are low, but a lower Sanity score makes some forms of insanity more likely to occur after a character experiences an emotional shock. The character’s Sanity may be regained after a few minutes, recovered after a few months, or lost forever.<br />
<br />
A character may regain Sanity points, and even increase her Sanity point maximum. However, increasing a character’s ranks in the Knowledge (forbidden lore) skill always lowers her maximum Sanity by an equal amount.<br />
<br />
==Forbidden Knowledge==<br />
<br />
The Sanity rules assume that some knowledge is so alien to human understanding that simply learning of its existence can shatter the psyche. While magic and nonhuman races form an everyday part of a d20 character’s life, even a seasoned adventurer cannot conquer or understand some things. Knowledge of these secrets and creatures is represented by a new skill that goes hand in hand with a character’s Sanity score: Knowledge (forbidden lore).<br />
<br />
This type of knowledge permanently erodes a character’s ability to maintain a stable and sane outlook, and a character’s current Sanity can never be higher than 99 minus the modifier the character has in the Knowledge (forbidden lore) skill. This number (99 minus Knowledge (forbidden lore) ranks) is the character’s maximum Sanity.<br />
<br />
===Knowledge (Forbidden Lore) (None)===<br />
<br />
You know That Which Should Not Be Known. You have had horrible supernatural experiences and read forbidden tomes, learning truly dark secrets that have challenged everything you thought you knew. Since these revelations defy logic or commonly accepted fact, it does not matter how intelligent or wise you are when using this skill—only how much exposure to these dark secrets themselves you have experienced.<br />
<br />
'''Check'''<br />
<br />
Answering a question about the horrible deities and secrets that lurk at the edges of reality has a DC of 10 (for really easy questions), 15 (for elementary questions), or 20 to 30 (for difficult or really tough questions). Unlike in other fields of study, there are almost no really easy questions associated with this dark knowledge.<br />
<br />
You can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s HD. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, the DM can give another piece of useful information.<br />
<br />
The DM can decide which monsters are subject to the Knowledge (forbidden lore) skill and which monsters are subject to one of the standard Knowledge skills. For example, the DM may rule that Knowledge (the planes) is still the relevant skill for learning or knowing about outsiders, rather than allowing them to be identified by Knowledge (forbidden lore). However, in most campaigns that use the Sanity variant, aberrations and oozes should be able to be identified by Knowledge (forbidden lore) rather than by Knowledge (arcana) and Knowledge (dungeoneering) respectively.<br />
<br />
'''Action'''<br />
<br />
Usually none. In most cases, making a Knowledge check doesn’t take an action—you simply know the answer or you don’t.<br />
<br />
'''Try Again'''<br />
<br />
No. The check represents what you know, and thinking about a topic a second time doesn’t let you know something that you never learned in the first place.<br />
<br />
'''Special'''<br />
<br />
You cannot gain ranks in this skill by spending skill points. You can only gain ranks by reading forbidden tomes or having experiences with horrible creatures. Each rank you gain in this skill permanently reduces your maximum Sanity by 1 point: The more you know about the horrible truths underlying reality, the less capable you are of leading a normal life.<br />
<br />
A character’s first episode of insanity (that is, an occurrence of temporary or indefinite insanity) bestows 2 ranks in the Knowledge (forbidden lore) skill, thereby lowering his maximum Sanity by 2 points. Each time a character fails a Sanity check and endures another episode of insanity, he gains an additional rank in Knowledge (forbidden lore).<br />
<br />
For example, an elven wizard has 1 rank of Knowledge (forbidden lore) after reading a strange manuscript. She then steps outside, sees a chaos beast, and goes indefinitely insane, her raving mind failing to understand the strange creature she has encountered. Since she has never gone insane before, her player adds 2 ranks of Knowledge (forbidden lore) to an elven wizard’s character sheet. Now an elven wizard’s Maximum Sanity is 96 (99 minus 3 ranks of Knowledge (forbidden lore)).<br />
<br />
You cannot take the Knowledge (forbidden lore) skill during character creation. However, the skill has no maximum rank; your level does not limit the number of ranks in Knowledge (forbidden lore) that you can acquire.<br />
<br />
==Sanity Points==<br />
<br />
Sanity points measure the stability of a character’s mind. This attribute provides a way to define the sanity inherent in a character, the most stability a character can ever have, and the current level of sane rationality that a character preserves, even after numerous shocks and horrid revelations.<br />
<br />
Sanity is measured in three ways: starting Sanity, current Sanity, and maximum Sanity. Starting and current Sanity cannot exceed maximum Sanity.<br />
<br />
===Starting Sanity===<br />
<br />
A character’s starting Sanity equals his Wisdom score multiplied by 5. This score represents a starting character’s current Sanity, as well as the upper limit of Sanity that can be restored by the Heal skill (see The Heal Skill and Mental Treatment, later in this section). After creation, a character’s current Sanity often fluctuates considerably and might never again match starting Sanity. A change in a character’s Wisdom score changes his starting Sanity in terms of what treatment with the Heal skill can restore. Current Sanity, however, does not change if Wisdom rises or falls.<br />
<br />
===Current Sanity===<br />
<br />
A character’s current Sanity score fluctuates almost as often as (and sometimes much more often than) his hit points.<br />
<br />
====Making a Sanity Check====<br />
<br />
When a character encounters a gruesome, unnatural, or supernatural situation, the DM may require the player to make a Sanity check using percentile dice (d%). The check succeeds if the result is equal to or less than the character’s current Sanity.<br />
<br />
On a successful check, the character either loses no Sanity points or loses only a minimal amount. Potential Sanity loss is usually shown as two numbers or die rolls separated by a slash, such as 0/1d4. The number before the slash indicates the number of Sanity points lost if the Sanity check succeeds (in this case, none); the number after the slash indicates the number of Sanity points lost if the Sanity check fails (in this case, between 1 and 4 points).<br />
<br />
A character’s current Sanity is also at risk when the character reads certain books, learns certain types of spells, and attempts to cast them. These Sanity losses are usually automatic (no Sanity check is allowed); the character who chooses to undertake the activity forfeits the indicated number of Sanity points.<br />
<br />
In most cases, a new Sanity-shaking confrontation requires a new Sanity check. However, the DM always gets to decide when characters make Sanity checks. Confronting several horribly mangled corpses at one time or in rapid succession may call for just one Sanity check, while the same corpses encountered singly over the course of several game hours may require separate checks.<br />
<br />
====Going Insane====<br />
<br />
Losing more than a few Sanity points may cause a character to go insane, as described below. If a character’s Sanity score drops to 0 or lower, she begins the quick slide into permanent insanity. Each round, the character loses another point of Sanity. Once a character’s Sanity score reaches -10, she is hopelessly, incurably insane. The Heal skill can be used to stabilize a character on the threshold of permanent insanity; see The Heal Skill and Mental Treatment, below, for details.<br />
<br />
A DM’s description of a Sanity-shaking situation should always justify the threat to a character’s well-being. Thus, a horde of frothing rats is horrifying, while a single ordinary rat usually is not (unless the character has an appropriate phobia, of course).<br />
<br />
====Maximum Sanity====<br />
<br />
Ranks in the Knowledge (forbidden lore) skill simulate a character’s comprehension of aspects of the dark creatures at the edges of reality. Once gained, this horrible knowledge is never forgotten, and the character consequently surrenders mental equilibrium. A character’s Sanity weakens as his comprehension of these hidden truths increases. Such is the way of the universe.<br />
<br />
A character’s current Sanity can never be higher than 99 minus the character’s ranks in the Knowledge (forbidden lore) skill. This number (99 minus Knowledge (forbidden lore) ranks) is the character’s maximum Sanity.<br />
<br />
==Loss Of Sanity==<br />
<br />
Characters ordinarily lose Sanity in a few types of circumstances: when encountering something unimaginable, when suffering a severe shock, after casting a spell or when learning a new spell, when being affected by a certain type of magic or a particular spell, or when reading a forbidden tome.<br />
<br />
===Sanity Resistance===<br />
<br />
The Sanity mechanic was originally created to mimic the effect that the unspeakable horrors of the Cthulhu Mythos would have on normal folk from a world much like our own. Since d20 characters live in a world of magic and monsters, however, the DM might want to make them less susceptible to Sanity loss caused by encountering strange creatures (see Table: Sanity Loss from Creatures) by allowing them to have a measure of Sanity resistance, which is tied to one of two attributes.<br />
<br />
Each character can be allowed to have Sanity resistance equal to his character level. Alternatively, each character can be allowed to have Sanity resistance equal to his Wisdom modifier. (Obviously, the second alternative will produce lower Sanity resistance figures in most cases.) This number is the amount of Sanity loss a character can ignore when he encounters a creature that requires a Sanity check.<br />
<br />
The DM may decide that Sanity resistance also applies to certain kinds of severe shocks (although it might not apply to personally horrific experiences, such as seeing a close friend die) and to the casting or learning of spells.<br />
<br />
===Encountering the Unimaginable===<br />
<br />
When people perceive creatures and entities of unspeakable horror, this experience costs them some portion of their minds, since such creatures are intrinsically discomforting and repellent. We never lose awareness of their slimy, fetid, alien nature. This instinctive reaction is part and parcel of humans, elves, dwarves, and other humanoid races. In this category, we can include supernatural events or agents not always recognized as specifically devoted to these dark gods, such as hauntings, zombies, vampires, curses, and so on.<br />
<br />
Table: Sanity Loss from Creatures provides some default Sanity loss values for encountering creatures, based on their type and size. These are only default values—the DM can and should adjust individual monsters he deems more or less horrible than others of their size. An aasimar, for instance, hardly presents a Sanity-shaking sight, and should probably be treated as a humanoid rather than an outsider. On the other hand, a vargouille—a Small outsider appearing much like a flying, bat-winged head—might provoke a much more visceral reaction than other Small outsiders.<br />
<br />
In addition, certain types of monstrous behavior might force additional Sanity checks, much like those described under Severe Shocks, below. For instance, an aboleth is an unnerving sight, but watching one transform your best friend with it's slime should certainly force another check, with losses appropriate to the situation.<br />
<br />
In most d20 games, no character should need to make a Sanity check when encountering an elf, dwarf, or other standard humanoid race, or for encountering domesticated or otherwise commonplace animals. In some cases, even humanoid races such as orcs and goblins might be so common as to not cause Sanity loss either.<br />
<br />
====Specific Monsters and Sanity====<br />
<br />
Some monsters have additional or variant special abilities when using the Sanity variant.<br />
<br />
'''Allip'''<br />
<br />
The allip’s madness ability causes the loss of 2d6 Sanity points rather than the normal effect.<br />
<br />
'''Derro'''<br />
<br />
The derro’s madness ability protects these creatures from any further Sanity loss. Sane derro (especially derro player characters) track Sanity points normally.<br />
<br />
====Monstrous Characters and Sanity====<br />
<br />
In most cases, the DM does not need to keep track of a monster’s Sanity score, but sometimes, especially when in the hands of a player, monsters need Sanity scores just as other characters do.<br />
<br />
Although most campaigns that use the Sanity variant limit players to creating characters from the standard player character races, it’s still easy to envision a world where one or two monstrous races are so common or so integrated into the culture of other races that the DM wants to present them as viable player character options. In these cases, the monsters available as player character races should never provoke a Sanity loss from other characters or NPCs, and these creatures should have a Sanity score and track their Sanity losses just like characters made with the standard PC races. A monster should never lose Sanity for seeing others of its race (spectres don’t lose Sanity when encountering other spectres, and so on). In all cases, what causes Sanity loss for a specific creature is in the hands of the DM.<br />
<br />
{| id="tableSanityLossfromCreatures" class="d20"<br />
|+ Table: Sanity Loss from Creatures<br />
! rowspan="2" align="left" | Monster Type<br />
! colspan="7" | Monster Size<br />
|-<br />
! Up to Tiny<br />
! Small<br />
! Medium<br />
! Large<br />
! Huge<br />
! Gargantuan<br />
! Colossal<br />
|- class="odd"<br />
| Aberration, dragon, ooze, outsider, undead<br />
| align="center" | 1/1d4<br />
| align="center" | 1/1d4<br />
| align="center" | 1/1d6<br />
| align="center" | 1/1d10<br />
| align="center" | 1d4/1d10<br />
| align="center" | 1d6/1d10<br />
| align="center" | 1d6/2d10<br />
|- class="even"<br />
| Elemental, fey, plant, vermin<br />
| align="center" | 0/1d4<br />
| align="center" | 1/1d4<br />
| align="center" | 1/1d6<br />
| align="center" | 1/1d8<br />
| align="center" | 1/1d10<br />
| align="center" | 1d4/1d10<br />
| align="center" | 1d4/2d6<br />
|- class="odd"<br />
| Construct, giant, magical beast, monstrous humanoid<br />
| align="center" | 0/1<br />
| align="center" | 0/1d4<br />
| align="center" | 0/1d6<br />
| align="center" | 1/1d6<br />
| align="center" | 2/2d6<br />
| align="center" | 2/2d6<br />
| align="center" | 3/3d6<br />
|- class="even"<br />
| Animal, humanoid<br />
| align="center" | 0/0<sup>1</sup><br />
| align="center" | 0/1<sup>1</sup><br />
| align="center" | 0/1<sup>1</sup><br />
| align="center" | 0/1d4<sup>1</sup><br />
| align="center" | 0/1d4<br />
| align="center" | 0/1d4<br />
| align="center" | 0/1d6<br />
|-<br />
| class="foot" colspan="8" |<br />
# Only animals or humanoids of truly bizarre or ferocious appearance force such a check.<br />
|}<br />
<br />
===Severe Shocks===<br />
<br />
A shocking sight of a more mundane nature can also cost Sanity points. Severe shocks include witnessing an untimely or violent death, experiencing personal mutilation, losing social position, being the victim of treachery, or whatever else the Game Master decides is sufficiently extreme. The following list gives some examples of severe shocks, and the Sanity loss each one provokes.<br />
<br />
{| class="d20"<br />
! align="left" | Sanity Lost<sup>1</sup><br />
! align="left" | Shocking Situation<br />
|- class="odd"<br />
| 0/1d2<br />
| Surprised to find mangled animal carcass<br />
|- class="even"<br />
| 0/1d3<br />
| Surprised to find human corpse<br />
|- class="odd"<br />
| 0/1d3<br />
| Surprised to find human body part<br />
|- class="even"<br />
| 0/1d4<br />
| Finding a stream flowing with blood<br />
|- class="odd"<br />
| 1/1d4+1<br />
| Finding a mangled human corpse<br />
|- class="even"<br />
| 0/1d6<br />
| Awakening trapped in a coffin<br />
|- class="odd"<br />
| 0/1d6<br />
| Witnessing a friend’s violent death<br />
|- class="even"<br />
| 1/1d6<br />
| Seeing a ghoul<br />
|- class="odd"<br />
| 1/1d6+1<br />
| Meeting someone you know to be dead<br />
|- class="even"<br />
| 0/1d10<br />
| Undergoing severe torture<br />
|- class="odd"<br />
| 1/d10<br />
| Seeing a corpse rise from its grave<br />
|- class="even"<br />
| 2/2d10+1<br />
| Seeing a gigantic severed head fall from the sky<br />
|- class="odd"<br />
| 1d10/d%<br />
| Seeing an evil deity<br />
|-<br />
| class="foot" colspan="2" |<br />
# Loss on a successful check/loss on a failed check.<br />
|}<br />
<br />
===Casting Spells===<br />
<br />
{| id="tableSanityLossfromSpellcasting" class="d20"<br />
|+ Table: Sanity Loss from Spellcasting<br />
|-<br />
! Spell<br />Level<br />
! Low<br />Sanity Loss<br />
! Moderate<br />Sanity Loss<br />
! Extreme<br />Sanity Loss<br />
|- class="odd"<br />
| align="center" | 1st<br />
| align="center" | 1<br />
| align="center" | 2<br />
| align="center" | 1d6<br />
|- class="even"<br />
| align="center" | 2nd<br />
| align="center" | 2<br />
| align="center" | 4<br />
| align="center" | 2d6<br />
|- class="odd"<br />
| align="center" | 3rd<br />
| align="center" | 3<br />
| align="center" | 6<br />
| align="center" | 3d6<br />
|- class="even"<br />
| align="center" | 4th<br />
| align="center" | 4<br />
| align="center" | 8<br />
| align="center" | 4d6<br />
|- class="odd"<br />
| align="center" | 5th<br />
| align="center" | 5<br />
| align="center" | 10<br />
| align="center" | 5d6<br />
|- class="even"<br />
| align="center" | 6th<br />
| align="center" | 6<br />
| align="center" | 12<br />
| align="center" | 6d6<br />
|- class="odd"<br />
| align="center" | 7th<br />
| align="center" | 7<br />
| align="center" | 14<br />
| align="center" | 7d6<br />
|- class="even"<br />
| align="center" | 8th<br />
| align="center" | 8<br />
| align="center" | 16<br />
| align="center" | 8d6<br />
|- class="odd"<br />
| align="center" | 9th<br />
| align="center" | 9<br />
| align="center" | 18<br />
| align="center" | 9d6<br />
|}<br />
<br />
Magic relies on the physics of the true universe. By casting spells, characters visualize the unimaginable, warping their minds to follow alien ways of thought. These visualizations wound the mind. Although spellcasters expose themselves to such traumas voluntarily, they are shocks all the same.<br />
<br />
In this variant, casting a spell drains a certain amount of Sanity. This rule represents the fact that spellcasting forces the mind into strange patterns and thought processes with which it is poorly equipped to deal. The DM can choose from the three options presented in the table below, deducting a low, moderate, or extreme number of Sanity points from a character who casts a spell. In a campaign featuring low Sanity loss, a spellcaster is rarely penalized for casting a spell, especially if the DM also chooses to give characters Sanity resistance (see the sidebar) in such cases. In a campaign featuring moderate Sanity loss, spellcasters face a slightly higher risk of insanity than members of other classes, even if they have Sanity resistance. When using this option, players should, for the most part, choose spellcasting levels only as multiclass options. In a campaign featuring extreme Sanity loss, spellcasters have a difficult time participating in adventures regularly because they find it hard to use their classes’ primary abilities without soon going insane.<br />
<br />
In addition to the guidelines presented for each campaign option above, the DM is free to impose additional modifiers on the Sanity loss caused by spells of a certain type, a certain school, or even individual spells. Here are some example conditions that a DM could choose to incorporate into a game.<br />
<br />
* Abjurations cost 1 less Sanity point to cast.<br />
* Divine spells cost 5 additional Sanity points to cast.<br />
* Druids suffer only half the Sanity loss from spellcasting (round fractions up).<br />
* Healing spells drain no Sanity when cast.<br />
* The invisibility spell, and any variation thereof, costs 1 additional Sanity Point to cast.<br />
* Necromancy spells cost 2 additional Sanity points to cast.<br />
* Spellcasters of some classes follow the guidelines of one campaign option, while spellcasters of other classes follow the guidelines of another campaign option.<br />
<br />
===Learning Spells===<br />
<br />
Learning spells, like casting them, exposes a character to unknowable secrets and can damage and warp the mind. In this variant, whenever a spellcaster learns a new spell, he loses Sanity points. In most cases, the Sanity loss is equal to the spell’s level, but if the spell is included in a tome of forbidden knowledge (see below), the loss can be greater.<br />
<br />
The rules for Sanity loss for learning spells work fine for wizards, sorcerers, and other arcane spellcasting classes that learn spells one at a time or in small groups, but this loss can easily overwhelm a cleric, druid, or other divine spellcaster who gains a new spellcasting level (thereby “learning” an entire level’s worth of new spells all at once). In such a case, the player and the DM should work together to determine a specific number of spells learned once access to a new spellcasting level is gained. When in doubt about how many spells to allow a spellcaster to learn at any given level, the spell acquisition rate of the wizard class serves as a good baseline.<br />
<br />
GMs wanting to add Sanity rules to a magic-rich campaign, or those wishing to preserve more of the flavor of a normal d20 game, can allow any spellcaster to learn a small number of spells at each level without losing any Sanity.<br />
<br />
===Sanity-Affecting Magic===<br />
<br />
The following types of magic and specific spells have different or additional effects when the Sanity variant is in use. For the effects of healing spells and magical means of recovering sanity, see Restoring Sanity with Magic, later in this section.<br />
<br />
====Fear Effects====<br />
<br />
{| id="tableSanityLossfromFearEffects" class="d20"<br />
|+ Table: Sanity Loss from Fear Effects<br />
! align="left" | Spell<br />
! Sanity Loss on<br />Failed Check<br />
! Sanity Loss on<br />Successful Check<br />
| colspan="3" |<br />
# Bane works normally because its effect is less severe than that of the shaken condition.<br />
# Phantasmal killer and weird work normally because those spells do not produce a shaken, frightened, or panicked effect. (The DM could rule that a Sanity check takes the place of the Fortitude Save to avoid dying from fear; in such a case, failing the check results in permanent insanity.)<br />
|- class="odd"<br />
| Bane<sup>1</sup><br />
| align="center" | —<br />
| align="center" | —<br />
|- class="even"<br />
| Cause fear<br />
| align="center" | 1d6<br />
| align="center" | 1<br />
|- class="odd"<br />
| Doom<br />
| align="center" | 1d6<br />
| align="center" | —<br />
|- class="even"<br />
| Fear<br />
| align="center" | 2d6<br />
| align="center" | 1<br />
|- class="odd"<br />
| Phantasmal killer<sup>2</sup><br />
| align="center" | —<br />
| align="center" | —<br />
|- class="even"<br />
| Scare<br />
| align="center" | 1d6<br />
| align="center" | 1<br />
|- class="odd"<br />
| Symbol of fear<br />
| align="center" | 2d6<br />
| align="center" | —<br />
|- class="even"<br />
| Weird<sup>2</sup><br />
| align="center" | —<br />
| align="center" | —<br />
|}<br />
<br />
Whenever a spell, creature, or other factor produces a fear effect that causes its target to become shaken, frightened, or panicked, replace the saving throw to avoid the effect (if applicable) with a Sanity check. On a failed check (and sometimes even on a successful one), the subject loses a number of Sanity points rather than experiencing the normal effect of the magic. The table below provides a summary of the Sanity loss associated with each spell that has the fear descriptor:<br />
<br />
In this variant, remove fear does not automatically suppress an existing fear effect on its subjects, but if it is cast on a creature that lost Sanity because of a fear effect within the last 24 hours, that Sanity loss is halved (to a minimum of 1 point) and the creature’s current Sanity is adjusted accordingly.<br />
<br />
====Illusions====<br />
<br />
Illusions, when they are believed, cause Sanity loss just as if the real horrific monster or event were present. The DM can reduce the Sanity loss caused by illusions (or eliminate it entirely) if such spells appear frequently in the campaign.<br />
<br />
====Bestow Curse====<br />
<br />
When using the Sanity variant, this spell can cause a Sanity check rather than a Will Save. If the victim fails the Sanity check, he loses 3d6 points of Sanity. Unlike normal Sanity loss, this number is also subtracted from the character’s maximum Sanity. Magic that removes the curse (such as remove curse or break enchantment) can restore the character’s normal maximum Sanity, but separate magic or the use of the Heal skill is required to restore the character’s current Sanity.<br />
<br />
====Contact Other Plane====<br />
<br />
{| id="tableContactOtherPlane" class="d20"<br />
|+ Table: Contact Other Plane<br />
|-<br />
! align="left" | Plane<br />
! Sanity Loss<br />
|- class="odd"<br />
| Elemental Plane (appropriate)<br />
| align="center" | 1<br />
|- class="even"<br />
| Positive/Negative Energy Plane<br />
| align="center" | 1<br />
|- class="odd"<br />
| Astral Plane<br />
| align="center" | 2<br />
|- class="even"<br />
| Outer Plane (demideity)<br />
| align="center" | 1d6<br />
|- class="odd"<br />
| Outer Plane (lesser deity)<br />
| align="center" | 2d6<br />
|- class="even"<br />
| Outer Plane (intermediate deity)<br />
| align="center" | 3d6<br />
|- class="odd"<br />
| Outer Plane (greater deity)<br />
| align="center" | 4d6<br />
|}<br />
<br />
When using the Sanity variant, characters casting this spell risk a lost of Sanity instead of Intelligence and Charisma. Whenever a character casts this spell, she must make a Sanity check. If the check fails, the character loses Sanity depending on the plane that the character was trying to contact, according to the table below. Unlike the Intelligence and Charisma reduction caused by the normal version of this spell, the Sanity loss does not go away after a week—the loss is permanent until restored by another spell or through the use of the Heal skill.<br />
<br />
====Commune====<br />
<br />
When using the Sanity variant, replace this spell’s XP cost with a Sanity check (1d6/3d6), made as a free action immediately after the spell’s duration expires. Insanity: Instead of experiencing this spell’s normal effect, characters who fail the saving throw to resist the spell become permanently insane as described in this variant (but suffer no Sanity loss).<br />
<br />
====Moment of Prescience====<br />
<br />
In addition to the spell’s normal benefits, a character with an active moment of prescience effect can make one Sanity check as if his current Sanity equaled his maximum Sanity. The character need not use the effect on the first Sanity check he is required to make, but he must choose whether or not to use this benefit before making any Sanity check during the spell’s duration.<br />
<br />
====Status====<br />
<br />
In addition to the spell’s normal effect, the caster can sense whenever the subject suffers Sanity loss, temporary insanity, indefinite insanity, or permanent insanity during the spell’s duration.<br />
<br />
====Summon Monster====<br />
<br />
If a character summons a monster that causes Sanity loss by means of a summon monster, summon nature’s ally, planar binding, or planar ally spell, he suffers the usual Sanity loss for casting the spell and must also make a Sanity check because of the monster’s presence.<br />
<br />
====Symbol of Insanity====<br />
<br />
Instead of experiencing this spell’s normal effect, characters who fail the saving throw to resist the symbol become permanently insane as described in this variant (but suffer no Sanity loss).<br />
<br />
===Reading Forbidden Tomes===<br />
<br />
Obscure tomes add ranks to a character’s Knowledge (forbidden lore) skill and teach arcane spells. Studying and comprehending these books causes all that we know to become like shadows. The burning power of a greater reality seizes the soul. Whether we try to retreat from the experience or hunger greedily for more, it destroys our confidence in what we once believed, opening us up to the all-encompassing truths of dark deities.<br />
<br />
For each such book encountered, the DM must set the examination period, the Knowledge (arcana) DC to understand it, the number of spells contained in it, the Sanity loss that occurs upon beginning the examination, the Sanity loss that occurs upon completion of the examination, and the ranks of Knowledge (forbidden lore) gained from studying the book. While the DM is free to set these parameters at any values that he feels are appropriate for the campaign or adventure, Table: Example Forbidden Tomes provides some suggested combinations of each of these parameters.<br />
<br />
{| id="tableExampleForbiddenTomes" class="d20"<br />
|+ Table: Example Forbidden Tomes<br />
|-<br />
! align="left" | Examination<br />Period<br />
! Knowledge (arcana) DC<br />to Understand Tome<br />
! Number of Spells<br />Contained in Tome<br />
! Initial<br />Sanity Loss<br />
! Sanity Loss<br />upon Completion<br />
! Knowledge (forbidden lore)<br />ranks gained<br />
|- class="odd"<br />
| 1 week<br />
| align="center" | 20<br />
| align="center" | 1<br />
| align="center" | 1d4<br />
| align="center" | 1<br />
| align="center" | 1<br />
|- class="even"<br />
| 1 week<br />
| align="center" | 20<br />
| align="center" | 1<br />
| align="center" | 1d4<br />
| align="center" | 1d4<br />
| align="center" | 1<br />
|- class="odd"<br />
| 1 week<br />
| align="center" | 25<br />
| align="center" | 2<br />
| align="center" | 1d4<br />
| align="center" | 2d6<br />
| align="center" | 1<br />
|- class="even"<br />
| 2 weeks<br />
| align="center" | 25<br />
| align="center" | 1d4<br />
| align="center" | 1d6<br />
| align="center" | 2d6<br />
| align="center" | 2<br />
|- class="odd"<br />
| 2 weeks<br />
| align="center" | 25<br />
| align="center" | 1d6<br />
| align="center" | 1d10<br />
| align="center" | 2d6<br />
| align="center" | 2<br />
|- class="even"<br />
| 2 weeks<br />
| align="center" | 25<br />
| align="center" | 3<br />
| align="center" | 1d6<br />
| align="center" | 2d6<br />
| align="center" | 2<br />
|- class="odd"<br />
| 2 weeks<br />
| align="center" | 30<br />
| align="center" | 1d6+1<br />
| align="center" | 1d6<br />
| align="center" | 2d6<br />
| align="center" | 3<br />
|- class="even"<br />
| 3 weeks<br />
| align="center" | 20<br />
| align="center" | 1d4+1<br />
| align="center" | 1d10<br />
| align="center" | 2d6<br />
| align="center" | 2<br />
|- class="odd"<br />
| 3 weeks<br />
| align="center" | 25<br />
| align="center" | 1d6<br />
| align="center" | 1d6<br />
| align="center" | 2d10<br />
| align="center" | 2<br />
|- class="even"<br />
| 3 weeks<br />
| align="center" | 30<br />
| align="center" | 1d4+5<br />
| align="center" | 1d10<br />
| align="center" | 3d6<br />
| align="center" | 3<br />
|}<br />
<br />
==Getting Used To Awfulness==<br />
<br />
Never underestimate the ability of the sentient mind to adapt, even to the most horrific experiences. Reading and rereading the same bit of disturbing text or seeing the same horrible image over and over eventually provokes no further loss of Sanity. Within a reasonable interval of play, usually a single session of the game, characters should not lose more Sanity points for seeing monsters of a particular sort than the maximum possible points a character could lose from seeing one such monster. For instance, the Sanity loss for seeing a single human zombie is 1/1d6. Thus, in the same game day or in the same play session, no character should lose more than 6 Sanity points for seeing any number of zombies. Keep in mind that the interpretation of “reasonable interval” must vary by DM and situation. When it feels right, the DM should rule that the horror is renewed and points must be lost again.<br />
<br />
Learning or casting spells never becomes a normal occurrence. No matter how many times a character casts a spell, no matter what the time interval between castings may be, the Sanity loss is always the same. This point is also true for anything that a character does willingly. For example, if brutally murdering a friend costs 2/1d10 Sanity, this loss is incurred each time, even if the character loses the maximum possible points (10) after the first such murder he commits.<br />
<br />
==Variant Rule: Insane Insight==<br />
<br />
At the DM’s option, a character who has just gone insane may have an insight into the situation or entity that provoked the insanity. The player needs to make a DC 15 Wisdom check to gain the insight. Information provided by this sudden burst of awareness is up to the DM, but it may include something about a creature’s origin or a fact about its nature (feeding habits, natural habitat, weakness), a clue to the identity of a murderer at a murder scene, or some hint at a location of great importance.<br />
<br />
==Types Of Insanity==<br />
<br />
Character insanity is induced by a swift succession of shocking experiences or ghastly revelations, events usually connected with dark gods, creatures from the Outer Planes, or powerful spellcasting.<br />
<br />
Horrifying encounters can result in one of three states of mental unbalance: temporary, indefinite, and permanent insanity. The first two, temporary insanity and indefinite insanity, can be cured. The third, permanent insanity, results when a character’s Sanity points are reduced to -10 or lower. This condition cannot be cured.<br />
<br />
===Temporary Insanity===<br />
<br />
Whenever a character loses Sanity points equal to one-half her Wisdom score from a single episode of Sanity loss, she has experienced enough of a shock that the DM must ask for a Sanity check. If the check fails, the character realizes the full significance of what she saw or experienced and goes temporarily insane. If the check succeeds, the character does not go insane, but she may not clearly remember what she experienced (a trick the mind plays to protect itself).<br />
<br />
Temporary insanity might last for a few minutes or a few days. Perhaps the character acquires a phobia or fetish befitting the situation, faints, becomes hysterical, or suffers nervous twitches, but she can still respond rationally enough to run away or hide from a threat.<br />
<br />
A character suffering from temporary insanity remains in this state for either a number of rounds or a number of hours; roll d% and consult Table 6-8: Duration of Temporary Insanity to see whether the insanity is short-term or long-term. After determining the duration of the insanity, roll d% and consult either Table 6-9 or 6-10 to identify the specific effect of the insanity. The DM must describe the effect so that the player can roleplay it accordingly.<br />
<br />
Successful application of the Heal skill (see The Heal Skill and Mental Treatment, below) may alleviate or erase temporary insanity.<br />
<br />
Temporary insanity ends either when the duration rolled on Table 6-8 has elapsed, or earlier if the DM considers it appropriate to do so.<br />
<br />
After an episode of temporary insanity ends, traces or even profound evidence of the experience should remain. No reason exists why, for instance, a phobia should depart from someone’s mind as quickly as a warrior draws his sword. What remains behind after a brief episode of temporary insanity should exert a pervasive influence on the character. The character may still be a bit batty, but her conscious mind once again runs the show.<br />
<br />
As a variant rule, if the amount of Sanity lost exceeds the character’s current Wisdom score, consider the temporary insanity to always be of the long-term variety.<br />
<br />
{| id="table68DurationofTemporaryInsanity" class="d20"<br />
|+ Table 6-8: Duration of Temporary Insanity<br />
|-<br />
!<br />
d%<br />
! Temporary Insanity Type<br />
! Duration<br />
|- class="odd"<br />
| 01-80<br />
| Short-term<br />
| 1d10+4 rounds<br />
|- class="even"<br />
| 81-100<br />
| Long-term<br />
| 1d10×10 hours<br />
|}<br />
<br />
{| id="table69ShortTermTemporaryInsanityEffects" style="width: auto" class="d20"<br />
|+ Table 6-9: Short-Term Temporary Insanity Effects<br />
|-<br />
!<br />
d%<br />
! Effect<br />
|- class="odd"<br />
| align="center" | 01-20<br />
| style="white-space: normal" | Character faints (can be awakened by vigorous action taking 1 round; thereafter, character is shaken until duration expires).<br />
|- class="even"<br />
| align="center" | 21-30<br />
| style="white-space: normal" | Character has a screaming fit.<br />
|- class="odd"<br />
| align="center" | 31-40<br />
| style="white-space: normal" | Character flees in panic.<br />
|- class="even"<br />
| align="center" | 41-50<br />
| style="white-space: normal" | Character shows physical hysterics or emotional outburst (laughing, crying, and so on).<br />
|- class="odd"<br />
| align="center" | 51-55<br />
| style="white-space: normal" | Character babbles in incoherent rapid speech or in logorrhea (a torrent of coherent speech).<br />
|- class="even"<br />
| align="center" | 56-60<br />
| style="white-space: normal" | Character gripped by intense phobia, perhaps rooting her to the spot.<br />
|- class="odd"<br />
| align="center" | 61-65<br />
| style="white-space: normal" | Character becomes homicidal, dealing harm to nearest person as efficiently as possible.<br />
|- class="even"<br />
| align="center" | 66-70<br />
| style="white-space: normal" | Character has hallucinations or delusions (details at the discretion of the DM).<br />
|- class="odd"<br />
| align="center" | 71-75<br />
| style="white-space: normal" | Character gripped with echopraxia or echolalia (saying or doing whatever those nearby say or do).<br />
|- class="even"<br />
| align="center" | 76-80<br />
| style="white-space: normal" | Character gripped with strange or deviant eating desire (dirt, slime, cannibalism, and so on).<br />
|- class="odd"<br />
| align="center" | 81-90<br />
| style="white-space: normal" | Character falls into a stupor (assumes fetal position, oblivious to events around her).<br />
|- class="even"<br />
| align="center" | 91-99<br />
| style="white-space: normal" | Character becomes catatonic (can stand but has no will or interest; may be led or forced to simple actions but takes no independent action).<br />
|- class="odd"<br />
| align="center" | 100<br />
| style="white-space: normal" | Roll on Table 6-10: Long-Term Temporary Insanity Effects.<br />
|}<br />
<br />
{| id="table610LongTermTemporaryInsanityEffects" style="width: auto" class="d20"<br />
|+ Table 6-10: Long-Term Temporary Insanity Effects<br />
|-<br />
!<br />
d%<br />
! Effect<br />
|- class="odd"<br />
| align="center" | 01-10<br />
| style="white-space: normal" | Character performs compulsive rituals (washing hands constantly, praying, walking in a particular rhythm, never stepping on cracks, constantly checking to see if crossbow is loaded, and so on).<br />
|- class="even"<br />
| align="center" | 11-20<br />
| style="white-space: normal" | Character has hallucinations or delusions (details at the discretion of the DM).<br />
|- class="odd"<br />
| align="center" | 21-30<br />
| style="white-space: normal" | Character becomes paranoid.<br />
|- class="even"<br />
| align="center" | 31-40<br />
| style="white-space: normal" |<br />
Character gripped with severe phobia (refuses to approach object of phobia except on successful DC 20 Will Save).<br />
|- class="odd"<br />
| align="center" | 41-45<br />
| style="white-space: normal" | Character has aberrant sexual desires (exhibitionism, nymphomania or satyriasis, teratophilia, necrophilia, and so on).<br />
|- class="even"<br />
| align="center" | 46-55<br />
| style="white-space: normal" | Character develops an attachment to a “lucky charm” (embraces object, type of object, or person as a safety blanket) and cannot function without it.<br />
|- class="odd"<br />
| align="center" | 56-65<br />
| style="white-space: normal" | Character develops psychosomatic blindness, deafness, or the loss of the use of a limb or limbs.<br />
|- class="even"<br />
| align="center" | 66-75<br />
| style="white-space: normal" |<br />
Character has uncontrollable tics or tremors (-4 penalty on all attack rolls, checks, and saves, except those purely mental in nature).<br />
|- class="odd"<br />
| align="center" | 76-85<br />
| style="white-space: normal" | Character has amnesia (memories of intimates usually lost first; Knowledge skills useless).<br />
|- class="even"<br />
| align="center" | 86-90<br />
| style="white-space: normal" | Character has bouts of reactive psychosis (incoherence, delusions, aberrant behavior, and/or hallucinations).<br />
|- class="odd"<br />
| align="center" | 91-95<br />
| style="white-space: normal" | Character loses ability to communicate via speech or writing.<br />
|- class="even"<br />
| align="center" | 96-100<br />
| style="white-space: normal" | Character becomes catatonic (can stand but has no will or interest; may be led or forced into simple actions but takes no independent action).<br />
|}<br />
<br />
===Indefinite Insanity===<br />
<br />
{| id="table611RandomIndefiniteInsanity" class="d20"<br />
|+ Table 6-11: Random Indefinite Insanity<br />
|-<br />
!<br />
d%<br />
! align="left" | Mental Disorder Type<br />
|- class="odd"<br />
| 01–15<br />
| Anxiety (includes severe phobias)<br />
|- class="even"<br />
| 16–20<br />
| Dissociative (amnesia, multiple personalities)<br />
|- class="odd"<br />
| 21–25<br />
| Eating (anorexia, bulimia)<br />
|- class="even"<br />
| 26–30<br />
| Impulse control (compulsions)<br />
|- class="odd"<br />
| 31–35<br />
| Mood (manic/depressive)<br />
|- class="even"<br />
| 36–45<br />
| Personality (various neuroses)<br />
|- class="odd"<br />
| 46–50<br />
| Psychosexual (sadism, nymphomania)<br />
|- class="even"<br />
| 51–55<br />
| Psychospecies<br />
|- class="odd"<br />
| 56–70<br />
| Schizophrenia/psychotic (delusions,<br />hallucinations, paranoia, catatonia)<br />
|- class="even"<br />
| 71–80<br />
| Sleep (night terrors, sleepwalking)<br />
|- class="odd"<br />
| 81–85<br />
| Somatoform (psychosomatic conditions)<br />
|- class="even"<br />
| 86–95<br />
| Substance abuse (alcoholic, drug addict)<br />
|- class="odd"<br />
| 96–100<br />
| Other (megalomania, quixotism, panzaism)<br />
|}<br />
<br />
If a character loses 20% (one-fifth) or more of her current Sanity points in the space of 1 hour, she goes indefinitely insane. The DM judges when the impact of events calls for such a measure. Some DMs never apply the concept to more than the result of a single roll, since this state can remove characters from play for extended periods. An episode of indefinite insanity lasts for 1d6 game months (or as the DM dictates). Symptoms of indefinite insanity may not be immediately apparent (which may give the DM additional time to decide what the effects of such a bout of insanity might be).<br />
<br />
Table 6-11: Random Indefinite Insanity is provided as an aid to selecting what form a character’s indefinite insanity takes. (The mental disorders mentioned on this table are explained later in this section.) Many DMs prefer to choose an appropriate way for the insanity to manifest, based on the circumstances that provoked it. It’s also a good idea to consult with the player of the afflicted character to see what sort of mental malady the player wishes to roleplay.<br />
<br />
The state of indefinite insanity is encompassing and incapacitating. For instance, a schizophrenic may be able to walk the streets while babbling and gesticulating, find rudimentary shelter, and beg for enough food to survive, but most of the business of the mind has departed into itself: She cannot fully interact with friends, family, and acquaintances. Conversation, cooperation, and all sense of personal regard have vanished from her psyche.<br />
<br />
It is possible for characters with indefinite insanity to continue to be played as active characters, depending on the form their madness takes. The character may still attempt to stumble madly through the rest of an adventure. However, with her weakened grasp on reality, she is most likely a danger to herself and others.<br />
<br />
As a general rule, a character suffering from indefinite insanity should be removed from active play until she recovers. At the DM’s discretion, the player of the character might be allowed to use a temporary character until the end of the story. Whether this “stand-in” character is an incidental NPC in the adventure, a character of the same level as the rest of the group, one or two levels below the rest of the characters, or even a 1st-level character, is up to the DM. Different DMs have different ways of handling this transition.<br />
<br />
If a character goes indefinitely insane near the end of an adventure, the DM may decide to set the next adventure to begin after the insane character has recovered.<br />
<br />
Characters suffering from indefinite insanity are in limbo, unable to help themselves or others. The Heal skill can be used to restore Sanity points during this period, but the underlying insanity remains.<br />
<br />
After recovery, a victim retains definite traces of madness. For example, even though a character knows he is no longer insane, she might be deathly afraid of going to sleep if her insanity manifested itself in the form of terrifying nightmares. The character is in control of her actions, but the experience of insanity has changed her, perhaps forever.<br />
<br />
===Permanent Insanity===<br />
<br />
A character whose Sanity score falls to -10 goes permanently insane. The character becomes an NPC under the control of the Game Master.<br />
<br />
A character with permanent insanity may be reduced to a raving lunatic or may be outwardly indistinguishable from a normal person; either way, she is inwardly corrupted by the pursuit of knowledge and power. Some of the most dangerous cultists in the world are characters who have become permanently insane, been corrupted by forbidden knowledge, and “gone over to the other side.”<br />
<br />
A character might be driven permanently insane by forces other than dark gods or forbidden knowledge. In such cases, moral corruption need not necessarily occur. The DM might decide to consider different sorts of permanent insanity, rolling randomly or choosing from among the mental disorders on Table 6-11: Random Indefinite Insanity, above.<br />
<br />
A character who has gone permanently insane can never be normal again (in some campaigns, a permanently insane character can be cured with the aid of powerful magic). She is forever lost in her own world. This need not mean a lifetime locked away from society, merely that the character has retreated so far from reality that normal mental functions can never be restored. She might be able to lead, within restricted bounds, a more or less normal life if kept away from the stimulus that triggers strong responses in her individual case. Yet a relapse may come quickly. Her calm facade can be destroyed in seconds if even the smallest reminder of what it was that drove her mad disturbs her fragile equilibrium. In any event, the eventual fate of a permanently insane character is a matter for individual Game Masters and players to decide.<br />
<br />
==Gaining Or Recovering Sanity==<br />
<br />
A character’s Sanity score can increase during the events of a campaign. Although a character’s Sanity score can never exceed 99 minus her Knowledge (forbidden lore) ranks, her maximum Sanity and current Sanity can exceed her starting Sanity.<br />
<br />
====Level Advancement====<br />
<br />
A character’s current Sanity can become higher than her starting Sanity as a result of gained levels: Whenever a character gains a new level, she rolls 1d6 and adds the result to her current Sanity. Some DMs may feel such self-improvement to be antithetical to this variant’s dark tone, and thus may not allow it. Others may allow it if the player can roll over her character’s current Sanity points after the character gains a level. Most Game Masters should find the question to be of no consequence, since characters continue to go insane regardless of how many Sanity points they gain. This is a point for players to be aware of, but not to worry about.<br />
<br />
====Story Awards====<br />
<br />
The DM may decide to award increases in character’s current Sanity if they foil a great horror, a demonic plan, or some other nefarious enterprise.<br />
<br />
===The Heal Skill And Mental Treatment===<br />
<br />
The Sanity rules presented here provide a new use for the Heal skill, allowing trained healers to help characters recover lost Sanity points. The DC and effect of a Heal check made to restore lost Sanity depend on whether the therapist is trying to offer immediate care or long-term care.<br />
<br />
====Immediate Care====<br />
<br />
When someone suffers an episode of temporary insanity, a therapist can bring him out of it—calming his terror, snapping him out of his stupor, or doing whatever else is needed to restore the patient to the state she was in before the temporary insanity—by making a DC 15 Heal check as a full-round action.<br />
<br />
A therapist can also use immediate care to stabilize the Sanity score of a character whose current Sanity is between -1 and -9. On a successful DC 15 check (requiring a full-round action), the character’s Sanity score improves to 0.<br />
<br />
====Long-Term Care====<br />
<br />
Providing long-term care means treating a mentally disturbed person for a day or more in a place away from stress and distractions. A therapist must spend 1d4 hours per day doing nothing but talking to the patient. If the therapist makes a DC 20 Heal check at the end of this time, the patient recovers 1 Sanity point. A therapist can tend up to six patients at a time; each patient beyond the first adds 1 hour to the total time per day that must be devoted to therapy. The check must be made each day for each patient. A roll of 1 on any of these Heal checks indicates that the patient loses 1 point of Sanity that day, as she regresses mentally due to horrors suddenly remembered.<br />
<br />
===Variant—Knowledge (Mental Therapy)===<br />
<br />
A new skill called Knowledge (mental therapy) can serve as the primary way to treat those who have suffered Sanity loss. Knowledge (mental therapy) is a Wisdom-based skill that cannot be used untrained. If you use this variant, characters with the Heal skill can only offer immediate care, and cannot offer long-term care. The Knowledge (mental therapy) skill allows both types of treatment.<br />
<br />
'''Note'''<br />
<br />
If magical means of restoring Sanity are present in the campaign, the Knowledge (mental therapy) skill is generally not worth including as a separate skill, because characters are better off simply using magic rather than devoting precious skill points to such a narrow-focus skill. If magic cannot restore Sanity, the ability to restore Sanity by other means is much more important, and Knowledge (mental therapy) should probably exist as a separate skill.<br />
<br />
===Mental Therapy===<br />
<br />
To give useful mental therapy, a therapist must have the Heal skill. Intensive treatment can return Sanity points to a troubled character. However, Sanity points restored in this manner can never cause the patient’s Sanity score to exceed her starting Sanity or maximum Sanity, whichever is lower. A character can have only one healer at a time. See The Heal Skill and Mental Treatment sidebar for a detailed description of how this works.<br />
<br />
Such treatment can also be used to help a character snap out of an episode of temporary insanity (for example, from an acute panic attack). It does not speed recovery from indefinite insanity, but it can strengthen a character by increasing her Sanity points.<br />
<br />
Recovery from indefinite insanity only comes with time (typically, 1d6 months). It is not dependent upon the character’s Sanity points and is not connected to them. A character can be sane with 24 Sanity points and insane while possessing 77 Sanity points.<br />
<br />
===Restoring Sanity with Magic===<br />
<br />
The way that Sanity loss and magic healing interact can greatly affect the feel of your game. At one extreme, the DM can rule that magic can easily cure Sanity loss, in which case Sanity becomes little more than a specialized version of “mental hit points” that includes some neat side effects (insanity). In such a case, characters can usually restore themselves to full Sanity with a day or two of rest and spellcasting.<br />
<br />
At the other extreme, the campaign might be structured so that magical healing can do little or nothing to restore Sanity, and even powerful divine spellcasters capable of curing the most deadly physical malady shy away from those encounters that might drain away Sanity points. The spells that can potentially restore Sanity points are discussed below. The DM should feel free to choose which of these spell effects are present in the game, but once established, these effects should not be changed in mid-campaign.<br />
<br />
====Atonement====<br />
<br />
Although this spell does not usually restore Sanity, it can be used in those rare cases when a character’s own actions inadvertently lead to an evil act that causes the character to lose Sanity points. If a quest or geas is combined with the atonement spell, Sanity points are not restored until the task is completed. A successful use of the atonement spell can restore all Sanity lost through the direct result of the evil acts for which the character atones.<br />
<br />
====Calm Emotions====<br />
<br />
This spell cannot restore Sanity directly, but it can temporarily mitigate the effects of temporary or permanent insanity. While the spell is in effect, the targets act calmly and ignore behavior changes caused by Sanity loss.<br />
<br />
====Heal====<br />
<br />
In addition to its normal effects, heal restores 10 Sanity points and removes all forms of temporary insanity.<br />
<br />
====Mind Blank====<br />
<br />
While the spell is in effect, the subject is immune to Sanity loss.<br />
<br />
====Miracle====<br />
<br />
This spell can restore a character to maximum Sanity even if his current Sanity has dropped to -10. Miracle even heals permanent insanity.<br />
<br />
====Restoration====<br />
<br />
If the caster chooses, restoration can restore 1d6 Sanity points per two levels to the target creature (max 5d6) instead of having its normal effect.<br />
<br />
====Restoration, Greater====<br />
<br />
If the caster chooses, greater restoration can restore the target creature to its maximum Sanity instead of having its normal effect.<br />
<br />
====Restoration, Lesser====<br />
<br />
If the caster chooses, lesser restoration can restore 1d4 Sanity points to the subject instead of having its normal effect.<br />
<br />
====Wish====<br />
<br />
This spell can restore a character to maximum Sanity even if his current Sanity has dropped to -10. Wish even heals permanent insanity.<br />
<br />
====Wish, Limited====<br />
<br />
This spell can restore a character to maximum Sanity even if his current Sanity has dropped to -10. Limited wish does not heal permanent insanity.<br />
<br />
===Alchemical Treatments===<br />
<br />
In the real world, psychiatric drugs play a key role in the modern treatment of many mental disorders. Although psychiatric drugs were administered to patients in the early part of the 20th century, only in the 1940s and later were they broadly and consistently effective in treating the symptoms of emotional trauma.<br />
<br />
In a fantasy game, the DM should decide whether rare herbs and alchemical substances can provide the same benefits that modern psychiatric drugs can deliver. It is quite believable, for example, that the Red Wizards of Thay in the FORGOTTEN REALMS Campaign Setting discovered alchemical means of isolating substances that affect the mind in profound ways, offering many of the same benefits of modern medicine. Therefore, the DM need only decide how easily he wants characters to overcome Sanity loss and insanity effects. Once the desired tone of the campaign is known, the DM can determine whether alchemical treatment is available. The Sanity variant assumes that skilled alchemists can create substances that offer the same benefits that psychiatric drugs can provide.<br />
<br />
As long as a character can afford the correct herbs and alchemical substances and is able to ingest them, the symptoms of indefinite insanity can be ignored. Ingesting these alchemical substances and drugs does not make a character immune or even particularly resistant to further Sanity losses. A DC 25 Craft (alchemy) check is needed to accurately prepare the correct herbs and substances and administer the correct dosage.<br />
<br />
Long-term alchemical treatment can restore lost Sanity points, just as use of the Heal skill can. For each month the character takes an accurately prescribed psychiatric medication, she regains 1d3 Sanity points. As with treatment through the Heal skill, long-term drug therapy can never raise a character’s current Sanity above her starting Sanity.<br />
<br />
A character cannot regain Sanity from both treatment with the Heal skill and alchemical treatment in the same month.<br />
<br />
===Drugs and Sanity===<br />
<br />
Drugs in the d20 game follow many of the same rules as poisons, allowing the imbiber saving throws to resist their initial and secondary effects. Delay poison, neutralize poison, and similar effects negate or end a drug’s effects, but they do not restore hit points, ability damage, or other damage caused by the substance.<br />
<br />
A creature that willingly takes a drug automatically fails both saving throws. It is not possible to intentionally fail the initial save but attempt to save against the secondary effect, or vice versa. Save DCs are provided for situations in which a character is unwillingly drugged.<br />
<br />
Drugs also have some uses in treating insanity. The drugs described below all affect a character’s Sanity to some extent.<br />
<br />
For more details on drugs and advice on appropriate inclusion of drugs in a campaign, see Book of Vile Darkness or Lords of Darkness.<br />
<br />
====Sample Drugs====<br />
<br />
{| id="tableDrugs" class="d20"<br />
|+ Table: Drugs<br />
! align="left" | Name<br />
! align="left" | Type<br />
! Price<br />
! Craft<br />(Alchemy)<br />DC<br />
! align="left" | Addiction<br />Rating<sup>1</sup><br />
| colspan="5" |<br />
# Discussed in the following section.<br />
|- class="odd"<br />
| Arthorvin<br />
| Ingested DC 12<br />
| align="center" | 5 gp<br />
| align="center" | 25<br />
| Low<br />
|- class="even"<br />
| Carthagu<br />
| Ingested DC 13<br />
| align="center" | 5 gp<br />
| align="center" | 25<br />
| Low<br />
|- class="odd"<br />
| Mertoran leaf<br />
| Ingested DC 13<br />
| align="center" | 10 gp<br />
| align="center" | 25<br />
| Negligible<br />
|- class="even"<br />
| Zixalix<br />
| Ingested DC 16<br />
| align="center" | 15 gp<br />
| align="center" | 25<br />
| Medium<br />
|}<br />
<br />
Below are examples of drugs that can be introduced into a campaign; many of them are effective against some sorts of mental disorders. Table: Drugs provides some specifics for each drug, and the text description for each one provides the following additional information.<br />
<br />
'''Initial Effect'''<br />
<br />
The effect of the drug if the initial Fortitude save is failed.<br />
<br />
'''Secondary Effect'''<br />
<br />
The effect of the drug if the secondary Fortitude save is failed 1 minute after ingestion.<br />
<br />
'''Side Effect'''<br />
<br />
The side effect (if any) that occurs immediately upon taking the drug.<br />
<br />
'''Overdose'''<br />
<br />
What (if anything) constitutes an overdose and its effect on the character.<br />
<br />
=====Arthorvin=====<br />
<br />
A fragrant gray powder made from rare magical plants, the drug called arthorvin is an appropriate alchemical treatment for anxiety, mood disorders, and dissociative disorders.<br />
<br />
'''Initial Effect'''<br />
<br />
1 point of Charisma damage.<br />
<br />
'''Secondary Effect'''<br />
<br />
The user is in a calm, peaceful mental state for 2d4 hours and gains a +1 alchemical bonus on Will saves.<br />
<br />
'''Side Effect'''<br />
<br />
Arthorvin causes a general dulling of the imbiber’s emotions and reactions. While the drug is in effect, the user takes a -1 penalty on all initiative checks.<br />
<br />
'''Overdose'''<br />
<br />
n/a.<br />
<br />
=====Carthagu=====<br />
<br />
Carthagu is a thin green tea served warm. It is an appropriate alchemical treatment for impulse control problems, eating disorders, and sleep disorders.<br />
<br />
'''Initial Effect'''<br />
<br />
2 points of Strength damage.<br />
<br />
'''Secondary Effect'''<br />
<br />
Carthagu soothes a wide range of mental disorders, providing relief from the symptoms of the indicated disorders for up to 8 hours.<br />
<br />
'''Side Effect'''<br />
<br />
n/a.<br />
<br />
'''Overdose'''<br />
<br />
n/a.<br />
<br />
=====Mertoran Leaf=====<br />
<br />
When mertoran leaf is dried, treated, and chewed, it provides appropriate alchemical treatment for personality disorders, and substance abuse disorders.<br />
<br />
'''Initial Effect'''<br />
<br />
1 point of Dexterity damage.<br />
<br />
'''Secondary Effect'''<br />
<br />
The user becomes more confident, gaining a +2 alchemical bonus to Charisma for 1 hour.<br />
<br />
'''Side Effect'''<br />
<br />
While the drug is in effect and for 12 hours thereafter, mertoran leaf relieves the most severe symptoms of the listed disorders.<br />
<br />
'''Overdose'''<br />
<br />
n/a.<br />
<br />
=====Zixalix=====<br />
<br />
A potent combination of many rare herbs and alchemical substances, zixalix provides appropriate alchemical treatment for somatoform disorders, psychotic disorders (including schizophrenia), and psychosexual disorders.<br />
<br />
'''Initial Effect'''<br />
<br />
1d4 points of Intelligence damage.<br />
<br />
'''Secondary Effect'''<br />
<br />
Zixalix staves off the most severe symptoms of the indicated disorders.<br />
<br />
'''Side Effect'''<br />
<br />
n/a.<br />
<br />
'''Overdose'''<br />
<br />
If more than three doses are taken in a 24-hour period, the imbiber takes 1d4 points of Constitution damage.<br />
<br />
====Drug Addiction====<br />
<br />
{| id="tableAddictions" class="d20"<br />
|+ Table: Addictions<br />
|-<br />
! align="left" | Addiction<br />Rating<br />
! Fort<br />DC<br />
! align="left" | Satiation<br />Period<br />
! align="left" | Damage<br />
|- class="odd"<br />
| Negligible<br />
| align="center" | 4<br />
| 1 day<br />
| 1d3-2 Dex (can be 0)<br />
|- class="even"<br />
| Low<br />
| align="center" | 6<br />
| 10 days<br />
| 1d3 Dex<br />
|- class="odd"<br />
| Medium<br />
| align="center" | 10<br />
| 5 days<br />
| 1d4 Dex, 1d4 Wis<br />
|- class="even"<br />
| High<br />
| align="center" | 14<br />
| 1 day<br />
| 1d6 Dex, 1d6 Wis, 1d6 Con<br />
|- class="odd"<br />
| Extreme<br />
| align="center" | 25<br />
| 1 day<br />
| 1d8 Dex, 1d8 Wis, 1d6 Con, 1d6 Str<br />
|}<br />
<br />
Drug addiction functions much like diseases. The characteristics of certain forms of addiction are summarized on the table below. Upon initial exposure (any time a character imbibes or applies a drug with an addiction rating), the character must succeed on a Fortitude Save or become addicted. Instead of having an incubation period as a disease does, a drug has a satiation period, which is the length of time a single dose remains effective in a character’s system. Addiction, if not satisfied by further doses of the drug, proceeds like a disease—the character takes ability damage each day unless he succeeds on a Fortitude save.<br />
<br />
=====Addiction Rating=====<br />
<br />
Each drug is rated according to its addictive potential, from lowest (negligible) to highest (extreme). Sometimes, an individual’s long-term addiction raises a drug’s addiction rating for that individual. Drugs with a negligible rating are not subject to this change. Stronger drugs increase their addiction rating by one step for every two full months a character remains addicted to the drug. A character who recovers from an addiction and later becomes addicted again to the same drug does so at the addiction rating the drug had just prior to his earlier recovery.<br />
<br />
=====Satiation=====<br />
<br />
Each time a user takes a drug to which he is addicted, he is satiated and staves off withdrawal symptoms for the period of time indicated on the table. Whenever the satiation period expires before the user takes another dose, the DC of the Fortitude Save to resist damage (see below) increases by 5. The dose that causes a character to becomes addicted counts for the purpose of tracking the satiation period.<br />
<br />
=====Damage=====<br />
<br />
An addicted user who is not satiated takes the indicated amount of ability damage each day unless the character succeeds on a Fortitude save.<br />
<br />
=====Recovery=====<br />
<br />
If a character makes two successful saving throws in a row, he has fought off his addiction and recovered, and takes no more damage from withdrawal symptoms.<br />
<br />
A lesser restoration or restoration spell might negate some or all of the ability damage caused by an addiction, but the next day the victim may take more ability damage if he continues to fail his Fortitude saves. Remove disease immediately causes a user to recover from an addiction, but it does not heal ability damage. Greater restoration or heal causes recovery and restores all ability damage from the addiction.<br />
<br />
==Treatment Of Insanity==<br />
<br />
Temporary insanity ends so quickly that schedules of treatment are essentially pointless; it runs its course soon enough that one merely need protect a deranged character from further upset or harm. On the other hand, treatment of permanent insanity has no real meaning. By definition, a permanently insane character never recovers, no matter how good the therapist or the facility. Thus, indefinite insanity is the only form of mental illness that might be addressed by intervention and treatment.<br />
<br />
After 1d6 months, if undisturbed by further trauma and with the agreement of the Game Master, an indefinitely insane character finds enough mental balance to reenter the world. Three kinds of nonmagical care may help the character regain Sanity points during this recovery period. When choosing among them, the DM and player should consider the character’s resources, her friends and relatives, and how wisely she has behaved in the past. In most campaigns, the magical treatments described above (see Restoring Sanity with Magic) allow the character to reenter play after a shorter time or with less expense.<br />
<br />
===Private Care===<br />
<br />
The best care available is at home or in some friendly place (perhaps a small church or the home of a wealthy friend) where nursing can be tender, considerate, and undistracted by the needs of competing patients.<br />
<br />
If mental healing or alchemical medications are available, roll d% for each game month that one or the other is used. A result of 01-95 is a success: Add 1d3 Sanity points for either mental therapy or alchemical medications, whichever is used (a charac ter cannot benefit from both in the same month). On a result of 96-100, the healer fumbles the diagnosis or the character rejects the alchemical treatments. She loses 1d6 Sanity points, and no progress is made that month.<br />
<br />
===Institutionalization===<br />
<br />
The next best alternative to private care is commitment to a good insane asylum, but these are extremely rare in most d20 campaigns, if they are present at all. DMs are free to rule that institutionalization is simply not available.<br />
<br />
In those campaigns that include such institutions (usually located within the bounds of a temple devoted to a deity of healing), asylums may be said to have an advantage over home care in that they are relatively cheap or even a free service provided by a government or a powerful church. These institutions are of uneven quality, however, and some may be potentially harmful. Some are creative places of experiment and magic-assisted therapy, while others offer mere confinement. In any setting, concentrated and nourishing treatment by strangers is rare.<br />
<br />
Therapy using the Heal skill is usually the only treatment available, but in most cases, primitive institutions offer no treatment at all. Sometimes an institution can convey an uncaring sense that undermines the useful effects of alchemical medications, leaving the character with a sense of anger and loss. He is likely to be distrustful of the organization and its motives. Escape attempts are common by inmates, even in the most enlightened fantasy settings.<br />
<br />
Roll d% for each game month a character is in the care of an institution. A result of 01-95 is a success; add 1d3 Sanity points if therapy with the Heal skill was available, or 1 Sanity point if no treatment was present. On a result of 96-100, the character rebels against the environment. He loses 1d6 Sanity points, and no progress can be made that month.<br />
<br />
===Wandering and Homeless===<br />
<br />
If no care is available, an insane character may become a wandering derelict struggling for survival. Such a wanderer gains no Sanity points unless he is able to join a group of the homeless and find at least one friend among them. To find a friend after joining such a group, the character can make a DC 15 Charisma check once per month. If a friend appears, the character recovers 1 Sanity point per game month thereafter.<br />
<br />
For each game month during which an insane character lives as a derelict, roll d%. On a result of 01-95, the character survives. On a result of 96-100, the character dies as the result of disease, exposure, or violence.<br />
<br />
==Mental Disorders==<br />
<br />
The DM should choose how characters in the campaign world think and therefore talk about insanity before play begins. In many fantasy games, the term “insane” serves as an all-encompassing term that represents everything an inhabitant knows or understands about the full spectrum of mental disorders. In others, different forms of insanity may be identified for what they are.<br />
<br />
This section offers descriptions of many specific mental disorders. Where appropriate, suggested modifiers to characters’ attack rolls, saves, and checks are also given.<br />
<br />
===Anxiety Disorders===<br />
<br />
Even a seasoned adventurer feels anxious before braving a dragon’s cave, and the farmers in the village might worry that their crops will not survive until harvest. These fears are a normal, natural part of living in a danger-filled environment such as a d20 campaign setting, but in some cases these anxieties overwhelm an individual, causing inactivity, distress, and even severe behavioral problems. When fear and anxiety overwhelm a character for a prolonged period of time, the character suffers from an anxiety disorder. The most common forms of anxiety disorders are described below.<br />
<br />
====Generalized Anxiety Disorder====<br />
<br />
The character suffers from a variety of physical and emotional symptoms that can be grouped into certain categories.<br />
<br />
'''Motor Tension'''<br />
<br />
Jitteriness, aches, twitches, restlessness, easily startled, easily fatigued, and so on. All attack rolls, Fortitude and Reflex saves, and all checks involving Strength, Dexterity, or Constitution take a -2 penalty.<br />
<br />
'''Autonomic Hyperactivity'''<br />
<br />
Sweating, racing heart, dizziness, clammy hands, flushed or pallid face, rapid pulse and respiration even when at rest, and so on. All attack rolls, saves, and checks take a -2 penalty.<br />
<br />
'''Expectations of Doom'''<br />
<br />
Anxieties, worries, fears, and especially anticipations of misfortune. All attack rolls, saves, and checks take a -2 morale penalty.<br />
<br />
'''Vigilance'''<br />
<br />
Distraction, inability to focus, insomnia, irritability, impatience. All Will saves and checks involving Intelligence, Wisdom, or Charisma take a -4 morale penalty.<br />
<br />
'''Panic Disorder (Panic Attack)'''<br />
<br />
This illness is marked by a discrete period of fear in which symptoms develop rapidly. Within minutes palpitation, sweating, trembling, and difficulty in breathing develop, strong enough that the victim fears immediate death or insanity. Burdened with the recurrence of these episodes, she fears their return. This reaction often leads to agoraphobia (see below).<br />
<br />
'''Agoraphobia (Fear of Open Places)'''<br />
<br />
The character becomes very nervous outside familiar surroundings and must make a DC 15 Will Save in order to leave home or engage socially. May be linked to panic disorder (see above) or to a related phobia (see below), such as uranophobia (fear of the sky), baraphobia (fear of loss of gravity), or xenophobia (fear of strangers).<br />
<br />
'''Obsessive-Compulsive Disorder'''<br />
<br />
This illness manifests in one of two main forms, obsessive thoughts or compulsive actions; some characters exhibit both.<br />
<br />
'''Obsessions'''<br />
<br />
The character cannot help thinking about an idea, image, or impulse incessantly, often involving violence and self-doubt. These ideas are frequently repugnant to the character, but they are so strong that during times of stress she may be unable to concentrate on anything else, even if doing so is necessary for her survival. Obsessive impulses can be very dangerous when combined with auditory hallucinations, since the “voices” may urge the character to take some dangerous or hostile course of action.<br />
<br />
'''Compulsions'''<br />
<br />
The character insists on performing ritual actions, such as touching a doorway at left, right, and top before passing through it. Though she may agree that the actions are senseless, the need to perform them is overpowering and may last for 1d10 rounds. Even in times of great stress, the character may ignore her survival in order to perform the actions.<br />
<br />
====Post-Traumatic Stress Disorder====<br />
<br />
After a traumatic event, perhaps even years later, the character begins to relive the trauma through persistent thoughts, dreams, and flashbacks. Correspondingly, the character loses interest in daily activities. She may return to normal once the memories have been thoroughly explored and understood, but that process may take years.<br />
<br />
====Phobia or Mania====<br />
<br />
A character afflicted by a phobia or a mania persistently fears a particular object or situation. She realizes that the fear is excessive and irrational, but the fear is disturbing enough that she avoids the stimulus.<br />
<br />
'''Phobia'''<br />
<br />
A DC 15 Will check is required for a character to be able to force herself into (or remain within) the presence of the object of her phobia, and even then the character takes a -2 morale penalty as long as the object of fear remains. In severe cases, the object of the phobia is imagined to be omnipresent, perhaps hidden—thus, someone with severe acrophobia (fear of heights) might be frightened when in an enclosed room on the upper story of a building, even if there were no window or other way to see how high up the room was. As many phobias exist as one cares to notice or name—the lists provided below cover merely some of the more common phobias that might affect d20 characters.<br />
<br />
'''Mania'''<br />
<br />
Manias are rarer than phobias. A character affected by a mania is inordinately fond of a particular stimulus and takes great pains to be with it or near it. When the character’s sexuality is involved, the mania may be termed a fetish. Thus, teratophobia would be an inordinate fear of monsters, while teratophilia would be an unhealthy (possibly sexual) attraction to them. See the following lists of phobias for ideas on what sorts of disorders could manifest as manias.<br />
<br />
=====Real-World Phobias=====<br />
<br />
The following list provides examples of phobias from the real world that lend themselves to inclusion in a d20 campaign.<br />
<br />
Certain real-world phobias can easily be broadened to include monstrous creatures and specific magic effects in a fantasy environment. For example, ophidiophobia (fear of snakes) could be extended to include medusae and other snakelike creatures, or ichthyophobia (fear of fish) could be extended to include aquatic creatures with fishlike qualities, such as the locathah and the sahuagin.<br />
<br />
{| class="d20"<br />
! Phobia<br />
! Fear of…<br />
|- class="odd"<br />
| Acrophobia<br />
| heights (formerly known as vertigo)<br />
|- class="even"<br />
| Aerophobia<br />
| wind<br />
|- class="odd"<br />
| Agoraphobia<br />
| open places<br />
|- class="even"<br />
| Ailurophobia<br />
| cats<br />
|- class="odd"<br />
| Androphobia<br />
| men (males)<br />
|- class="even"<br />
| Astrophobia<br />
| stars<br />
|- class="odd"<br />
| Autophobia<br />
| being alone<br />
|- class="even"<br />
| Bacteriophobia<br />
| bacteria (“germs”)<br />
|- class="odd"<br />
| Ballistophobia<br />
| bullets<br />
|- class="even"<br />
| Bathophobia<br />
| deep submerged places<br />
|- class="odd"<br />
| Bibliophobia<br />
| books<br />
|- class="even"<br />
| Blennophobia<br />
| slime<br />
|- class="odd"<br />
| Brontophobia<br />
| thunder<br />
|- class="even"<br />
| Cenophobia<br />
| empty rooms<br />
|- class="odd"<br />
| Chionophobia<br />
| snow<br />
|- class="even"<br />
| Claustrophobia<br />
| enclosed spaces<br />
|- class="odd"<br />
| Demophobia<br />
| crowds<br />
|- class="even"<br />
| Dendrophobia<br />
| trees<br />
|- class="odd"<br />
| Entomophobia<br />
| insects<br />
|- class="even"<br />
| Equinophobia<br />
| horses<br />
|- class="odd"<br />
| Gephyrdrophobia<br />
| crossing bridges<br />
|- class="even"<br />
| Gynephobia<br />
| women (females)<br />
|- class="odd"<br />
| Hamartophobia<br />
| sinning or making an error<br />
|- class="even"<br />
| Haphephobia<br />
| being touched<br />
|- class="odd"<br />
| Heliophobia<br />
| sunlight or the sun<br />
|- class="even"<br />
| Hematophobia<br />
| blood or bleeding<br />
|- class="odd"<br />
| Hydrophobia<br />
| water<br />
|- class="even"<br />
| Hypnophobia<br />
| sleep<br />
|- class="odd"<br />
| Iatrophobia<br />
| doctors (healers)<br />
|- class="even"<br />
| Ichthyophobia<br />
| fish<br />
|- class="odd"<br />
| Maniaphobia<br />
| going insane<br />
|- class="even"<br />
| Monophobia<br />
| being alone<br />
|- class="odd"<br />
| Musophobia<br />
| mice (and rats)<br />
|- class="even"<br />
| Necrophobia<br />
| dead things<br />
|- class="odd"<br />
| Nyctophobia<br />
| night or nightfall<br />
|- class="even"<br />
| Odontophobia<br />
| teeth<br />
|- class="odd"<br />
| Onomatophobia<br />
| a certain name, word, or phrase<br />
|- class="even"<br />
| Ophidiophobia<br />
| snakes<br />
|- class="odd"<br />
| Ornithophobia<br />
| birds<br />
|- class="even"<br />
| Pediphobia<br />
| children<br />
|- class="odd"<br />
| Phagophobia<br />
| eating<br />
|- class="even"<br />
| Phonophobia<br />
| noise, including one’s own voice<br />
|- class="odd"<br />
| Pyrophobia<br />
| fire<br />
|- class="even"<br />
| Scotophobia<br />
| darkness<br />
|- class="odd"<br />
| Spectrophobia<br />
| mirrors<br />
|- class="even"<br />
| Taphephobia<br />
| being buried alive<br />
|- class="odd"<br />
| Teratophobia<br />
| monsters<br />
|- class="even"<br />
| Thalassophobia<br />
| the sea<br />
|- class="odd"<br />
| Tomophobia<br />
| surgery<br />
|- class="even"<br />
| Uranophobia<br />
| the heavens (“the horrible gaping sky!”)<br />
|- class="odd"<br />
| Vermiphobia<br />
| worms<br />
|- class="even"<br />
| Xenophobia<br />
| foreigners or strangers<br />
|- class="odd"<br />
| Zoophobia<br />
| animals<br />
|}<br />
<br />
=====Fantastic Phobias=====<br />
<br />
With some imagination and a little knowledge about how “phobia” terms are formed (most come from ancient Greek words), it’s possible to come up with a list of phobias tailored to a fantasy setting. The following list is provided as a starting point.<br />
<br />
{| class="d20"<br />
! Phobia<br />
! Fear of…<br />
|- class="odd"<br />
| Arcuophobia<br />
| bows<br />
|- class="even"<br />
| Aurophobia<br />
| gold<br />
|- class="odd"<br />
| Aberraphobia<br />
| aberrations and creatures with tentacles<br />
|- class="even"<br />
| Bogyphobia<br />
| demons and goblins<br />
|- class="odd"<br />
| Demonophobia<br />
| demons<br />
|- class="even"<br />
| Dracophobia<br />
| dragons<br />
|- class="odd"<br />
| Confodiophobia<br />
| being stabbed<br />
|- class="even"<br />
| Faephobia<br />
| fey<br />
|- class="odd"<br />
| Gigaphobia<br />
| giants and Large or larger creatures<br />
|- class="even"<br />
| Hadephobia<br />
| hell<br />
|- class="odd"<br />
| Hagiophobia<br />
| saints and holy relics<br />
|- class="even"<br />
| Hierophobia<br />
| priests and sacred items<br />
|- class="odd"<br />
| Incantophobia<br />
| enchantment and mind control<br />
|- class="even"<br />
| Iophobia<br />
| poison<br />
|- class="odd"<br />
| Manaphobia<br />
| magic<br />
|- class="even"<br />
| Materiophobia<br />
| constructs<br />
|- class="odd"<br />
| Myxophobia<br />
| oozes<br />
|- class="even"<br />
| Naturaphobia<br />
| nature and druids<br />
|- class="odd"<br />
| Planarphobia<br />
| outsiders and extraplanar creatures<br />
|- class="even"<br />
| Plantaphobia<br />
| plants and plant creatures<br />
|- class="odd"<br />
| Phantasmaphobia<br />
| specters or ghosts<br />
|- class="even"<br />
| Pneumatophobia<br />
| incorporeal creatures<br />
|- class="odd"<br />
| Uranophobia<br />
| heaven (esp. divine magic)<br />
|}<br />
<br />
===Dissociative Disorders===<br />
<br />
Individuals suffering from dissociative disorders cannot maintain a complete awareness of themselves, their surroundings, or time. The disorder often involves some great previous trauma that is too terrible to remember. Characters who have gone insane from an encounter with powerful monsters often suffer from some form of dissociative disorder.<br />
<br />
====Dissociative Amnesia (Psychogenic Amnesia)====<br />
<br />
This is the inability to recall important personal information, brought on by a desire to avoid unpleasant memories. The character must make a DC 20 Will Save to recall such details or the cause of the amnesia. Since the horror of evil creatures and disturbing truths is the probable cause of this amnesia, as an optional rule the DM may choose to reset the character’s Knowledge (forbidden lore) modifier to +0 and her maximum Sanity to 99 while this disorder holds sway: The horror returns only when the character’s memories do.<br />
<br />
====Dissociative Fugue====<br />
<br />
The character flees from home or work and cannot recall her past. Once the flight halts, the character may assume an entirely new identity.<br />
<br />
====Dissociative Identity Disorder (Multiple Personality Disorder)====<br />
<br />
The character appears to harbor more than one personality, each of which is dominant at times and has its own distinct behavior, name, and even gender. The player needs to keep track of the character’s different personalities. (Each one has the same ability scores and game statistics, but different goals, outlooks, and attitudes.)<br />
<br />
===Eating Disorders===<br />
<br />
These disorders can be incredibly debilitating and even lead to starvation. They are conditions that may continue for many years, sometimes continually endangering the patient.<br />
<br />
====Anorexia Nervosa====<br />
<br />
The character has an overpowering fear of becoming fat and consequently loses weight, as well as taking Constitution damage (at a rate of 1d8 points per week). Even when she is no more than skin and bones, the character continues to see herself as overweight. Without intervention, she may literally starve herself to death.<br />
<br />
====Bulimia Nervosa====<br />
<br />
The character frequently eats large amounts of food during secret binges. An eating episode may continue until abdominal distress or self-induced vomiting occurs. Feelings of depression and guilt frequently follow such episodes.<br />
<br />
===Impulse Control Disorders===<br />
<br />
These disorders include compulsive gambling, pathological lying, kleptomania (compulsive stealing), and pyromania (the compulsion to set fires).<br />
<br />
====Intermittent Explosive Disorder====<br />
<br />
The character is recognizably impulsive and aggressive, and at times gives way to uncontrollable rages that result in assault or destruction of property.<br />
<br />
===Mood Disorders===<br />
<br />
These disorders affect the victim’s attitude and outlook. Mild mood disorders can be almost impossible to detect without prolonged contact with an individual, but severe disorders usually have noticeable symptoms.<br />
<br />
====Depression====<br />
<br />
Symptoms of this illness include changes in appetite, weight gain or loss, too much or too little sleep, persistent feeling of tiredness or sluggishness, and feelings of worthlessness or guilt, leading in severe cases to hallucinations, delusions, stupor, or thoughts of suicide. All attack rolls, saves, and checks take a -4 morale penalty. A predisposition to use alcohol or other mood-altering substances in an attempt at self-medication exists. A character suffering from severe chronic depression may give up virtually all effort from feelings of hopelessness—for example, deciding not to get out of bed for two years.<br />
<br />
====Mania====<br />
<br />
The character has a fairly constant euphoric or possibly irritable mood. Symptoms include a general increase in activity, talkativeness, increased self-esteem to the point of delusion, decreased need for sleep, being easily distracted, willingness for dangerous or imprudent activities such as reckless driving, delusions, hallucinations, and bizarre behavior. All attack rolls, saves, and checks take a -4 morale penalty A predisposition to use alcohol or other substances in an attempt at self-medication exists.<br />
<br />
====Bipolar Mood Disorder====<br />
<br />
The character oscillates between mood states, sometimes staying in one mood for weeks at a time, sometimes rapidly switching from one to another. Also known as manic depressive.<br />
<br />
===Personality Disorders===<br />
<br />
These long-term disorders have almost constant effects on a character’s behavior, making it difficult for him to interact with others and often making him unpleasant to be around as well. This is an important point to keep in mind when roleplaying— few players want to spend time with another player character suffering from a personality disorder.<br />
<br />
In game terms, the character takes a -4 penalty on all Charismabased checks. In addition, the attitudes of NPCs the character encounters are shifted in a negative direction. When determining NPC attitudes, the player must make a Charisma check for the character. On a successful check, the attitude of the NPC in question shifts one step toward hostile; on a failed check, the attitude of the NPC in question shifts two steps toward hostile.<br />
<br />
Personality disorders are classified in the following categories.<br />
<br />
====Antisocial====<br />
<br />
Short-sighted and reckless behavior, habitual liar, confrontational, fails to meet obligations (job, bills, relationships), disregards rights and feelings of others.<br />
<br />
====Avoidant====<br />
<br />
Oversensitive to rejection, low self-esteem, socially withdrawn.<br />
<br />
====Borderline====<br />
<br />
Rapid mood shifts, impulsive, unable to control temper, chronic boredom.<br />
<br />
====Compulsive====<br />
<br />
Perfectionist, authoritarian, indecisive from fear of making mistakes, difficulty expressing emotions.<br />
<br />
====Dependent====<br />
<br />
Lacks self-confidence; seeks another to look up to, follow, and subordinate herself to (“codependent”).<br />
<br />
====Histrionic====<br />
<br />
Overly dramatic, craves attention and excitement, overreacts, displays temper tantrums, may threaten suicide if thwarted.<br />
<br />
====Narcissistic====<br />
<br />
Exaggerated sense of self-importance, craves attention and admiration, considers others’ rights and feelings as of lesser importance.<br />
<br />
====Passive-Aggressive====<br />
<br />
Procrastinator, stubborn, intentionally forgetful, deliberately inefficient. Sabotages own performance on a regular basis.<br />
<br />
====Paranoid====<br />
<br />
Jealous, easily offended, suspicious, humorless, secretive, vigilant; exaggerates magnitude of offenses against oneself, refuses to accept blame.<br />
<br />
====Schizoid====<br />
<br />
Emotionally cold, aloof, has few friends; indifferent to praise or criticism.<br />
<br />
DMs should realize that, while these traits may work for an interesting NPC from whom the players must extract information or a favor, their antisocial nature makes them ill-suited for members of an adventuring party.<br />
<br />
===Psychosexual Disorders===<br />
<br />
Recognizable disorders of this type include transsexualism (a belief that one is actually a member of the opposite sex), impaired sexual desire or function, nymphomania and satyriasis (inordinate and uncontrollable sexual appetite in women and men, respectively), and paraphilia (requirement of an abnormal sexual stimulus, such as sadism, masochism, necrophilia, pedophilia, exhibitionism, voyeurism, fetishism, or bestiality).<br />
<br />
Most of these disorders could make players of the afflicted characters uncomfortable and thus are not appropriate for most roleplaying groups, although they can make for striking (if unpleasant) NPCs.<br />
<br />
===Psychospecies Disorders===<br />
<br />
These disorders are specific to fantasy environments and involve the victim of one believing that she is a different type of creature. A victim might believe that she is a construct (and therefore immune to critical hits) or any other creature type that she has encountered. When a victim has a psychospecies disorder associated with a creature that has specific weaknesses (for example, a human thinking he’s a vampire), then the victim’s behavior changes become more noticeable (such as a fear of holy symbols and sunlight).<br />
<br />
===Schizophrenia and Other Psychotic Disorders===<br />
<br />
A psychotic character experiences a break with reality. Symptoms can include delusions, hallucinations, and cognitive impairment. In general, only alchemical substances or magic can treat these kinds of disorders. Note, however, that many psychotic characters suffer from the delusion that nothing is wrong with them, and hence they feel no need to take their medication.<br />
<br />
====Schizophrenia (Schizophreniform Disorder, Dementia Praecox)====<br />
<br />
A schizophrenic character’s attention span and ability to concentration are greatly diminished; to reflect this, use only one-half of the character’s normal skill modifier on any skill check requiring attentiveness (such as Disable Device, Spot, Search, Open Lock, and of course Concentration). Symptoms include bizarre delusions, paranoia, auditory hallucinations (“hearing voices”), incoherent speech, emotional detachment, social withdrawal, bizarre behavior, and a lack of the sense of self.<br />
<br />
A schizophrenic character may fit into one of the following categories.<br />
<br />
'''Undifferentiated'''<br />
<br />
Impaired cognitive function, emotional detachment.<br />
<br />
'''Disorganized'''<br />
<br />
Inappropriate behavior, shallow emotional responses, delusions, hallucinations.<br />
<br />
'''Catatonic'''<br />
<br />
Mutism (loss of ability to talk), extreme compliance, absence of all voluntary movements, complete immobility (“statuism”).<br />
<br />
'''Paranoid'''<br />
<br />
Delusions of persecution, illogical thinking, hallucinations.<br />
<br />
Symptoms from more than one type can occur in the same individual, along with mood disorders (see above). For example, catatonic schizophrenics sometimes have manic episodes of extreme activity alternating with periods of complete withdrawal. Schizophrenia brought on by sudden stress is called acute schizophrenia; characters who go insane and babble of vast global conspiracies usually are diagnosed as suffering from “acute paranoid schizophrenia.”<br />
<br />
====Other Psychotic Disorders====<br />
<br />
By some definitions, all severe mental illnesses are classified as psychoses, including mood disorders, dementia, and anxiety disorders. This section deals with some of the interesting behavioral syndromes that may turn up in your game.<br />
<br />
'''Amok'''<br />
<br />
“Running amok,” an outburst of violence and aggressive or homicidal behavior directed at people and property. Amnesia, return to consciousness, and exhaustion occur following the episode. During a killing spree, the character utilizes whatever weapons are on hand.<br />
<br />
'''Boufee Detirant'''<br />
<br />
Sudden outburst of aggressive, agitated behavior and marked confusion, sometimes accompanied by visual and auditory hallucinations or paranoia.<br />
<br />
'''Brain Fag'''<br />
<br />
Impaired concentration and feelings of fatigue, pains in the neck and head, a sense that worms are crawling inside one’s head.<br />
<br />
'''Ghost Sickness'''<br />
<br />
Weakness, loss of appetite, feelings of suffocation, nightmares, and a pervasive feeling of terror, attributed as a sending from witches or malign otherworldly powers.<br />
<br />
'''Piblokto'''<br />
<br />
“Arctic madness,” wherein the afflicted rips off clothing and runs howling like an animal through the snow.<br />
<br />
'''Susto'''<br />
<br />
A variety of somatic and psychological symptoms attributed to a traumatic incident so frightening that it dislodged the victim’s spirit from her body.<br />
<br />
'''Taijin Kyofusho'''<br />
<br />
“Face-to-face” phobia, an intense anxiety when in the presence of other people; fearfulness that one’s appearance, odor, or behavior is offensive.<br />
<br />
'''Voodoo Death'''<br />
<br />
Belief that a hex or curse can bring about misfortune, disability, and death through some spiritual mechanism. Often the victim self-fulfills the hexer’s prophecy by refusing to eat and drink, resulting in dehydration and starvation.<br />
<br />
'''Wacinko'''<br />
<br />
Anger, withdrawal, mutism, and immobility, leading to illness and suicide.<br />
<br />
'''Wendigo Syndrome'''<br />
<br />
The afflicted believes she is a personification of the Wendigo, a cannibalistic creature with an icy heart.<br />
<br />
====Shared Paranoid Disorder (Shared Delusional Disorder, Folie a Deux)====<br />
<br />
The character takes on the delusional system of another paranoid individual from being in close contact with that person.<br />
<br />
===Sleep Disorders===<br />
<br />
These disorders include insomnia (character has difficulty falling asleep or staying asleep) and narcolepsy (character frequently falls asleep, almost anywhere and at inappropriate times). Characters performing demanding tasks such as engaging in combat or casting a spell may, when stressed, need to make DC 15 Concentration checks to stay awake and not put themselves in a dangerous situation.<br />
<br />
====Night Terrors====<br />
<br />
A sleeping character wakes after a few hours of sleep, usually screaming in terror. Pulse and breathing are rapid, pupils are dilated, and hair stands on end. The character is confused and hard to calm down. Night terrors are similar to ordinary nightmares, but much more intense and disruptive.<br />
<br />
====Somnambulism====<br />
<br />
Sleepwalking. As with night terrors, this behavior occurs in the first few hours of sleep. An episode may last up to 30 minutes. During the episode, the character’s face is blank and staring, and she can be roused only with difficulty. Once awake, she recalls nothing of the activity.<br />
<br />
===Somatoform Disorders===<br />
<br />
A somatoform disorder may be diagnosed when a character experiences physical symptoms that cannot be explained by an actual physical injury or disease.<br />
<br />
====Somatization Disorder====<br />
<br />
The character suffers from a physical ailment or diseaselike effect, with symptoms ranging from dizziness and impotence to blindness and intense pain. The Heal skill cannot identify any physical cause for the symptoms, and magical healing has no effect. The victim does not believe that her symptoms represent a specific disease. All attack rolls, saves, and checks take a -2 penalty.<br />
<br />
====Conversion Disorder====<br />
<br />
The character reports dysfunctions that suggest a physical disorder but, though they are involuntary, the symptoms actually provide a way for the victim to avoid something undesirable or a way to garner attention and caring, a condition called Munchausenism. Symptoms range from painful headaches to paralysis or blindness. With the condition known as Reverse Munchausenism, a character projects ill health onto others and may even arrange injuries or illnesses for them so that she can thereafter take care of them. All attack rolls, saves, and checks take a -2 penalty.<br />
<br />
====Hypochondriasis====<br />
<br />
Character believes she suffers from a serious disease. No physical cause for reported symptoms can be found, but the character continues to believe that the disease or condition exists, often with serious consequences to her normal life.<br />
<br />
====Body Dysmorphic Disorder====<br />
<br />
Character suffers from perceived flaws in appearance, usually of the face, or of the hips or legs. Behavior may alter in unexpected ways to cover up the flaws or to calm anxieties.<br />
<br />
===Substance Abuse Disorder===<br />
<br />
A character with a substance abuse disorder finds solace in using a drug, becomes addicted to it, and spends much time maintaining, concealing, and indulging the habit. Drugs include alcohol, amphetamines, cocaine, hallucinogens, marijuana, nicotine, opium (especially morphine and heroin), sedatives, and more fantastic substances present in the campaign world (see Sample Drugs, earlier in this section).<br />
<br />
A character under the sway of such a substance should feel the personal struggle daily. Will saves might be used to resist or succumb symbolically to cravings, especially just before periods of stress (for example, just before a confrontation or likely battle with evil cultists). All attack rolls, saves, and checks take a -2 morale penalty because of withdrawal symptoms. Sanity losses could occur from binges or bad trips. Some characters might find that drugs promote communication with alien entities and deities, and that dreams about them become ever more vivid and horrifying, Conversely, such substances might function as medications, deadening a character’s fears and offering temporary defenses against Sanity loss.<br />
<br />
===Other Disorders===<br />
<br />
Other disorders exist in common parlance, but most of these are actually symptoms or specific instances of disorders already mentioned above. These include quixotism (seeing the supernatural everywhere, even in the most mundane surroundings), panzaism (seeing the most extraordinary events as ordinary and rational), and megalomania (delusions of power, wealth, fame, and ability). Use or ignore these as suits your campaign, or invent new categories of madness to reflect the chaos that lies just below the brittle surface of Lovecraft’s world.<br />
<br />
==A Psychiatric Glossary==<br />
<br />
The following words are defined in terms of a real-world understanding of insanity; some of them (illusion, for example) have different meanings in a d20 game context. As with all aspects of the Sanity variant, DMs need to determine how each race and culture within the campaign world views insanity and how capable each race and culture is of treating mental disorders in order to know which of these words might come into play.<br />
<br />
'''Affect'''<br />
<br />
The external expression of a patient’s mood (sadness, anger, joy, fear). May be inconsistent with patient’s mood, depending on the disorder.<br />
<br />
'''Anorexia'''<br />
<br />
Loss or decrease of appetite.<br />
<br />
'''Catatonia'''<br />
<br />
Various strong motor anomalies, for instance catatonic stupor (slowed activity to the point of immobilization); ceraflexibilitas (the victim can be molded into strange postures that are maintained), and catatonic excitement (agitated, purposeless movements).<br />
<br />
'''Compulsion'''<br />
<br />
The need to perform certain actions repetitively, including various personal rituals, dipsomania, kleptomania, nymphomania, satyriasis, trichotillomania (pulling out hair), and so on.<br />
<br />
'''Delirium'''<br />
<br />
A reversible syndrome of bewilderment, restlessness, confusion, and disorientation, associated with fear and hallucinations, all caused by some underlying medical condition.<br />
<br />
'''Delusion'''<br />
<br />
A firmly fixed false belief, one not based in real ity. It can be bizarre, as in schizophrenia, or systematized, as in delusional disorders.<br />
<br />
'''Dementia'''<br />
<br />
A loss of cognitive function, often first manifesting in memory loss.<br />
<br />
'''Depersonalization'''<br />
<br />
A subjective feeling of being unreal, or unfamiliar to self.<br />
<br />
'''Derealization'''<br />
<br />
A subjective feeling that the environment is strange or unreal; for instance, feeling the world to be a stage or a two-dimensional painting.<br />
<br />
'''Dissociation'''<br />
<br />
Confusion over one’s sense of self and identity.<br />
<br />
'''Formication'''<br />
<br />
The feeling that insects are crawling all over one’s body, a tactile hallucination caused by cocaine and delirium tremens.<br />
<br />
'''Hallucination'''<br />
<br />
A perception of a sensory stimulus in the absence of sensory stimuli; for instance, seeing or hearing some one who isn’t there.<br />
<br />
'''Illusion'''<br />
<br />
The misperception of a sensory stimulus; for instance, seeing the rustling branches of a tree as tentacles.<br />
<br />
'''Logorrhea'''<br />
<br />
Copious, coherent, logical speech.<br />
<br />
'''Mania'''<br />
<br />
A mood characterized by elation and increased activity.<br />
<br />
'''Mood'''<br />
<br />
A pervasive feeling that is experienced internally.<br />
<br />
'''Neurosis'''<br />
<br />
Symptoms of depression, anxiety, or the like arising from stress. A neurosis is less severe than a psychosis. A neurotic character may still be able to function; a psychotic one generally cannot.<br />
<br />
'''Obsession'''<br />
<br />
An idea or thought that constantly intrudes into one’s consciousness.<br />
<br />
'''Paranoia'''<br />
<br />
Persistent, consistent, plausible, and ingenious delusions of persecution or jealousy. New information always seems to support the increasing threat of some great conspiracy. Paranoia is more a symptom than a disorder, because it can appear in schizophrenia, mania, and so on<br />
<br />
'''Psychosis'''<br />
<br />
Severe mental illness in which the character experiences thoughts and perceptions that are out of touch with reality. A psychosis is more severe than a neurosis.<br />
<br />
'''Somnambulism'''<br />
<br />
Sleepwalking.<br />
<br />
'''Somnolence'''<br />
<br />
Abnormal drowsiness.<br />
<br />
'''Synthesia'''<br />
<br />
Sensation caused by another sensation; for instance, seeing sound.<br />
<br />
'''Tic'''<br />
<br />
Involuntary spasmodic motor movement.<br />
<br />
'''Trailing Phenomenon'''<br />
<br />
Perceptual abnormality associated with hallucinogens in which moving objects are seen in a series of discrete discontinuous images.<br />
<br />
'''Trance'''<br />
<br />
Focused attention and altered consciousness, usually seen in hypnosis, dissociative disorders, and ecstatic religious experiences.<br />
<br />
<br />
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{{wikify}}</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=UA:Sanity&diff=261140UA:Sanity2008-06-12T01:09:51Z<p>OptimizationFanatic: /* Monstrous Characters and Sanity */</p>
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<div>{{OGL Top}}<br />
<br />
=Sanity=<br />
<br />
This variant system allows you to introduce an element of dark horror into your d20 game. In campaigns using these rules, characters gain a new attribute called Sanity. This statistic functions like an ability score in some ways, but it has its own unique mechanics that represent the character’s descent from a stable and healthy mental state into confusion, dementia, and mental instability. As a character encounters monsters, witnesses horrible acts, masters forbidden knowledge, or casts spells, his Sanity score, and his corresponding ability to function as a normal member of his race, deteriorates. This gradual descent is balanced in part by the powers that characters gain each time they overcome a horrific foe or grow in skill and expertise, but even as those characters grow in power, they know or fear that an even greater peril lies ahead—the threat of becoming permanently insane.<br />
<br />
===Behind the Curtain: Sanity===<br />
<br />
Because it affects the way that characters interact with the creatures and objects that they encounter on their adventures in many different and profound ways, this variant, perhaps more than any other in Unearthed Arcana, can alter the entire feel of a campaign. If you adopt this variant in your campaign, the largest change will most likely be one of tone (this applies to an even greater extent if you adopt the entire Cthulhu Mythos that the variant is based on).<br />
<br />
As in the Call of Cthulhu Roleplaying Game, characters feel more vulnerable, for no matter how powerful they become, the dark gods are always greater. Religion is not only a source of comfort or succor, but also a dangerous enemy. (In those games that use the Cthulhu Mythos, religion seldom provides any succor at all.) Characters are suspicious, even paranoid, for a seemingly innocent commoner could secretly serve a cult. And yet, with such dark challenges come the opportunities for greater heroism.<br />
<br />
==What Is Sanity?==<br />
<br />
Sanity is the natural mental state of ordinary life. Normal mental balance is endangered when characters confront horrors, entities, or activities that are shocking, unnatural, and bewildering. Such encounters cause a character to lose points from his Sanity score, which in turn risks temporary, indefinite, or permanent insanity. Mental stability and lost Sanity points can be restored, up to a point, but psychological scars may remain.<br />
<br />
Insanity occurs if too many Sanity points are lost in too short a time. Insanity does not necessarily occur if Sanity points are low, but a lower Sanity score makes some forms of insanity more likely to occur after a character experiences an emotional shock. The character’s Sanity may be regained after a few minutes, recovered after a few months, or lost forever.<br />
<br />
A character may regain Sanity points, and even increase her Sanity point maximum. However, increasing a character’s ranks in the Knowledge (forbidden lore) skill always lowers her maximum Sanity by an equal amount.<br />
<br />
==Forbidden Knowledge==<br />
<br />
The Sanity rules assume that some knowledge is so alien to human understanding that simply learning of its existence can shatter the psyche. While magic and nonhuman races form an everyday part of a d20 character’s life, even a seasoned adventurer cannot conquer or understand some things. Knowledge of these secrets and creatures is represented by a new skill that goes hand in hand with a character’s Sanity score: Knowledge (forbidden lore).<br />
<br />
This type of knowledge permanently erodes a character’s ability to maintain a stable and sane outlook, and a character’s current Sanity can never be higher than 99 minus the modifier the character has in the Knowledge (forbidden lore) skill. This number (99 minus Knowledge (forbidden lore) ranks) is the character’s maximum Sanity.<br />
<br />
===Knowledge (Forbidden Lore) (None)===<br />
<br />
You know That Which Should Not Be Known. You have had horrible supernatural experiences and read forbidden tomes, learning truly dark secrets that have challenged everything you thought you knew. Since these revelations defy logic or commonly accepted fact, it does not matter how intelligent or wise you are when using this skill—only how much exposure to these dark secrets themselves you have experienced.<br />
<br />
'''Check'''<br />
<br />
Answering a question about the horrible deities and secrets that lurk at the edges of reality has a DC of 10 (for really easy questions), 15 (for elementary questions), or 20 to 30 (for difficult or really tough questions). Unlike in other fields of study, there are almost no really easy questions associated with this dark knowledge.<br />
<br />
You can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s HD. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, the DM can give another piece of useful information.<br />
<br />
The DM can decide which monsters are subject to the Knowledge (forbidden lore) skill and which monsters are subject to one of the standard Knowledge skills. For example, the DM may rule that Knowledge (the planes) is still the relevant skill for learning or knowing about outsiders, rather than allowing them to be identified by Knowledge (forbidden lore). However, in most campaigns that use the Sanity variant, aberrations and oozes should be able to be identified by Knowledge (forbidden lore) rather than by Knowledge (arcana) and Knowledge (dungeoneering) respectively.<br />
<br />
'''Action'''<br />
<br />
Usually none. In most cases, making a Knowledge check doesn’t take an action—you simply know the answer or you don’t.<br />
<br />
'''Try Again'''<br />
<br />
No. The check represents what you know, and thinking about a topic a second time doesn’t let you know something that you never learned in the first place.<br />
<br />
'''Special'''<br />
<br />
You cannot gain ranks in this skill by spending skill points. You can only gain ranks by reading forbidden tomes or having experiences with horrible creatures. Each rank you gain in this skill permanently reduces your maximum Sanity by 1 point: The more you know about the horrible truths underlying reality, the less capable you are of leading a normal life.<br />
<br />
A character’s first episode of insanity (that is, an occurrence of temporary or indefinite insanity) bestows 2 ranks in the Knowledge (forbidden lore) skill, thereby lowering his maximum Sanity by 2 points. Each time a character fails a Sanity check and endures another episode of insanity, he gains an additional rank in Knowledge (forbidden lore).<br />
<br />
For example, an elven wizard has 1 rank of Knowledge (forbidden lore) after reading a strange manuscript. She then steps outside, sees a chaos beast, and goes indefinitely insane, her raving mind failing to understand the strange creature she has encountered. Since she has never gone insane before, her player adds 2 ranks of Knowledge (forbidden lore) to an elven wizard’s character sheet. Now an elven wizard’s Maximum Sanity is 96 (99 minus 3 ranks of Knowledge (forbidden lore)).<br />
<br />
You cannot take the Knowledge (forbidden lore) skill during character creation. However, the skill has no maximum rank; your level does not limit the number of ranks in Knowledge (forbidden lore) that you can acquire.<br />
<br />
==Sanity Points==<br />
<br />
Sanity points measure the stability of a character’s mind. This attribute provides a way to define the sanity inherent in a character, the most stability a character can ever have, and the current level of sane rationality that a character preserves, even after numerous shocks and horrid revelations.<br />
<br />
Sanity is measured in three ways: starting Sanity, current Sanity, and maximum Sanity. Starting and current Sanity cannot exceed maximum Sanity.<br />
<br />
===Starting Sanity===<br />
<br />
A character’s starting Sanity equals his Wisdom score multiplied by 5. This score represents a starting character’s current Sanity, as well as the upper limit of Sanity that can be restored by the Heal skill (see The Heal Skill and Mental Treatment, later in this section). After creation, a character’s current Sanity often fluctuates considerably and might never again match starting Sanity. A change in a character’s Wisdom score changes his starting Sanity in terms of what treatment with the Heal skill can restore. Current Sanity, however, does not change if Wisdom rises or falls.<br />
<br />
===Current Sanity===<br />
<br />
A character’s current Sanity score fluctuates almost as often as (and sometimes much more often than) his hit points.<br />
<br />
====Making a Sanity Check====<br />
<br />
When a character encounters a gruesome, unnatural, or supernatural situation, the DM may require the player to make a Sanity check using percentile dice (d%). The check succeeds if the result is equal to or less than the character’s current Sanity.<br />
<br />
On a successful check, the character either loses no Sanity points or loses only a minimal amount. Potential Sanity loss is usually shown as two numbers or die rolls separated by a slash, such as 0/1d4. The number before the slash indicates the number of Sanity points lost if the Sanity check succeeds (in this case, none); the number after the slash indicates the number of Sanity points lost if the Sanity check fails (in this case, between 1 and 4 points).<br />
<br />
A character’s current Sanity is also at risk when the character reads certain books, learns certain types of spells, and attempts to cast them. These Sanity losses are usually automatic (no Sanity check is allowed); the character who chooses to undertake the activity forfeits the indicated number of Sanity points.<br />
<br />
In most cases, a new Sanity-shaking confrontation requires a new Sanity check. However, the DM always gets to decide when characters make Sanity checks. Confronting several horribly mangled corpses at one time or in rapid succession may call for just one Sanity check, while the same corpses encountered singly over the course of several game hours may require separate checks.<br />
<br />
====Going Insane====<br />
<br />
Losing more than a few Sanity points may cause a character to go insane, as described below. If a character’s Sanity score drops to 0 or lower, she begins the quick slide into permanent insanity. Each round, the character loses another point of Sanity. Once a character’s Sanity score reaches -10, she is hopelessly, incurably insane. The Heal skill can be used to stabilize a character on the threshold of permanent insanity; see The Heal Skill and Mental Treatment, below, for details.<br />
<br />
A DM’s description of a Sanity-shaking situation should always justify the threat to a character’s well-being. Thus, a horde of frothing rats is horrifying, while a single ordinary rat usually is not (unless the character has an appropriate phobia, of course).<br />
<br />
====Maximum Sanity====<br />
<br />
Ranks in the Knowledge (forbidden lore) skill simulate a character’s comprehension of aspects of the dark creatures at the edges of reality. Once gained, this horrible knowledge is never forgotten, and the character consequently surrenders mental equilibrium. A character’s Sanity weakens as his comprehension of these hidden truths increases. Such is the way of the universe.<br />
<br />
A character’s current Sanity can never be higher than 99 minus the character’s ranks in the Knowledge (forbidden lore) skill. This number (99 minus Knowledge (forbidden lore) ranks) is the character’s maximum Sanity.<br />
<br />
==Loss Of Sanity==<br />
<br />
Characters ordinarily lose Sanity in a few types of circumstances: when encountering something unimaginable, when suffering a severe shock, after casting a spell or when learning a new spell, when being affected by a certain type of magic or a particular spell, or when reading a forbidden tome.<br />
<br />
===Sanity Resistance===<br />
<br />
The Sanity mechanic was originally created to mimic the effect that the unspeakable horrors of the Cthulhu Mythos would have on normal folk from a world much like our own. Since d20 characters live in a world of magic and monsters, however, the DM might want to make them less susceptible to Sanity loss caused by encountering strange creatures (see Table: Sanity Loss from Creatures) by allowing them to have a measure of Sanity resistance, which is tied to one of two attributes.<br />
<br />
Each character can be allowed to have Sanity resistance equal to his character level. Alternatively, each character can be allowed to have Sanity resistance equal to his Wisdom modifier. (Obviously, the second alternative will produce lower Sanity resistance figures in most cases.) This number is the amount of Sanity loss a character can ignore when he encounters a creature that requires a Sanity check.<br />
<br />
The DM may decide that Sanity resistance also applies to certain kinds of severe shocks (although it might not apply to personally horrific experiences, such as seeing a close friend die) and to the casting or learning of spells.<br />
<br />
===Encountering the Unimaginable===<br />
<br />
When people perceive creatures and entities of unspeakable horror, this experience costs them some portion of their minds, since such creatures are intrinsically discomforting and repellent. We never lose awareness of their slimy, fetid, alien nature. This instinctive reaction is part and parcel of humans, elves, dwarves, and other humanoid races. In this category, we can include supernatural events or agents not always recognized as specifically devoted to these dark gods, such as hauntings, zombies, vampires, curses, and so on.<br />
<br />
Table: Sanity Loss from Creatures provides some default Sanity loss values for encountering creatures, based on their type and size. These are only default values—the DM can and should adjust individual monsters he deems more or less horrible than others of their size. An aasimar, for instance, hardly presents a Sanity-shaking sight, and should probably be treated as a humanoid rather than an outsider. On the other hand, a vargouille—a Small outsider appearing much like a flying, bat-winged head—might provoke a much more visceral reaction than other Small outsiders.<br />
<br />
In addition, certain types of monstrous behavior might force additional Sanity checks, much like those described under Severe Shocks, below. For instance, an aboleth is an unnerving sight, but watching one transform your best friend with it's slime should certainly force another check, with losses appropriate to the situation.<br />
<br />
In most d20 games, no character should need to make a Sanity check when encountering an elf, dwarf, or other standard humanoid race, or for encountering domesticated or otherwise commonplace animals. In some cases, even humanoid races such as orcs and goblins might be so common as to not cause Sanity loss either.<br />
<br />
====Specific Monsters and Sanity====<br />
<br />
Some monsters have additional or variant special abilities when using the Sanity variant.<br />
<br />
'''Allip'''<br />
<br />
The allip’s madness ability causes the loss of 2d6 Sanity points rather than the normal effect.<br />
<br />
'''Derro'''<br />
<br />
The derro’s madness ability protects these creatures from any further Sanity loss. Sane derro (especially derro player characters) track Sanity points normally.<br />
<br />
====Monstrous Characters and Sanity====<br />
<br />
In most cases, the DM does not need to keep track of a monster’s Sanity score, but sometimes, especially when in the hands of a player, monsters need Sanity scores just as other characters do.<br />
<br />
Although most campaigns that use the Sanity variant limit players to creating characters from the standard player character races, it’s still easy to envision a world where one or two monstrous races are so common or so integrated into the culture of other races that the DM wants to present them as viable player character options. In these cases, the monsters available as player character races should never provoke a Sanity loss from other characters or NPCs, and these creatures should have a Sanity score and track their Sanity losses just like characters made with the standard PC races. A monster should never lose Sanity for seeing others of its race (spectres don’t lose Sanity when encountering other spectres, and so on). In all cases, what causes Sanity loss for a specific creature is in the hands of the DM.<br />
<br />
{| id="tableSanityLossfromCreatures" class="d20"<br />
|+ Table: Sanity Loss from Creatures<br />
! rowspan="2" align="left" | Monster Type<br />
! colspan="7" | Monster Size<br />
|-<br />
! Up to Tiny<br />
! Small<br />
! Medium<br />
! Large<br />
! Huge<br />
! Gargantuan<br />
! Colossal<br />
|- class="odd"<br />
| Aberration, dragon, ooze, outsider, undead<br />
| align="center" | 1/1d4<br />
| align="center" | 1/1d4<br />
| align="center" | 1/1d6<br />
| align="center" | 1/1d10<br />
| align="center" | 1d4/1d10<br />
| align="center" | 1d6/1d10<br />
| align="center" | 1d6/2d10<br />
|- class="even"<br />
| Elemental, fey, plant, vermin<br />
| align="center" | 0/1d4<br />
| align="center" | 1/1d4<br />
| align="center" | 1/1d6<br />
| align="center" | 1/1d8<br />
| align="center" | 1/1d10<br />
| align="center" | 1d4/1d10<br />
| align="center" | 1d4/2d6<br />
|- class="odd"<br />
| Construct, giant, magical beast, monstrous humanoid<br />
| align="center" | 0/1<br />
| align="center" | 0/1d4<br />
| align="center" | 0/1d6<br />
| align="center" | 1/1d6<br />
| align="center" | 2/2d6<br />
| align="center" | 2/2d6<br />
| align="center" | 3/3d6<br />
|- class="even"<br />
| Animal, humanoid<br />
| align="center" | 0/0<sup>1</sup><br />
| align="center" | 0/1<sup>1</sup><br />
| align="center" | 0/1<sup>1</sup><br />
| align="center" | 0/1d4<sup>1</sup><br />
| align="center" | 0/1d4<br />
| align="center" | 0/1d4<br />
| align="center" | 0/1d6<br />
|-<br />
| class="foot" colspan="8" |<br />
# Only animals or humanoids of truly bizarre or ferocious appearance force such a check.<br />
|}<br />
<br />
===Severe Shocks===<br />
<br />
A shocking sight of a more mundane nature can also cost Sanity points. Severe shocks include witnessing an untimely or violent death, experiencing personal mutilation, losing social position, being the victim of treachery, or whatever else the Game Master decides is sufficiently extreme. The following list gives some examples of severe shocks, and the Sanity loss each one provokes.<br />
<br />
{| class="d20"<br />
! align="left" | Sanity Lost<sup>1</sup><br />
! align="left" | Shocking Situation<br />
| colspan="2" |<br />
# Loss on a successful check/loss on a failed check.<br />
|- class="odd"<br />
| 0/1d2<br />
| Surprised to find mangled animal carcass<br />
|- class="even"<br />
| 0/1d3<br />
| Surprised to find human corpse<br />
|- class="odd"<br />
| 0/1d3<br />
| Surprised to find human body part<br />
|- class="even"<br />
| 0/1d4<br />
| Finding a stream flowing with blood<br />
|- class="odd"<br />
| 1/1d4+1<br />
| Finding a mangled human corpse<br />
|- class="even"<br />
| 0/1d6<br />
| Awakening trapped in a coffin<br />
|- class="odd"<br />
| 0/1d6<br />
| Witnessing a friend’s violent death<br />
|- class="even"<br />
| 1/1d6<br />
| Seeing a ghoul<br />
|- class="odd"<br />
| 1/1d6+1<br />
| Meeting someone you know to be dead<br />
|- class="even"<br />
| 0/1d10<br />
| Undergoing severe torture<br />
|- class="odd"<br />
| 1/d10<br />
| Seeing a corpse rise from its grave<br />
|- class="even"<br />
| 2/2d10+1<br />
| Seeing a gigantic severed head fall from the sky<br />
|- class="odd"<br />
| 1d10/d%<br />
| Seeing an evil deity<br />
|}<br />
<br />
===Casting Spells===<br />
<br />
{| id="tableSanityLossfromSpellcasting" class="d20"<br />
|+ Table: Sanity Loss from Spellcasting<br />
|-<br />
! Spell<br />Level<br />
! Low<br />Sanity Loss<br />
! Moderate<br />Sanity Loss<br />
! Extreme<br />Sanity Loss<br />
|- class="odd"<br />
| align="center" | 1st<br />
| align="center" | 1<br />
| align="center" | 2<br />
| align="center" | 1d6<br />
|- class="even"<br />
| align="center" | 2nd<br />
| align="center" | 2<br />
| align="center" | 4<br />
| align="center" | 2d6<br />
|- class="odd"<br />
| align="center" | 3rd<br />
| align="center" | 3<br />
| align="center" | 6<br />
| align="center" | 3d6<br />
|- class="even"<br />
| align="center" | 4th<br />
| align="center" | 4<br />
| align="center" | 8<br />
| align="center" | 4d6<br />
|- class="odd"<br />
| align="center" | 5th<br />
| align="center" | 5<br />
| align="center" | 10<br />
| align="center" | 5d6<br />
|- class="even"<br />
| align="center" | 6th<br />
| align="center" | 6<br />
| align="center" | 12<br />
| align="center" | 6d6<br />
|- class="odd"<br />
| align="center" | 7th<br />
| align="center" | 7<br />
| align="center" | 14<br />
| align="center" | 7d6<br />
|- class="even"<br />
| align="center" | 8th<br />
| align="center" | 8<br />
| align="center" | 16<br />
| align="center" | 8d6<br />
|- class="odd"<br />
| align="center" | 9th<br />
| align="center" | 9<br />
| align="center" | 18<br />
| align="center" | 9d6<br />
|}<br />
<br />
Magic relies on the physics of the true universe. By casting spells, characters visualize the unimaginable, warping their minds to follow alien ways of thought. These visualizations wound the mind. Although spellcasters expose themselves to such traumas voluntarily, they are shocks all the same.<br />
<br />
In this variant, casting a spell drains a certain amount of Sanity. This rule represents the fact that spellcasting forces the mind into strange patterns and thought processes with which it is poorly equipped to deal. The DM can choose from the three options presented in the table below, deducting a low, moderate, or extreme number of Sanity points from a character who casts a spell. In a campaign featuring low Sanity loss, a spellcaster is rarely penalized for casting a spell, especially if the DM also chooses to give characters Sanity resistance (see the sidebar) in such cases. In a campaign featuring moderate Sanity loss, spellcasters face a slightly higher risk of insanity than members of other classes, even if they have Sanity resistance. When using this option, players should, for the most part, choose spellcasting levels only as multiclass options. In a campaign featuring extreme Sanity loss, spellcasters have a difficult time participating in adventures regularly because they find it hard to use their classes’ primary abilities without soon going insane.<br />
<br />
In addition to the guidelines presented for each campaign option above, the DM is free to impose additional modifiers on the Sanity loss caused by spells of a certain type, a certain school, or even individual spells. Here are some example conditions that a DM could choose to incorporate into a game.<br />
<br />
* Abjurations cost 1 less Sanity point to cast.<br />
* Divine spells cost 5 additional Sanity points to cast.<br />
* Druids suffer only half the Sanity loss from spellcasting (round fractions up).<br />
* Healing spells drain no Sanity when cast.<br />
* The invisibility spell, and any variation thereof, costs 1 additional Sanity Point to cast.<br />
* Necromancy spells cost 2 additional Sanity points to cast.<br />
* Spellcasters of some classes follow the guidelines of one campaign option, while spellcasters of other classes follow the guidelines of another campaign option.<br />
<br />
===Learning Spells===<br />
<br />
Learning spells, like casting them, exposes a character to unknowable secrets and can damage and warp the mind. In this variant, whenever a spellcaster learns a new spell, he loses Sanity points. In most cases, the Sanity loss is equal to the spell’s level, but if the spell is included in a tome of forbidden knowledge (see below), the loss can be greater.<br />
<br />
The rules for Sanity loss for learning spells work fine for wizards, sorcerers, and other arcane spellcasting classes that learn spells one at a time or in small groups, but this loss can easily overwhelm a cleric, druid, or other divine spellcaster who gains a new spellcasting level (thereby “learning” an entire level’s worth of new spells all at once). In such a case, the player and the DM should work together to determine a specific number of spells learned once access to a new spellcasting level is gained. When in doubt about how many spells to allow a spellcaster to learn at any given level, the spell acquisition rate of the wizard class serves as a good baseline.<br />
<br />
GMs wanting to add Sanity rules to a magic-rich campaign, or those wishing to preserve more of the flavor of a normal d20 game, can allow any spellcaster to learn a small number of spells at each level without losing any Sanity.<br />
<br />
===Sanity-Affecting Magic===<br />
<br />
The following types of magic and specific spells have different or additional effects when the Sanity variant is in use. For the effects of healing spells and magical means of recovering sanity, see Restoring Sanity with Magic, later in this section.<br />
<br />
====Fear Effects====<br />
<br />
{| id="tableSanityLossfromFearEffects" class="d20"<br />
|+ Table: Sanity Loss from Fear Effects<br />
! align="left" | Spell<br />
! Sanity Loss on<br />Failed Check<br />
! Sanity Loss on<br />Successful Check<br />
| colspan="3" |<br />
# Bane works normally because its effect is less severe than that of the shaken condition.<br />
# Phantasmal killer and weird work normally because those spells do not produce a shaken, frightened, or panicked effect. (The DM could rule that a Sanity check takes the place of the Fortitude Save to avoid dying from fear; in such a case, failing the check results in permanent insanity.)<br />
|- class="odd"<br />
| Bane<sup>1</sup><br />
| align="center" | —<br />
| align="center" | —<br />
|- class="even"<br />
| Cause fear<br />
| align="center" | 1d6<br />
| align="center" | 1<br />
|- class="odd"<br />
| Doom<br />
| align="center" | 1d6<br />
| align="center" | —<br />
|- class="even"<br />
| Fear<br />
| align="center" | 2d6<br />
| align="center" | 1<br />
|- class="odd"<br />
| Phantasmal killer<sup>2</sup><br />
| align="center" | —<br />
| align="center" | —<br />
|- class="even"<br />
| Scare<br />
| align="center" | 1d6<br />
| align="center" | 1<br />
|- class="odd"<br />
| Symbol of fear<br />
| align="center" | 2d6<br />
| align="center" | —<br />
|- class="even"<br />
| Weird<sup>2</sup><br />
| align="center" | —<br />
| align="center" | —<br />
|}<br />
<br />
Whenever a spell, creature, or other factor produces a fear effect that causes its target to become shaken, frightened, or panicked, replace the saving throw to avoid the effect (if applicable) with a Sanity check. On a failed check (and sometimes even on a successful one), the subject loses a number of Sanity points rather than experiencing the normal effect of the magic. The table below provides a summary of the Sanity loss associated with each spell that has the fear descriptor:<br />
<br />
In this variant, remove fear does not automatically suppress an existing fear effect on its subjects, but if it is cast on a creature that lost Sanity because of a fear effect within the last 24 hours, that Sanity loss is halved (to a minimum of 1 point) and the creature’s current Sanity is adjusted accordingly.<br />
<br />
====Illusions====<br />
<br />
Illusions, when they are believed, cause Sanity loss just as if the real horrific monster or event were present. The DM can reduce the Sanity loss caused by illusions (or eliminate it entirely) if such spells appear frequently in the campaign.<br />
<br />
====Bestow Curse====<br />
<br />
When using the Sanity variant, this spell can cause a Sanity check rather than a Will Save. If the victim fails the Sanity check, he loses 3d6 points of Sanity. Unlike normal Sanity loss, this number is also subtracted from the character’s maximum Sanity. Magic that removes the curse (such as remove curse or break enchantment) can restore the character’s normal maximum Sanity, but separate magic or the use of the Heal skill is required to restore the character’s current Sanity.<br />
<br />
====Contact Other Plane====<br />
<br />
{| id="tableContactOtherPlane" class="d20"<br />
|+ Table: Contact Other Plane<br />
|-<br />
! align="left" | Plane<br />
! Sanity Loss<br />
|- class="odd"<br />
| Elemental Plane (appropriate)<br />
| align="center" | 1<br />
|- class="even"<br />
| Positive/Negative Energy Plane<br />
| align="center" | 1<br />
|- class="odd"<br />
| Astral Plane<br />
| align="center" | 2<br />
|- class="even"<br />
| Outer Plane (demideity)<br />
| align="center" | 1d6<br />
|- class="odd"<br />
| Outer Plane (lesser deity)<br />
| align="center" | 2d6<br />
|- class="even"<br />
| Outer Plane (intermediate deity)<br />
| align="center" | 3d6<br />
|- class="odd"<br />
| Outer Plane (greater deity)<br />
| align="center" | 4d6<br />
|}<br />
<br />
When using the Sanity variant, characters casting this spell risk a lost of Sanity instead of Intelligence and Charisma. Whenever a character casts this spell, she must make a Sanity check. If the check fails, the character loses Sanity depending on the plane that the character was trying to contact, according to the table below. Unlike the Intelligence and Charisma reduction caused by the normal version of this spell, the Sanity loss does not go away after a week—the loss is permanent until restored by another spell or through the use of the Heal skill.<br />
<br />
====Commune====<br />
<br />
When using the Sanity variant, replace this spell’s XP cost with a Sanity check (1d6/3d6), made as a free action immediately after the spell’s duration expires. Insanity: Instead of experiencing this spell’s normal effect, characters who fail the saving throw to resist the spell become permanently insane as described in this variant (but suffer no Sanity loss).<br />
<br />
====Moment of Prescience====<br />
<br />
In addition to the spell’s normal benefits, a character with an active moment of prescience effect can make one Sanity check as if his current Sanity equaled his maximum Sanity. The character need not use the effect on the first Sanity check he is required to make, but he must choose whether or not to use this benefit before making any Sanity check during the spell’s duration.<br />
<br />
====Status====<br />
<br />
In addition to the spell’s normal effect, the caster can sense whenever the subject suffers Sanity loss, temporary insanity, indefinite insanity, or permanent insanity during the spell’s duration.<br />
<br />
====Summon Monster====<br />
<br />
If a character summons a monster that causes Sanity loss by means of a summon monster, summon nature’s ally, planar binding, or planar ally spell, he suffers the usual Sanity loss for casting the spell and must also make a Sanity check because of the monster’s presence.<br />
<br />
====Symbol of Insanity====<br />
<br />
Instead of experiencing this spell’s normal effect, characters who fail the saving throw to resist the symbol become permanently insane as described in this variant (but suffer no Sanity loss).<br />
<br />
===Reading Forbidden Tomes===<br />
<br />
Obscure tomes add ranks to a character’s Knowledge (forbidden lore) skill and teach arcane spells. Studying and comprehending these books causes all that we know to become like shadows. The burning power of a greater reality seizes the soul. Whether we try to retreat from the experience or hunger greedily for more, it destroys our confidence in what we once believed, opening us up to the all-encompassing truths of dark deities.<br />
<br />
For each such book encountered, the DM must set the examination period, the Knowledge (arcana) DC to understand it, the number of spells contained in it, the Sanity loss that occurs upon beginning the examination, the Sanity loss that occurs upon completion of the examination, and the ranks of Knowledge (forbidden lore) gained from studying the book. While the DM is free to set these parameters at any values that he feels are appropriate for the campaign or adventure, Table: Example Forbidden Tomes provides some suggested combinations of each of these parameters.<br />
<br />
{| id="tableExampleForbiddenTomes" class="d20"<br />
|+ Table: Example Forbidden Tomes<br />
|-<br />
! align="left" | Examination<br />Period<br />
! Knowledge (arcana) DC<br />to Understand Tome<br />
! Number of Spells<br />Contained in Tome<br />
! Initial<br />Sanity Loss<br />
! Sanity Loss<br />upon Completion<br />
! Knowledge (forbidden lore)<br />ranks gained<br />
|- class="odd"<br />
| 1 week<br />
| align="center" | 20<br />
| align="center" | 1<br />
| align="center" | 1d4<br />
| align="center" | 1<br />
| align="center" | 1<br />
|- class="even"<br />
| 1 week<br />
| align="center" | 20<br />
| align="center" | 1<br />
| align="center" | 1d4<br />
| align="center" | 1d4<br />
| align="center" | 1<br />
|- class="odd"<br />
| 1 week<br />
| align="center" | 25<br />
| align="center" | 2<br />
| align="center" | 1d4<br />
| align="center" | 2d6<br />
| align="center" | 1<br />
|- class="even"<br />
| 2 weeks<br />
| align="center" | 25<br />
| align="center" | 1d4<br />
| align="center" | 1d6<br />
| align="center" | 2d6<br />
| align="center" | 2<br />
|- class="odd"<br />
| 2 weeks<br />
| align="center" | 25<br />
| align="center" | 1d6<br />
| align="center" | 1d10<br />
| align="center" | 2d6<br />
| align="center" | 2<br />
|- class="even"<br />
| 2 weeks<br />
| align="center" | 25<br />
| align="center" | 3<br />
| align="center" | 1d6<br />
| align="center" | 2d6<br />
| align="center" | 2<br />
|- class="odd"<br />
| 2 weeks<br />
| align="center" | 30<br />
| align="center" | 1d6+1<br />
| align="center" | 1d6<br />
| align="center" | 2d6<br />
| align="center" | 3<br />
|- class="even"<br />
| 3 weeks<br />
| align="center" | 20<br />
| align="center" | 1d4+1<br />
| align="center" | 1d10<br />
| align="center" | 2d6<br />
| align="center" | 2<br />
|- class="odd"<br />
| 3 weeks<br />
| align="center" | 25<br />
| align="center" | 1d6<br />
| align="center" | 1d6<br />
| align="center" | 2d10<br />
| align="center" | 2<br />
|- class="even"<br />
| 3 weeks<br />
| align="center" | 30<br />
| align="center" | 1d4+5<br />
| align="center" | 1d10<br />
| align="center" | 3d6<br />
| align="center" | 3<br />
|}<br />
<br />
==Getting Used To Awfulness==<br />
<br />
Never underestimate the ability of the sentient mind to adapt, even to the most horrific experiences. Reading and rereading the same bit of disturbing text or seeing the same horrible image over and over eventually provokes no further loss of Sanity. Within a reasonable interval of play, usually a single session of the game, characters should not lose more Sanity points for seeing monsters of a particular sort than the maximum possible points a character could lose from seeing one such monster. For instance, the Sanity loss for seeing a single human zombie is 1/1d6. Thus, in the same game day or in the same play session, no character should lose more than 6 Sanity points for seeing any number of zombies. Keep in mind that the interpretation of “reasonable interval” must vary by DM and situation. When it feels right, the DM should rule that the horror is renewed and points must be lost again.<br />
<br />
Learning or casting spells never becomes a normal occurrence. No matter how many times a character casts a spell, no matter what the time interval between castings may be, the Sanity loss is always the same. This point is also true for anything that a character does willingly. For example, if brutally murdering a friend costs 2/1d10 Sanity, this loss is incurred each time, even if the character loses the maximum possible points (10) after the first such murder he commits.<br />
<br />
==Variant Rule: Insane Insight==<br />
<br />
At the DM’s option, a character who has just gone insane may have an insight into the situation or entity that provoked the insanity. The player needs to make a DC 15 Wisdom check to gain the insight. Information provided by this sudden burst of awareness is up to the DM, but it may include something about a creature’s origin or a fact about its nature (feeding habits, natural habitat, weakness), a clue to the identity of a murderer at a murder scene, or some hint at a location of great importance.<br />
<br />
==Types Of Insanity==<br />
<br />
Character insanity is induced by a swift succession of shocking experiences or ghastly revelations, events usually connected with dark gods, creatures from the Outer Planes, or powerful spellcasting.<br />
<br />
Horrifying encounters can result in one of three states of mental unbalance: temporary, indefinite, and permanent insanity. The first two, temporary insanity and indefinite insanity, can be cured. The third, permanent insanity, results when a character’s Sanity points are reduced to -10 or lower. This condition cannot be cured.<br />
<br />
===Temporary Insanity===<br />
<br />
Whenever a character loses Sanity points equal to one-half her Wisdom score from a single episode of Sanity loss, she has experienced enough of a shock that the DM must ask for a Sanity check. If the check fails, the character realizes the full significance of what she saw or experienced and goes temporarily insane. If the check succeeds, the character does not go insane, but she may not clearly remember what she experienced (a trick the mind plays to protect itself).<br />
<br />
Temporary insanity might last for a few minutes or a few days. Perhaps the character acquires a phobia or fetish befitting the situation, faints, becomes hysterical, or suffers nervous twitches, but she can still respond rationally enough to run away or hide from a threat.<br />
<br />
A character suffering from temporary insanity remains in this state for either a number of rounds or a number of hours; roll d% and consult Table 6-8: Duration of Temporary Insanity to see whether the insanity is short-term or long-term. After determining the duration of the insanity, roll d% and consult either Table 6-9 or 6-10 to identify the specific effect of the insanity. The DM must describe the effect so that the player can roleplay it accordingly.<br />
<br />
Successful application of the Heal skill (see The Heal Skill and Mental Treatment, below) may alleviate or erase temporary insanity.<br />
<br />
Temporary insanity ends either when the duration rolled on Table 6-8 has elapsed, or earlier if the DM considers it appropriate to do so.<br />
<br />
After an episode of temporary insanity ends, traces or even profound evidence of the experience should remain. No reason exists why, for instance, a phobia should depart from someone’s mind as quickly as a warrior draws his sword. What remains behind after a brief episode of temporary insanity should exert a pervasive influence on the character. The character may still be a bit batty, but her conscious mind once again runs the show.<br />
<br />
As a variant rule, if the amount of Sanity lost exceeds the character’s current Wisdom score, consider the temporary insanity to always be of the long-term variety.<br />
<br />
{| id="table68DurationofTemporaryInsanity" class="d20"<br />
|+ Table 6-8: Duration of Temporary Insanity<br />
|-<br />
!<br />
d%<br />
! Temporary Insanity Type<br />
! Duration<br />
|- class="odd"<br />
| 01-80<br />
| Short-term<br />
| 1d10+4 rounds<br />
|- class="even"<br />
| 81-100<br />
| Long-term<br />
| 1d10×10 hours<br />
|}<br />
<br />
{| id="table69ShortTermTemporaryInsanityEffects" style="width: auto" class="d20"<br />
|+ Table 6-9: Short-Term Temporary Insanity Effects<br />
|-<br />
!<br />
d%<br />
! Effect<br />
|- class="odd"<br />
| align="center" | 01-20<br />
| style="white-space: normal" | Character faints (can be awakened by vigorous action taking 1 round; thereafter, character is shaken until duration expires).<br />
|- class="even"<br />
| align="center" | 21-30<br />
| style="white-space: normal" | Character has a screaming fit.<br />
|- class="odd"<br />
| align="center" | 31-40<br />
| style="white-space: normal" | Character flees in panic.<br />
|- class="even"<br />
| align="center" | 41-50<br />
| style="white-space: normal" | Character shows physical hysterics or emotional outburst (laughing, crying, and so on).<br />
|- class="odd"<br />
| align="center" | 51-55<br />
| style="white-space: normal" | Character babbles in incoherent rapid speech or in logorrhea (a torrent of coherent speech).<br />
|- class="even"<br />
| align="center" | 56-60<br />
| style="white-space: normal" | Character gripped by intense phobia, perhaps rooting her to the spot.<br />
|- class="odd"<br />
| align="center" | 61-65<br />
| style="white-space: normal" | Character becomes homicidal, dealing harm to nearest person as efficiently as possible.<br />
|- class="even"<br />
| align="center" | 66-70<br />
| style="white-space: normal" | Character has hallucinations or delusions (details at the discretion of the DM).<br />
|- class="odd"<br />
| align="center" | 71-75<br />
| style="white-space: normal" | Character gripped with echopraxia or echolalia (saying or doing whatever those nearby say or do).<br />
|- class="even"<br />
| align="center" | 76-80<br />
| style="white-space: normal" | Character gripped with strange or deviant eating desire (dirt, slime, cannibalism, and so on).<br />
|- class="odd"<br />
| align="center" | 81-90<br />
| style="white-space: normal" | Character falls into a stupor (assumes fetal position, oblivious to events around her).<br />
|- class="even"<br />
| align="center" | 91-99<br />
| style="white-space: normal" | Character becomes catatonic (can stand but has no will or interest; may be led or forced to simple actions but takes no independent action).<br />
|- class="odd"<br />
| align="center" | 100<br />
| style="white-space: normal" | Roll on Table 6-10: Long-Term Temporary Insanity Effects.<br />
|}<br />
<br />
{| id="table610LongTermTemporaryInsanityEffects" style="width: auto" class="d20"<br />
|+ Table 6-10: Long-Term Temporary Insanity Effects<br />
|-<br />
!<br />
d%<br />
! Effect<br />
|- class="odd"<br />
| align="center" | 01-10<br />
| style="white-space: normal" | Character performs compulsive rituals (washing hands constantly, praying, walking in a particular rhythm, never stepping on cracks, constantly checking to see if crossbow is loaded, and so on).<br />
|- class="even"<br />
| align="center" | 11-20<br />
| style="white-space: normal" | Character has hallucinations or delusions (details at the discretion of the DM).<br />
|- class="odd"<br />
| align="center" | 21-30<br />
| style="white-space: normal" | Character becomes paranoid.<br />
|- class="even"<br />
| align="center" | 31-40<br />
| style="white-space: normal" |<br />
Character gripped with severe phobia (refuses to approach object of phobia except on successful DC 20 Will Save).<br />
|- class="odd"<br />
| align="center" | 41-45<br />
| style="white-space: normal" | Character has aberrant sexual desires (exhibitionism, nymphomania or satyriasis, teratophilia, necrophilia, and so on).<br />
|- class="even"<br />
| align="center" | 46-55<br />
| style="white-space: normal" | Character develops an attachment to a “lucky charm” (embraces object, type of object, or person as a safety blanket) and cannot function without it.<br />
|- class="odd"<br />
| align="center" | 56-65<br />
| style="white-space: normal" | Character develops psychosomatic blindness, deafness, or the loss of the use of a limb or limbs.<br />
|- class="even"<br />
| align="center" | 66-75<br />
| style="white-space: normal" |<br />
Character has uncontrollable tics or tremors (-4 penalty on all attack rolls, checks, and saves, except those purely mental in nature).<br />
|- class="odd"<br />
| align="center" | 76-85<br />
| style="white-space: normal" | Character has amnesia (memories of intimates usually lost first; Knowledge skills useless).<br />
|- class="even"<br />
| align="center" | 86-90<br />
| style="white-space: normal" | Character has bouts of reactive psychosis (incoherence, delusions, aberrant behavior, and/or hallucinations).<br />
|- class="odd"<br />
| align="center" | 91-95<br />
| style="white-space: normal" | Character loses ability to communicate via speech or writing.<br />
|- class="even"<br />
| align="center" | 96-100<br />
| style="white-space: normal" | Character becomes catatonic (can stand but has no will or interest; may be led or forced into simple actions but takes no independent action).<br />
|}<br />
<br />
===Indefinite Insanity===<br />
<br />
{| id="table611RandomIndefiniteInsanity" class="d20"<br />
|+ Table 6-11: Random Indefinite Insanity<br />
|-<br />
!<br />
d%<br />
! align="left" | Mental Disorder Type<br />
|- class="odd"<br />
| 01–15<br />
| Anxiety (includes severe phobias)<br />
|- class="even"<br />
| 16–20<br />
| Dissociative (amnesia, multiple personalities)<br />
|- class="odd"<br />
| 21–25<br />
| Eating (anorexia, bulimia)<br />
|- class="even"<br />
| 26–30<br />
| Impulse control (compulsions)<br />
|- class="odd"<br />
| 31–35<br />
| Mood (manic/depressive)<br />
|- class="even"<br />
| 36–45<br />
| Personality (various neuroses)<br />
|- class="odd"<br />
| 46–50<br />
| Psychosexual (sadism, nymphomania)<br />
|- class="even"<br />
| 51–55<br />
| Psychospecies<br />
|- class="odd"<br />
| 56–70<br />
| Schizophrenia/psychotic (delusions,<br />hallucinations, paranoia, catatonia)<br />
|- class="even"<br />
| 71–80<br />
| Sleep (night terrors, sleepwalking)<br />
|- class="odd"<br />
| 81–85<br />
| Somatoform (psychosomatic conditions)<br />
|- class="even"<br />
| 86–95<br />
| Substance abuse (alcoholic, drug addict)<br />
|- class="odd"<br />
| 96–100<br />
| Other (megalomania, quixotism, panzaism)<br />
|}<br />
<br />
If a character loses 20% (one-fifth) or more of her current Sanity points in the space of 1 hour, she goes indefinitely insane. The DM judges when the impact of events calls for such a measure. Some DMs never apply the concept to more than the result of a single roll, since this state can remove characters from play for extended periods. An episode of indefinite insanity lasts for 1d6 game months (or as the DM dictates). Symptoms of indefinite insanity may not be immediately apparent (which may give the DM additional time to decide what the effects of such a bout of insanity might be).<br />
<br />
Table 6-11: Random Indefinite Insanity is provided as an aid to selecting what form a character’s indefinite insanity takes. (The mental disorders mentioned on this table are explained later in this section.) Many DMs prefer to choose an appropriate way for the insanity to manifest, based on the circumstances that provoked it. It’s also a good idea to consult with the player of the afflicted character to see what sort of mental malady the player wishes to roleplay.<br />
<br />
The state of indefinite insanity is encompassing and incapacitating. For instance, a schizophrenic may be able to walk the streets while babbling and gesticulating, find rudimentary shelter, and beg for enough food to survive, but most of the business of the mind has departed into itself: She cannot fully interact with friends, family, and acquaintances. Conversation, cooperation, and all sense of personal regard have vanished from her psyche.<br />
<br />
It is possible for characters with indefinite insanity to continue to be played as active characters, depending on the form their madness takes. The character may still attempt to stumble madly through the rest of an adventure. However, with her weakened grasp on reality, she is most likely a danger to herself and others.<br />
<br />
As a general rule, a character suffering from indefinite insanity should be removed from active play until she recovers. At the DM’s discretion, the player of the character might be allowed to use a temporary character until the end of the story. Whether this “stand-in” character is an incidental NPC in the adventure, a character of the same level as the rest of the group, one or two levels below the rest of the characters, or even a 1st-level character, is up to the DM. Different DMs have different ways of handling this transition.<br />
<br />
If a character goes indefinitely insane near the end of an adventure, the DM may decide to set the next adventure to begin after the insane character has recovered.<br />
<br />
Characters suffering from indefinite insanity are in limbo, unable to help themselves or others. The Heal skill can be used to restore Sanity points during this period, but the underlying insanity remains.<br />
<br />
After recovery, a victim retains definite traces of madness. For example, even though a character knows he is no longer insane, she might be deathly afraid of going to sleep if her insanity manifested itself in the form of terrifying nightmares. The character is in control of her actions, but the experience of insanity has changed her, perhaps forever.<br />
<br />
===Permanent Insanity===<br />
<br />
A character whose Sanity score falls to -10 goes permanently insane. The character becomes an NPC under the control of the Game Master.<br />
<br />
A character with permanent insanity may be reduced to a raving lunatic or may be outwardly indistinguishable from a normal person; either way, she is inwardly corrupted by the pursuit of knowledge and power. Some of the most dangerous cultists in the world are characters who have become permanently insane, been corrupted by forbidden knowledge, and “gone over to the other side.”<br />
<br />
A character might be driven permanently insane by forces other than dark gods or forbidden knowledge. In such cases, moral corruption need not necessarily occur. The DM might decide to consider different sorts of permanent insanity, rolling randomly or choosing from among the mental disorders on Table 6-11: Random Indefinite Insanity, above.<br />
<br />
A character who has gone permanently insane can never be normal again (in some campaigns, a permanently insane character can be cured with the aid of powerful magic). She is forever lost in her own world. This need not mean a lifetime locked away from society, merely that the character has retreated so far from reality that normal mental functions can never be restored. She might be able to lead, within restricted bounds, a more or less normal life if kept away from the stimulus that triggers strong responses in her individual case. Yet a relapse may come quickly. Her calm facade can be destroyed in seconds if even the smallest reminder of what it was that drove her mad disturbs her fragile equilibrium. In any event, the eventual fate of a permanently insane character is a matter for individual Game Masters and players to decide.<br />
<br />
==Gaining Or Recovering Sanity==<br />
<br />
A character’s Sanity score can increase during the events of a campaign. Although a character’s Sanity score can never exceed 99 minus her Knowledge (forbidden lore) ranks, her maximum Sanity and current Sanity can exceed her starting Sanity.<br />
<br />
====Level Advancement====<br />
<br />
A character’s current Sanity can become higher than her starting Sanity as a result of gained levels: Whenever a character gains a new level, she rolls 1d6 and adds the result to her current Sanity. Some DMs may feel such self-improvement to be antithetical to this variant’s dark tone, and thus may not allow it. Others may allow it if the player can roll over her character’s current Sanity points after the character gains a level. Most Game Masters should find the question to be of no consequence, since characters continue to go insane regardless of how many Sanity points they gain. This is a point for players to be aware of, but not to worry about.<br />
<br />
====Story Awards====<br />
<br />
The DM may decide to award increases in character’s current Sanity if they foil a great horror, a demonic plan, or some other nefarious enterprise.<br />
<br />
===The Heal Skill And Mental Treatment===<br />
<br />
The Sanity rules presented here provide a new use for the Heal skill, allowing trained healers to help characters recover lost Sanity points. The DC and effect of a Heal check made to restore lost Sanity depend on whether the therapist is trying to offer immediate care or long-term care.<br />
<br />
====Immediate Care====<br />
<br />
When someone suffers an episode of temporary insanity, a therapist can bring him out of it—calming his terror, snapping him out of his stupor, or doing whatever else is needed to restore the patient to the state she was in before the temporary insanity—by making a DC 15 Heal check as a full-round action.<br />
<br />
A therapist can also use immediate care to stabilize the Sanity score of a character whose current Sanity is between -1 and -9. On a successful DC 15 check (requiring a full-round action), the character’s Sanity score improves to 0.<br />
<br />
====Long-Term Care====<br />
<br />
Providing long-term care means treating a mentally disturbed person for a day or more in a place away from stress and distractions. A therapist must spend 1d4 hours per day doing nothing but talking to the patient. If the therapist makes a DC 20 Heal check at the end of this time, the patient recovers 1 Sanity point. A therapist can tend up to six patients at a time; each patient beyond the first adds 1 hour to the total time per day that must be devoted to therapy. The check must be made each day for each patient. A roll of 1 on any of these Heal checks indicates that the patient loses 1 point of Sanity that day, as she regresses mentally due to horrors suddenly remembered.<br />
<br />
===Variant—Knowledge (Mental Therapy)===<br />
<br />
A new skill called Knowledge (mental therapy) can serve as the primary way to treat those who have suffered Sanity loss. Knowledge (mental therapy) is a Wisdom-based skill that cannot be used untrained. If you use this variant, characters with the Heal skill can only offer immediate care, and cannot offer long-term care. The Knowledge (mental therapy) skill allows both types of treatment.<br />
<br />
'''Note'''<br />
<br />
If magical means of restoring Sanity are present in the campaign, the Knowledge (mental therapy) skill is generally not worth including as a separate skill, because characters are better off simply using magic rather than devoting precious skill points to such a narrow-focus skill. If magic cannot restore Sanity, the ability to restore Sanity by other means is much more important, and Knowledge (mental therapy) should probably exist as a separate skill.<br />
<br />
===Mental Therapy===<br />
<br />
To give useful mental therapy, a therapist must have the Heal skill. Intensive treatment can return Sanity points to a troubled character. However, Sanity points restored in this manner can never cause the patient’s Sanity score to exceed her starting Sanity or maximum Sanity, whichever is lower. A character can have only one healer at a time. See The Heal Skill and Mental Treatment sidebar for a detailed description of how this works.<br />
<br />
Such treatment can also be used to help a character snap out of an episode of temporary insanity (for example, from an acute panic attack). It does not speed recovery from indefinite insanity, but it can strengthen a character by increasing her Sanity points.<br />
<br />
Recovery from indefinite insanity only comes with time (typically, 1d6 months). It is not dependent upon the character’s Sanity points and is not connected to them. A character can be sane with 24 Sanity points and insane while possessing 77 Sanity points.<br />
<br />
===Restoring Sanity with Magic===<br />
<br />
The way that Sanity loss and magic healing interact can greatly affect the feel of your game. At one extreme, the DM can rule that magic can easily cure Sanity loss, in which case Sanity becomes little more than a specialized version of “mental hit points” that includes some neat side effects (insanity). In such a case, characters can usually restore themselves to full Sanity with a day or two of rest and spellcasting.<br />
<br />
At the other extreme, the campaign might be structured so that magical healing can do little or nothing to restore Sanity, and even powerful divine spellcasters capable of curing the most deadly physical malady shy away from those encounters that might drain away Sanity points. The spells that can potentially restore Sanity points are discussed below. The DM should feel free to choose which of these spell effects are present in the game, but once established, these effects should not be changed in mid-campaign.<br />
<br />
====Atonement====<br />
<br />
Although this spell does not usually restore Sanity, it can be used in those rare cases when a character’s own actions inadvertently lead to an evil act that causes the character to lose Sanity points. If a quest or geas is combined with the atonement spell, Sanity points are not restored until the task is completed. A successful use of the atonement spell can restore all Sanity lost through the direct result of the evil acts for which the character atones.<br />
<br />
====Calm Emotions====<br />
<br />
This spell cannot restore Sanity directly, but it can temporarily mitigate the effects of temporary or permanent insanity. While the spell is in effect, the targets act calmly and ignore behavior changes caused by Sanity loss.<br />
<br />
====Heal====<br />
<br />
In addition to its normal effects, heal restores 10 Sanity points and removes all forms of temporary insanity.<br />
<br />
====Mind Blank====<br />
<br />
While the spell is in effect, the subject is immune to Sanity loss.<br />
<br />
====Miracle====<br />
<br />
This spell can restore a character to maximum Sanity even if his current Sanity has dropped to -10. Miracle even heals permanent insanity.<br />
<br />
====Restoration====<br />
<br />
If the caster chooses, restoration can restore 1d6 Sanity points per two levels to the target creature (max 5d6) instead of having its normal effect.<br />
<br />
====Restoration, Greater====<br />
<br />
If the caster chooses, greater restoration can restore the target creature to its maximum Sanity instead of having its normal effect.<br />
<br />
====Restoration, Lesser====<br />
<br />
If the caster chooses, lesser restoration can restore 1d4 Sanity points to the subject instead of having its normal effect.<br />
<br />
====Wish====<br />
<br />
This spell can restore a character to maximum Sanity even if his current Sanity has dropped to -10. Wish even heals permanent insanity.<br />
<br />
====Wish, Limited====<br />
<br />
This spell can restore a character to maximum Sanity even if his current Sanity has dropped to -10. Limited wish does not heal permanent insanity.<br />
<br />
===Alchemical Treatments===<br />
<br />
In the real world, psychiatric drugs play a key role in the modern treatment of many mental disorders. Although psychiatric drugs were administered to patients in the early part of the 20th century, only in the 1940s and later were they broadly and consistently effective in treating the symptoms of emotional trauma.<br />
<br />
In a fantasy game, the DM should decide whether rare herbs and alchemical substances can provide the same benefits that modern psychiatric drugs can deliver. It is quite believable, for example, that the Red Wizards of Thay in the FORGOTTEN REALMS Campaign Setting discovered alchemical means of isolating substances that affect the mind in profound ways, offering many of the same benefits of modern medicine. Therefore, the DM need only decide how easily he wants characters to overcome Sanity loss and insanity effects. Once the desired tone of the campaign is known, the DM can determine whether alchemical treatment is available. The Sanity variant assumes that skilled alchemists can create substances that offer the same benefits that psychiatric drugs can provide.<br />
<br />
As long as a character can afford the correct herbs and alchemical substances and is able to ingest them, the symptoms of indefinite insanity can be ignored. Ingesting these alchemical substances and drugs does not make a character immune or even particularly resistant to further Sanity losses. A DC 25 Craft (alchemy) check is needed to accurately prepare the correct herbs and substances and administer the correct dosage.<br />
<br />
Long-term alchemical treatment can restore lost Sanity points, just as use of the Heal skill can. For each month the character takes an accurately prescribed psychiatric medication, she regains 1d3 Sanity points. As with treatment through the Heal skill, long-term drug therapy can never raise a character’s current Sanity above her starting Sanity.<br />
<br />
A character cannot regain Sanity from both treatment with the Heal skill and alchemical treatment in the same month.<br />
<br />
===Drugs and Sanity===<br />
<br />
Drugs in the d20 game follow many of the same rules as poisons, allowing the imbiber saving throws to resist their initial and secondary effects. Delay poison, neutralize poison, and similar effects negate or end a drug’s effects, but they do not restore hit points, ability damage, or other damage caused by the substance.<br />
<br />
A creature that willingly takes a drug automatically fails both saving throws. It is not possible to intentionally fail the initial save but attempt to save against the secondary effect, or vice versa. Save DCs are provided for situations in which a character is unwillingly drugged.<br />
<br />
Drugs also have some uses in treating insanity. The drugs described below all affect a character’s Sanity to some extent.<br />
<br />
For more details on drugs and advice on appropriate inclusion of drugs in a campaign, see Book of Vile Darkness or Lords of Darkness.<br />
<br />
====Sample Drugs====<br />
<br />
{| id="tableDrugs" class="d20"<br />
|+ Table: Drugs<br />
! align="left" | Name<br />
! align="left" | Type<br />
! Price<br />
! Craft<br />(Alchemy)<br />DC<br />
! align="left" | Addiction<br />Rating<sup>1</sup><br />
| colspan="5" |<br />
# Discussed in the following section.<br />
|- class="odd"<br />
| Arthorvin<br />
| Ingested DC 12<br />
| align="center" | 5 gp<br />
| align="center" | 25<br />
| Low<br />
|- class="even"<br />
| Carthagu<br />
| Ingested DC 13<br />
| align="center" | 5 gp<br />
| align="center" | 25<br />
| Low<br />
|- class="odd"<br />
| Mertoran leaf<br />
| Ingested DC 13<br />
| align="center" | 10 gp<br />
| align="center" | 25<br />
| Negligible<br />
|- class="even"<br />
| Zixalix<br />
| Ingested DC 16<br />
| align="center" | 15 gp<br />
| align="center" | 25<br />
| Medium<br />
|}<br />
<br />
Below are examples of drugs that can be introduced into a campaign; many of them are effective against some sorts of mental disorders. Table: Drugs provides some specifics for each drug, and the text description for each one provides the following additional information.<br />
<br />
'''Initial Effect'''<br />
<br />
The effect of the drug if the initial Fortitude save is failed.<br />
<br />
'''Secondary Effect'''<br />
<br />
The effect of the drug if the secondary Fortitude save is failed 1 minute after ingestion.<br />
<br />
'''Side Effect'''<br />
<br />
The side effect (if any) that occurs immediately upon taking the drug.<br />
<br />
'''Overdose'''<br />
<br />
What (if anything) constitutes an overdose and its effect on the character.<br />
<br />
=====Arthorvin=====<br />
<br />
A fragrant gray powder made from rare magical plants, the drug called arthorvin is an appropriate alchemical treatment for anxiety, mood disorders, and dissociative disorders.<br />
<br />
'''Initial Effect'''<br />
<br />
1 point of Charisma damage.<br />
<br />
'''Secondary Effect'''<br />
<br />
The user is in a calm, peaceful mental state for 2d4 hours and gains a +1 alchemical bonus on Will saves.<br />
<br />
'''Side Effect'''<br />
<br />
Arthorvin causes a general dulling of the imbiber’s emotions and reactions. While the drug is in effect, the user takes a -1 penalty on all initiative checks.<br />
<br />
'''Overdose'''<br />
<br />
n/a.<br />
<br />
=====Carthagu=====<br />
<br />
Carthagu is a thin green tea served warm. It is an appropriate alchemical treatment for impulse control problems, eating disorders, and sleep disorders.<br />
<br />
'''Initial Effect'''<br />
<br />
2 points of Strength damage.<br />
<br />
'''Secondary Effect'''<br />
<br />
Carthagu soothes a wide range of mental disorders, providing relief from the symptoms of the indicated disorders for up to 8 hours.<br />
<br />
'''Side Effect'''<br />
<br />
n/a.<br />
<br />
'''Overdose'''<br />
<br />
n/a.<br />
<br />
=====Mertoran Leaf=====<br />
<br />
When mertoran leaf is dried, treated, and chewed, it provides appropriate alchemical treatment for personality disorders, and substance abuse disorders.<br />
<br />
'''Initial Effect'''<br />
<br />
1 point of Dexterity damage.<br />
<br />
'''Secondary Effect'''<br />
<br />
The user becomes more confident, gaining a +2 alchemical bonus to Charisma for 1 hour.<br />
<br />
'''Side Effect'''<br />
<br />
While the drug is in effect and for 12 hours thereafter, mertoran leaf relieves the most severe symptoms of the listed disorders.<br />
<br />
'''Overdose'''<br />
<br />
n/a.<br />
<br />
=====Zixalix=====<br />
<br />
A potent combination of many rare herbs and alchemical substances, zixalix provides appropriate alchemical treatment for somatoform disorders, psychotic disorders (including schizophrenia), and psychosexual disorders.<br />
<br />
'''Initial Effect'''<br />
<br />
1d4 points of Intelligence damage.<br />
<br />
'''Secondary Effect'''<br />
<br />
Zixalix staves off the most severe symptoms of the indicated disorders.<br />
<br />
'''Side Effect'''<br />
<br />
n/a.<br />
<br />
'''Overdose'''<br />
<br />
If more than three doses are taken in a 24-hour period, the imbiber takes 1d4 points of Constitution damage.<br />
<br />
====Drug Addiction====<br />
<br />
{| id="tableAddictions" class="d20"<br />
|+ Table: Addictions<br />
|-<br />
! align="left" | Addiction<br />Rating<br />
! Fort<br />DC<br />
! align="left" | Satiation<br />Period<br />
! align="left" | Damage<br />
|- class="odd"<br />
| Negligible<br />
| align="center" | 4<br />
| 1 day<br />
| 1d3-2 Dex (can be 0)<br />
|- class="even"<br />
| Low<br />
| align="center" | 6<br />
| 10 days<br />
| 1d3 Dex<br />
|- class="odd"<br />
| Medium<br />
| align="center" | 10<br />
| 5 days<br />
| 1d4 Dex, 1d4 Wis<br />
|- class="even"<br />
| High<br />
| align="center" | 14<br />
| 1 day<br />
| 1d6 Dex, 1d6 Wis, 1d6 Con<br />
|- class="odd"<br />
| Extreme<br />
| align="center" | 25<br />
| 1 day<br />
| 1d8 Dex, 1d8 Wis, 1d6 Con, 1d6 Str<br />
|}<br />
<br />
Drug addiction functions much like diseases. The characteristics of certain forms of addiction are summarized on the table below. Upon initial exposure (any time a character imbibes or applies a drug with an addiction rating), the character must succeed on a Fortitude Save or become addicted. Instead of having an incubation period as a disease does, a drug has a satiation period, which is the length of time a single dose remains effective in a character’s system. Addiction, if not satisfied by further doses of the drug, proceeds like a disease—the character takes ability damage each day unless he succeeds on a Fortitude save.<br />
<br />
=====Addiction Rating=====<br />
<br />
Each drug is rated according to its addictive potential, from lowest (negligible) to highest (extreme). Sometimes, an individual’s long-term addiction raises a drug’s addiction rating for that individual. Drugs with a negligible rating are not subject to this change. Stronger drugs increase their addiction rating by one step for every two full months a character remains addicted to the drug. A character who recovers from an addiction and later becomes addicted again to the same drug does so at the addiction rating the drug had just prior to his earlier recovery.<br />
<br />
=====Satiation=====<br />
<br />
Each time a user takes a drug to which he is addicted, he is satiated and staves off withdrawal symptoms for the period of time indicated on the table. Whenever the satiation period expires before the user takes another dose, the DC of the Fortitude Save to resist damage (see below) increases by 5. The dose that causes a character to becomes addicted counts for the purpose of tracking the satiation period.<br />
<br />
=====Damage=====<br />
<br />
An addicted user who is not satiated takes the indicated amount of ability damage each day unless the character succeeds on a Fortitude save.<br />
<br />
=====Recovery=====<br />
<br />
If a character makes two successful saving throws in a row, he has fought off his addiction and recovered, and takes no more damage from withdrawal symptoms.<br />
<br />
A lesser restoration or restoration spell might negate some or all of the ability damage caused by an addiction, but the next day the victim may take more ability damage if he continues to fail his Fortitude saves. Remove disease immediately causes a user to recover from an addiction, but it does not heal ability damage. Greater restoration or heal causes recovery and restores all ability damage from the addiction.<br />
<br />
==Treatment Of Insanity==<br />
<br />
Temporary insanity ends so quickly that schedules of treatment are essentially pointless; it runs its course soon enough that one merely need protect a deranged character from further upset or harm. On the other hand, treatment of permanent insanity has no real meaning. By definition, a permanently insane character never recovers, no matter how good the therapist or the facility. Thus, indefinite insanity is the only form of mental illness that might be addressed by intervention and treatment.<br />
<br />
After 1d6 months, if undisturbed by further trauma and with the agreement of the Game Master, an indefinitely insane character finds enough mental balance to reenter the world. Three kinds of nonmagical care may help the character regain Sanity points during this recovery period. When choosing among them, the DM and player should consider the character’s resources, her friends and relatives, and how wisely she has behaved in the past. In most campaigns, the magical treatments described above (see Restoring Sanity with Magic) allow the character to reenter play after a shorter time or with less expense.<br />
<br />
===Private Care===<br />
<br />
The best care available is at home or in some friendly place (perhaps a small church or the home of a wealthy friend) where nursing can be tender, considerate, and undistracted by the needs of competing patients.<br />
<br />
If mental healing or alchemical medications are available, roll d% for each game month that one or the other is used. A result of 01-95 is a success: Add 1d3 Sanity points for either mental therapy or alchemical medications, whichever is used (a charac ter cannot benefit from both in the same month). On a result of 96-100, the healer fumbles the diagnosis or the character rejects the alchemical treatments. She loses 1d6 Sanity points, and no progress is made that month.<br />
<br />
===Institutionalization===<br />
<br />
The next best alternative to private care is commitment to a good insane asylum, but these are extremely rare in most d20 campaigns, if they are present at all. DMs are free to rule that institutionalization is simply not available.<br />
<br />
In those campaigns that include such institutions (usually located within the bounds of a temple devoted to a deity of healing), asylums may be said to have an advantage over home care in that they are relatively cheap or even a free service provided by a government or a powerful church. These institutions are of uneven quality, however, and some may be potentially harmful. Some are creative places of experiment and magic-assisted therapy, while others offer mere confinement. In any setting, concentrated and nourishing treatment by strangers is rare.<br />
<br />
Therapy using the Heal skill is usually the only treatment available, but in most cases, primitive institutions offer no treatment at all. Sometimes an institution can convey an uncaring sense that undermines the useful effects of alchemical medications, leaving the character with a sense of anger and loss. He is likely to be distrustful of the organization and its motives. Escape attempts are common by inmates, even in the most enlightened fantasy settings.<br />
<br />
Roll d% for each game month a character is in the care of an institution. A result of 01-95 is a success; add 1d3 Sanity points if therapy with the Heal skill was available, or 1 Sanity point if no treatment was present. On a result of 96-100, the character rebels against the environment. He loses 1d6 Sanity points, and no progress can be made that month.<br />
<br />
===Wandering and Homeless===<br />
<br />
If no care is available, an insane character may become a wandering derelict struggling for survival. Such a wanderer gains no Sanity points unless he is able to join a group of the homeless and find at least one friend among them. To find a friend after joining such a group, the character can make a DC 15 Charisma check once per month. If a friend appears, the character recovers 1 Sanity point per game month thereafter.<br />
<br />
For each game month during which an insane character lives as a derelict, roll d%. On a result of 01-95, the character survives. On a result of 96-100, the character dies as the result of disease, exposure, or violence.<br />
<br />
==Mental Disorders==<br />
<br />
The DM should choose how characters in the campaign world think and therefore talk about insanity before play begins. In many fantasy games, the term “insane” serves as an all-encompassing term that represents everything an inhabitant knows or understands about the full spectrum of mental disorders. In others, different forms of insanity may be identified for what they are.<br />
<br />
This section offers descriptions of many specific mental disorders. Where appropriate, suggested modifiers to characters’ attack rolls, saves, and checks are also given.<br />
<br />
===Anxiety Disorders===<br />
<br />
Even a seasoned adventurer feels anxious before braving a dragon’s cave, and the farmers in the village might worry that their crops will not survive until harvest. These fears are a normal, natural part of living in a danger-filled environment such as a d20 campaign setting, but in some cases these anxieties overwhelm an individual, causing inactivity, distress, and even severe behavioral problems. When fear and anxiety overwhelm a character for a prolonged period of time, the character suffers from an anxiety disorder. The most common forms of anxiety disorders are described below.<br />
<br />
====Generalized Anxiety Disorder====<br />
<br />
The character suffers from a variety of physical and emotional symptoms that can be grouped into certain categories.<br />
<br />
'''Motor Tension'''<br />
<br />
Jitteriness, aches, twitches, restlessness, easily startled, easily fatigued, and so on. All attack rolls, Fortitude and Reflex saves, and all checks involving Strength, Dexterity, or Constitution take a -2 penalty.<br />
<br />
'''Autonomic Hyperactivity'''<br />
<br />
Sweating, racing heart, dizziness, clammy hands, flushed or pallid face, rapid pulse and respiration even when at rest, and so on. All attack rolls, saves, and checks take a -2 penalty.<br />
<br />
'''Expectations of Doom'''<br />
<br />
Anxieties, worries, fears, and especially anticipations of misfortune. All attack rolls, saves, and checks take a -2 morale penalty.<br />
<br />
'''Vigilance'''<br />
<br />
Distraction, inability to focus, insomnia, irritability, impatience. All Will saves and checks involving Intelligence, Wisdom, or Charisma take a -4 morale penalty.<br />
<br />
'''Panic Disorder (Panic Attack)'''<br />
<br />
This illness is marked by a discrete period of fear in which symptoms develop rapidly. Within minutes palpitation, sweating, trembling, and difficulty in breathing develop, strong enough that the victim fears immediate death or insanity. Burdened with the recurrence of these episodes, she fears their return. This reaction often leads to agoraphobia (see below).<br />
<br />
'''Agoraphobia (Fear of Open Places)'''<br />
<br />
The character becomes very nervous outside familiar surroundings and must make a DC 15 Will Save in order to leave home or engage socially. May be linked to panic disorder (see above) or to a related phobia (see below), such as uranophobia (fear of the sky), baraphobia (fear of loss of gravity), or xenophobia (fear of strangers).<br />
<br />
'''Obsessive-Compulsive Disorder'''<br />
<br />
This illness manifests in one of two main forms, obsessive thoughts or compulsive actions; some characters exhibit both.<br />
<br />
'''Obsessions'''<br />
<br />
The character cannot help thinking about an idea, image, or impulse incessantly, often involving violence and self-doubt. These ideas are frequently repugnant to the character, but they are so strong that during times of stress she may be unable to concentrate on anything else, even if doing so is necessary for her survival. Obsessive impulses can be very dangerous when combined with auditory hallucinations, since the “voices” may urge the character to take some dangerous or hostile course of action.<br />
<br />
'''Compulsions'''<br />
<br />
The character insists on performing ritual actions, such as touching a doorway at left, right, and top before passing through it. Though she may agree that the actions are senseless, the need to perform them is overpowering and may last for 1d10 rounds. Even in times of great stress, the character may ignore her survival in order to perform the actions.<br />
<br />
====Post-Traumatic Stress Disorder====<br />
<br />
After a traumatic event, perhaps even years later, the character begins to relive the trauma through persistent thoughts, dreams, and flashbacks. Correspondingly, the character loses interest in daily activities. She may return to normal once the memories have been thoroughly explored and understood, but that process may take years.<br />
<br />
====Phobia or Mania====<br />
<br />
A character afflicted by a phobia or a mania persistently fears a particular object or situation. She realizes that the fear is excessive and irrational, but the fear is disturbing enough that she avoids the stimulus.<br />
<br />
'''Phobia'''<br />
<br />
A DC 15 Will check is required for a character to be able to force herself into (or remain within) the presence of the object of her phobia, and even then the character takes a -2 morale penalty as long as the object of fear remains. In severe cases, the object of the phobia is imagined to be omnipresent, perhaps hidden—thus, someone with severe acrophobia (fear of heights) might be frightened when in an enclosed room on the upper story of a building, even if there were no window or other way to see how high up the room was. As many phobias exist as one cares to notice or name—the lists provided below cover merely some of the more common phobias that might affect d20 characters.<br />
<br />
'''Mania'''<br />
<br />
Manias are rarer than phobias. A character affected by a mania is inordinately fond of a particular stimulus and takes great pains to be with it or near it. When the character’s sexuality is involved, the mania may be termed a fetish. Thus, teratophobia would be an inordinate fear of monsters, while teratophilia would be an unhealthy (possibly sexual) attraction to them. See the following lists of phobias for ideas on what sorts of disorders could manifest as manias.<br />
<br />
=====Real-World Phobias=====<br />
<br />
The following list provides examples of phobias from the real world that lend themselves to inclusion in a d20 campaign.<br />
<br />
Certain real-world phobias can easily be broadened to include monstrous creatures and specific magic effects in a fantasy environment. For example, ophidiophobia (fear of snakes) could be extended to include medusae and other snakelike creatures, or ichthyophobia (fear of fish) could be extended to include aquatic creatures with fishlike qualities, such as the locathah and the sahuagin.<br />
<br />
{| class="d20"<br />
! Phobia<br />
! Fear of…<br />
|- class="odd"<br />
| Acrophobia<br />
| heights (formerly known as vertigo)<br />
|- class="even"<br />
| Aerophobia<br />
| wind<br />
|- class="odd"<br />
| Agoraphobia<br />
| open places<br />
|- class="even"<br />
| Ailurophobia<br />
| cats<br />
|- class="odd"<br />
| Androphobia<br />
| men (males)<br />
|- class="even"<br />
| Astrophobia<br />
| stars<br />
|- class="odd"<br />
| Autophobia<br />
| being alone<br />
|- class="even"<br />
| Bacteriophobia<br />
| bacteria (“germs”)<br />
|- class="odd"<br />
| Ballistophobia<br />
| bullets<br />
|- class="even"<br />
| Bathophobia<br />
| deep submerged places<br />
|- class="odd"<br />
| Bibliophobia<br />
| books<br />
|- class="even"<br />
| Blennophobia<br />
| slime<br />
|- class="odd"<br />
| Brontophobia<br />
| thunder<br />
|- class="even"<br />
| Cenophobia<br />
| empty rooms<br />
|- class="odd"<br />
| Chionophobia<br />
| snow<br />
|- class="even"<br />
| Claustrophobia<br />
| enclosed spaces<br />
|- class="odd"<br />
| Demophobia<br />
| crowds<br />
|- class="even"<br />
| Dendrophobia<br />
| trees<br />
|- class="odd"<br />
| Entomophobia<br />
| insects<br />
|- class="even"<br />
| Equinophobia<br />
| horses<br />
|- class="odd"<br />
| Gephyrdrophobia<br />
| crossing bridges<br />
|- class="even"<br />
| Gynephobia<br />
| women (females)<br />
|- class="odd"<br />
| Hamartophobia<br />
| sinning or making an error<br />
|- class="even"<br />
| Haphephobia<br />
| being touched<br />
|- class="odd"<br />
| Heliophobia<br />
| sunlight or the sun<br />
|- class="even"<br />
| Hematophobia<br />
| blood or bleeding<br />
|- class="odd"<br />
| Hydrophobia<br />
| water<br />
|- class="even"<br />
| Hypnophobia<br />
| sleep<br />
|- class="odd"<br />
| Iatrophobia<br />
| doctors (healers)<br />
|- class="even"<br />
| Ichthyophobia<br />
| fish<br />
|- class="odd"<br />
| Maniaphobia<br />
| going insane<br />
|- class="even"<br />
| Monophobia<br />
| being alone<br />
|- class="odd"<br />
| Musophobia<br />
| mice (and rats)<br />
|- class="even"<br />
| Necrophobia<br />
| dead things<br />
|- class="odd"<br />
| Nyctophobia<br />
| night or nightfall<br />
|- class="even"<br />
| Odontophobia<br />
| teeth<br />
|- class="odd"<br />
| Onomatophobia<br />
| a certain name, word, or phrase<br />
|- class="even"<br />
| Ophidiophobia<br />
| snakes<br />
|- class="odd"<br />
| Ornithophobia<br />
| birds<br />
|- class="even"<br />
| Pediphobia<br />
| children<br />
|- class="odd"<br />
| Phagophobia<br />
| eating<br />
|- class="even"<br />
| Phonophobia<br />
| noise, including one’s own voice<br />
|- class="odd"<br />
| Pyrophobia<br />
| fire<br />
|- class="even"<br />
| Scotophobia<br />
| darkness<br />
|- class="odd"<br />
| Spectrophobia<br />
| mirrors<br />
|- class="even"<br />
| Taphephobia<br />
| being buried alive<br />
|- class="odd"<br />
| Teratophobia<br />
| monsters<br />
|- class="even"<br />
| Thalassophobia<br />
| the sea<br />
|- class="odd"<br />
| Tomophobia<br />
| surgery<br />
|- class="even"<br />
| Uranophobia<br />
| the heavens (“the horrible gaping sky!”)<br />
|- class="odd"<br />
| Vermiphobia<br />
| worms<br />
|- class="even"<br />
| Xenophobia<br />
| foreigners or strangers<br />
|- class="odd"<br />
| Zoophobia<br />
| animals<br />
|}<br />
<br />
=====Fantastic Phobias=====<br />
<br />
With some imagination and a little knowledge about how “phobia” terms are formed (most come from ancient Greek words), it’s possible to come up with a list of phobias tailored to a fantasy setting. The following list is provided as a starting point.<br />
<br />
{| class="d20"<br />
! Phobia<br />
! Fear of…<br />
|- class="odd"<br />
| Arcuophobia<br />
| bows<br />
|- class="even"<br />
| Aurophobia<br />
| gold<br />
|- class="odd"<br />
| Aberraphobia<br />
| aberrations and creatures with tentacles<br />
|- class="even"<br />
| Bogyphobia<br />
| demons and goblins<br />
|- class="odd"<br />
| Demonophobia<br />
| demons<br />
|- class="even"<br />
| Dracophobia<br />
| dragons<br />
|- class="odd"<br />
| Confodiophobia<br />
| being stabbed<br />
|- class="even"<br />
| Faephobia<br />
| fey<br />
|- class="odd"<br />
| Gigaphobia<br />
| giants and Large or larger creatures<br />
|- class="even"<br />
| Hadephobia<br />
| hell<br />
|- class="odd"<br />
| Hagiophobia<br />
| saints and holy relics<br />
|- class="even"<br />
| Hierophobia<br />
| priests and sacred items<br />
|- class="odd"<br />
| Incantophobia<br />
| enchantment and mind control<br />
|- class="even"<br />
| Iophobia<br />
| poison<br />
|- class="odd"<br />
| Manaphobia<br />
| magic<br />
|- class="even"<br />
| Materiophobia<br />
| constructs<br />
|- class="odd"<br />
| Myxophobia<br />
| oozes<br />
|- class="even"<br />
| Naturaphobia<br />
| nature and druids<br />
|- class="odd"<br />
| Planarphobia<br />
| outsiders and extraplanar creatures<br />
|- class="even"<br />
| Plantaphobia<br />
| plants and plant creatures<br />
|- class="odd"<br />
| Phantasmaphobia<br />
| specters or ghosts<br />
|- class="even"<br />
| Pneumatophobia<br />
| incorporeal creatures<br />
|- class="odd"<br />
| Uranophobia<br />
| heaven (esp. divine magic)<br />
|}<br />
<br />
===Dissociative Disorders===<br />
<br />
Individuals suffering from dissociative disorders cannot maintain a complete awareness of themselves, their surroundings, or time. The disorder often involves some great previous trauma that is too terrible to remember. Characters who have gone insane from an encounter with powerful monsters often suffer from some form of dissociative disorder.<br />
<br />
====Dissociative Amnesia (Psychogenic Amnesia)====<br />
<br />
This is the inability to recall important personal information, brought on by a desire to avoid unpleasant memories. The character must make a DC 20 Will Save to recall such details or the cause of the amnesia. Since the horror of evil creatures and disturbing truths is the probable cause of this amnesia, as an optional rule the DM may choose to reset the character’s Knowledge (forbidden lore) modifier to +0 and her maximum Sanity to 99 while this disorder holds sway: The horror returns only when the character’s memories do.<br />
<br />
====Dissociative Fugue====<br />
<br />
The character flees from home or work and cannot recall her past. Once the flight halts, the character may assume an entirely new identity.<br />
<br />
====Dissociative Identity Disorder (Multiple Personality Disorder)====<br />
<br />
The character appears to harbor more than one personality, each of which is dominant at times and has its own distinct behavior, name, and even gender. The player needs to keep track of the character’s different personalities. (Each one has the same ability scores and game statistics, but different goals, outlooks, and attitudes.)<br />
<br />
===Eating Disorders===<br />
<br />
These disorders can be incredibly debilitating and even lead to starvation. They are conditions that may continue for many years, sometimes continually endangering the patient.<br />
<br />
====Anorexia Nervosa====<br />
<br />
The character has an overpowering fear of becoming fat and consequently loses weight, as well as taking Constitution damage (at a rate of 1d8 points per week). Even when she is no more than skin and bones, the character continues to see herself as overweight. Without intervention, she may literally starve herself to death.<br />
<br />
====Bulimia Nervosa====<br />
<br />
The character frequently eats large amounts of food during secret binges. An eating episode may continue until abdominal distress or self-induced vomiting occurs. Feelings of depression and guilt frequently follow such episodes.<br />
<br />
===Impulse Control Disorders===<br />
<br />
These disorders include compulsive gambling, pathological lying, kleptomania (compulsive stealing), and pyromania (the compulsion to set fires).<br />
<br />
====Intermittent Explosive Disorder====<br />
<br />
The character is recognizably impulsive and aggressive, and at times gives way to uncontrollable rages that result in assault or destruction of property.<br />
<br />
===Mood Disorders===<br />
<br />
These disorders affect the victim’s attitude and outlook. Mild mood disorders can be almost impossible to detect without prolonged contact with an individual, but severe disorders usually have noticeable symptoms.<br />
<br />
====Depression====<br />
<br />
Symptoms of this illness include changes in appetite, weight gain or loss, too much or too little sleep, persistent feeling of tiredness or sluggishness, and feelings of worthlessness or guilt, leading in severe cases to hallucinations, delusions, stupor, or thoughts of suicide. All attack rolls, saves, and checks take a -4 morale penalty. A predisposition to use alcohol or other mood-altering substances in an attempt at self-medication exists. A character suffering from severe chronic depression may give up virtually all effort from feelings of hopelessness—for example, deciding not to get out of bed for two years.<br />
<br />
====Mania====<br />
<br />
The character has a fairly constant euphoric or possibly irritable mood. Symptoms include a general increase in activity, talkativeness, increased self-esteem to the point of delusion, decreased need for sleep, being easily distracted, willingness for dangerous or imprudent activities such as reckless driving, delusions, hallucinations, and bizarre behavior. All attack rolls, saves, and checks take a -4 morale penalty A predisposition to use alcohol or other substances in an attempt at self-medication exists.<br />
<br />
====Bipolar Mood Disorder====<br />
<br />
The character oscillates between mood states, sometimes staying in one mood for weeks at a time, sometimes rapidly switching from one to another. Also known as manic depressive.<br />
<br />
===Personality Disorders===<br />
<br />
These long-term disorders have almost constant effects on a character’s behavior, making it difficult for him to interact with others and often making him unpleasant to be around as well. This is an important point to keep in mind when roleplaying— few players want to spend time with another player character suffering from a personality disorder.<br />
<br />
In game terms, the character takes a -4 penalty on all Charismabased checks. In addition, the attitudes of NPCs the character encounters are shifted in a negative direction. When determining NPC attitudes, the player must make a Charisma check for the character. On a successful check, the attitude of the NPC in question shifts one step toward hostile; on a failed check, the attitude of the NPC in question shifts two steps toward hostile.<br />
<br />
Personality disorders are classified in the following categories.<br />
<br />
====Antisocial====<br />
<br />
Short-sighted and reckless behavior, habitual liar, confrontational, fails to meet obligations (job, bills, relationships), disregards rights and feelings of others.<br />
<br />
====Avoidant====<br />
<br />
Oversensitive to rejection, low self-esteem, socially withdrawn.<br />
<br />
====Borderline====<br />
<br />
Rapid mood shifts, impulsive, unable to control temper, chronic boredom.<br />
<br />
====Compulsive====<br />
<br />
Perfectionist, authoritarian, indecisive from fear of making mistakes, difficulty expressing emotions.<br />
<br />
====Dependent====<br />
<br />
Lacks self-confidence; seeks another to look up to, follow, and subordinate herself to (“codependent”).<br />
<br />
====Histrionic====<br />
<br />
Overly dramatic, craves attention and excitement, overreacts, displays temper tantrums, may threaten suicide if thwarted.<br />
<br />
====Narcissistic====<br />
<br />
Exaggerated sense of self-importance, craves attention and admiration, considers others’ rights and feelings as of lesser importance.<br />
<br />
====Passive-Aggressive====<br />
<br />
Procrastinator, stubborn, intentionally forgetful, deliberately inefficient. Sabotages own performance on a regular basis.<br />
<br />
====Paranoid====<br />
<br />
Jealous, easily offended, suspicious, humorless, secretive, vigilant; exaggerates magnitude of offenses against oneself, refuses to accept blame.<br />
<br />
====Schizoid====<br />
<br />
Emotionally cold, aloof, has few friends; indifferent to praise or criticism.<br />
<br />
DMs should realize that, while these traits may work for an interesting NPC from whom the players must extract information or a favor, their antisocial nature makes them ill-suited for members of an adventuring party.<br />
<br />
===Psychosexual Disorders===<br />
<br />
Recognizable disorders of this type include transsexualism (a belief that one is actually a member of the opposite sex), impaired sexual desire or function, nymphomania and satyriasis (inordinate and uncontrollable sexual appetite in women and men, respectively), and paraphilia (requirement of an abnormal sexual stimulus, such as sadism, masochism, necrophilia, pedophilia, exhibitionism, voyeurism, fetishism, or bestiality).<br />
<br />
Most of these disorders could make players of the afflicted characters uncomfortable and thus are not appropriate for most roleplaying groups, although they can make for striking (if unpleasant) NPCs.<br />
<br />
===Psychospecies Disorders===<br />
<br />
These disorders are specific to fantasy environments and involve the victim of one believing that she is a different type of creature. A victim might believe that she is a construct (and therefore immune to critical hits) or any other creature type that she has encountered. When a victim has a psychospecies disorder associated with a creature that has specific weaknesses (for example, a human thinking he’s a vampire), then the victim’s behavior changes become more noticeable (such as a fear of holy symbols and sunlight).<br />
<br />
===Schizophrenia and Other Psychotic Disorders===<br />
<br />
A psychotic character experiences a break with reality. Symptoms can include delusions, hallucinations, and cognitive impairment. In general, only alchemical substances or magic can treat these kinds of disorders. Note, however, that many psychotic characters suffer from the delusion that nothing is wrong with them, and hence they feel no need to take their medication.<br />
<br />
====Schizophrenia (Schizophreniform Disorder, Dementia Praecox)====<br />
<br />
A schizophrenic character’s attention span and ability to concentration are greatly diminished; to reflect this, use only one-half of the character’s normal skill modifier on any skill check requiring attentiveness (such as Disable Device, Spot, Search, Open Lock, and of course Concentration). Symptoms include bizarre delusions, paranoia, auditory hallucinations (“hearing voices”), incoherent speech, emotional detachment, social withdrawal, bizarre behavior, and a lack of the sense of self.<br />
<br />
A schizophrenic character may fit into one of the following categories.<br />
<br />
'''Undifferentiated'''<br />
<br />
Impaired cognitive function, emotional detachment.<br />
<br />
'''Disorganized'''<br />
<br />
Inappropriate behavior, shallow emotional responses, delusions, hallucinations.<br />
<br />
'''Catatonic'''<br />
<br />
Mutism (loss of ability to talk), extreme compliance, absence of all voluntary movements, complete immobility (“statuism”).<br />
<br />
'''Paranoid'''<br />
<br />
Delusions of persecution, illogical thinking, hallucinations.<br />
<br />
Symptoms from more than one type can occur in the same individual, along with mood disorders (see above). For example, catatonic schizophrenics sometimes have manic episodes of extreme activity alternating with periods of complete withdrawal. Schizophrenia brought on by sudden stress is called acute schizophrenia; characters who go insane and babble of vast global conspiracies usually are diagnosed as suffering from “acute paranoid schizophrenia.”<br />
<br />
====Other Psychotic Disorders====<br />
<br />
By some definitions, all severe mental illnesses are classified as psychoses, including mood disorders, dementia, and anxiety disorders. This section deals with some of the interesting behavioral syndromes that may turn up in your game.<br />
<br />
'''Amok'''<br />
<br />
“Running amok,” an outburst of violence and aggressive or homicidal behavior directed at people and property. Amnesia, return to consciousness, and exhaustion occur following the episode. During a killing spree, the character utilizes whatever weapons are on hand.<br />
<br />
'''Boufee Detirant'''<br />
<br />
Sudden outburst of aggressive, agitated behavior and marked confusion, sometimes accompanied by visual and auditory hallucinations or paranoia.<br />
<br />
'''Brain Fag'''<br />
<br />
Impaired concentration and feelings of fatigue, pains in the neck and head, a sense that worms are crawling inside one’s head.<br />
<br />
'''Ghost Sickness'''<br />
<br />
Weakness, loss of appetite, feelings of suffocation, nightmares, and a pervasive feeling of terror, attributed as a sending from witches or malign otherworldly powers.<br />
<br />
'''Piblokto'''<br />
<br />
“Arctic madness,” wherein the afflicted rips off clothing and runs howling like an animal through the snow.<br />
<br />
'''Susto'''<br />
<br />
A variety of somatic and psychological symptoms attributed to a traumatic incident so frightening that it dislodged the victim’s spirit from her body.<br />
<br />
'''Taijin Kyofusho'''<br />
<br />
“Face-to-face” phobia, an intense anxiety when in the presence of other people; fearfulness that one’s appearance, odor, or behavior is offensive.<br />
<br />
'''Voodoo Death'''<br />
<br />
Belief that a hex or curse can bring about misfortune, disability, and death through some spiritual mechanism. Often the victim self-fulfills the hexer’s prophecy by refusing to eat and drink, resulting in dehydration and starvation.<br />
<br />
'''Wacinko'''<br />
<br />
Anger, withdrawal, mutism, and immobility, leading to illness and suicide.<br />
<br />
'''Wendigo Syndrome'''<br />
<br />
The afflicted believes she is a personification of the Wendigo, a cannibalistic creature with an icy heart.<br />
<br />
====Shared Paranoid Disorder (Shared Delusional Disorder, Folie a Deux)====<br />
<br />
The character takes on the delusional system of another paranoid individual from being in close contact with that person.<br />
<br />
===Sleep Disorders===<br />
<br />
These disorders include insomnia (character has difficulty falling asleep or staying asleep) and narcolepsy (character frequently falls asleep, almost anywhere and at inappropriate times). Characters performing demanding tasks such as engaging in combat or casting a spell may, when stressed, need to make DC 15 Concentration checks to stay awake and not put themselves in a dangerous situation.<br />
<br />
====Night Terrors====<br />
<br />
A sleeping character wakes after a few hours of sleep, usually screaming in terror. Pulse and breathing are rapid, pupils are dilated, and hair stands on end. The character is confused and hard to calm down. Night terrors are similar to ordinary nightmares, but much more intense and disruptive.<br />
<br />
====Somnambulism====<br />
<br />
Sleepwalking. As with night terrors, this behavior occurs in the first few hours of sleep. An episode may last up to 30 minutes. During the episode, the character’s face is blank and staring, and she can be roused only with difficulty. Once awake, she recalls nothing of the activity.<br />
<br />
===Somatoform Disorders===<br />
<br />
A somatoform disorder may be diagnosed when a character experiences physical symptoms that cannot be explained by an actual physical injury or disease.<br />
<br />
====Somatization Disorder====<br />
<br />
The character suffers from a physical ailment or diseaselike effect, with symptoms ranging from dizziness and impotence to blindness and intense pain. The Heal skill cannot identify any physical cause for the symptoms, and magical healing has no effect. The victim does not believe that her symptoms represent a specific disease. All attack rolls, saves, and checks take a -2 penalty.<br />
<br />
====Conversion Disorder====<br />
<br />
The character reports dysfunctions that suggest a physical disorder but, though they are involuntary, the symptoms actually provide a way for the victim to avoid something undesirable or a way to garner attention and caring, a condition called Munchausenism. Symptoms range from painful headaches to paralysis or blindness. With the condition known as Reverse Munchausenism, a character projects ill health onto others and may even arrange injuries or illnesses for them so that she can thereafter take care of them. All attack rolls, saves, and checks take a -2 penalty.<br />
<br />
====Hypochondriasis====<br />
<br />
Character believes she suffers from a serious disease. No physical cause for reported symptoms can be found, but the character continues to believe that the disease or condition exists, often with serious consequences to her normal life.<br />
<br />
====Body Dysmorphic Disorder====<br />
<br />
Character suffers from perceived flaws in appearance, usually of the face, or of the hips or legs. Behavior may alter in unexpected ways to cover up the flaws or to calm anxieties.<br />
<br />
===Substance Abuse Disorder===<br />
<br />
A character with a substance abuse disorder finds solace in using a drug, becomes addicted to it, and spends much time maintaining, concealing, and indulging the habit. Drugs include alcohol, amphetamines, cocaine, hallucinogens, marijuana, nicotine, opium (especially morphine and heroin), sedatives, and more fantastic substances present in the campaign world (see Sample Drugs, earlier in this section).<br />
<br />
A character under the sway of such a substance should feel the personal struggle daily. Will saves might be used to resist or succumb symbolically to cravings, especially just before periods of stress (for example, just before a confrontation or likely battle with evil cultists). All attack rolls, saves, and checks take a -2 morale penalty because of withdrawal symptoms. Sanity losses could occur from binges or bad trips. Some characters might find that drugs promote communication with alien entities and deities, and that dreams about them become ever more vivid and horrifying, Conversely, such substances might function as medications, deadening a character’s fears and offering temporary defenses against Sanity loss.<br />
<br />
===Other Disorders===<br />
<br />
Other disorders exist in common parlance, but most of these are actually symptoms or specific instances of disorders already mentioned above. These include quixotism (seeing the supernatural everywhere, even in the most mundane surroundings), panzaism (seeing the most extraordinary events as ordinary and rational), and megalomania (delusions of power, wealth, fame, and ability). Use or ignore these as suits your campaign, or invent new categories of madness to reflect the chaos that lies just below the brittle surface of Lovecraft’s world.<br />
<br />
==A Psychiatric Glossary==<br />
<br />
The following words are defined in terms of a real-world understanding of insanity; some of them (illusion, for example) have different meanings in a d20 game context. As with all aspects of the Sanity variant, DMs need to determine how each race and culture within the campaign world views insanity and how capable each race and culture is of treating mental disorders in order to know which of these words might come into play.<br />
<br />
'''Affect'''<br />
<br />
The external expression of a patient’s mood (sadness, anger, joy, fear). May be inconsistent with patient’s mood, depending on the disorder.<br />
<br />
'''Anorexia'''<br />
<br />
Loss or decrease of appetite.<br />
<br />
'''Catatonia'''<br />
<br />
Various strong motor anomalies, for instance catatonic stupor (slowed activity to the point of immobilization); ceraflexibilitas (the victim can be molded into strange postures that are maintained), and catatonic excitement (agitated, purposeless movements).<br />
<br />
'''Compulsion'''<br />
<br />
The need to perform certain actions repetitively, including various personal rituals, dipsomania, kleptomania, nymphomania, satyriasis, trichotillomania (pulling out hair), and so on.<br />
<br />
'''Delirium'''<br />
<br />
A reversible syndrome of bewilderment, restlessness, confusion, and disorientation, associated with fear and hallucinations, all caused by some underlying medical condition.<br />
<br />
'''Delusion'''<br />
<br />
A firmly fixed false belief, one not based in real ity. It can be bizarre, as in schizophrenia, or systematized, as in delusional disorders.<br />
<br />
'''Dementia'''<br />
<br />
A loss of cognitive function, often first manifesting in memory loss.<br />
<br />
'''Depersonalization'''<br />
<br />
A subjective feeling of being unreal, or unfamiliar to self.<br />
<br />
'''Derealization'''<br />
<br />
A subjective feeling that the environment is strange or unreal; for instance, feeling the world to be a stage or a two-dimensional painting.<br />
<br />
'''Dissociation'''<br />
<br />
Confusion over one’s sense of self and identity.<br />
<br />
'''Formication'''<br />
<br />
The feeling that insects are crawling all over one’s body, a tactile hallucination caused by cocaine and delirium tremens.<br />
<br />
'''Hallucination'''<br />
<br />
A perception of a sensory stimulus in the absence of sensory stimuli; for instance, seeing or hearing some one who isn’t there.<br />
<br />
'''Illusion'''<br />
<br />
The misperception of a sensory stimulus; for instance, seeing the rustling branches of a tree as tentacles.<br />
<br />
'''Logorrhea'''<br />
<br />
Copious, coherent, logical speech.<br />
<br />
'''Mania'''<br />
<br />
A mood characterized by elation and increased activity.<br />
<br />
'''Mood'''<br />
<br />
A pervasive feeling that is experienced internally.<br />
<br />
'''Neurosis'''<br />
<br />
Symptoms of depression, anxiety, or the like arising from stress. A neurosis is less severe than a psychosis. A neurotic character may still be able to function; a psychotic one generally cannot.<br />
<br />
'''Obsession'''<br />
<br />
An idea or thought that constantly intrudes into one’s consciousness.<br />
<br />
'''Paranoia'''<br />
<br />
Persistent, consistent, plausible, and ingenious delusions of persecution or jealousy. New information always seems to support the increasing threat of some great conspiracy. Paranoia is more a symptom than a disorder, because it can appear in schizophrenia, mania, and so on<br />
<br />
'''Psychosis'''<br />
<br />
Severe mental illness in which the character experiences thoughts and perceptions that are out of touch with reality. A psychosis is more severe than a neurosis.<br />
<br />
'''Somnambulism'''<br />
<br />
Sleepwalking.<br />
<br />
'''Somnolence'''<br />
<br />
Abnormal drowsiness.<br />
<br />
'''Synthesia'''<br />
<br />
Sensation caused by another sensation; for instance, seeing sound.<br />
<br />
'''Tic'''<br />
<br />
Involuntary spasmodic motor movement.<br />
<br />
'''Trailing Phenomenon'''<br />
<br />
Perceptual abnormality associated with hallucinogens in which moving objects are seen in a series of discrete discontinuous images.<br />
<br />
'''Trance'''<br />
<br />
Focused attention and altered consciousness, usually seen in hypnosis, dissociative disorders, and ecstatic religious experiences.<br />
<br />
<br />
{{UA Campaigns Footer}}<br />
{{wikify}}</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=UA_talk:Variant_Rules&diff=261040UA talk:Variant Rules2008-06-11T16:32:10Z<p>OptimizationFanatic: New section: Five Complete Chapters!</p>
<hr />
<div>== Accessible ==<br />
<br />
Please make this accessible... Thanks. --[[User:Green Dragon|Green Dragon]] 22:58, 1 June 2007 (MDT)<br />
<br />
== Extra Links ==<br />
<br />
I've noticed that two of the articles that I've added to this have created extra links on the [[DnD Rules]] page below the Unearthed Arcana line itself. What should I do to prevent this from happening so that I can continue to add articles but avoid cluttering up that page with extraneous links? --[[User:Rakankou|Rakankou]] 12:57, 3 June 2007 (MDT)<br />
<br />
:I've been doing it by creating redirects for the page and adding the categories to the redirects instead of the page itself. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 13:31, 3 June 2007 (MDT)<br />
<br />
::Also, remove [[:Category:User]] from the redirect. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 14:18, 4 June 2007 (MDT)<br />
<br />
:I noticed you transcribed the pages directly from the UA, as opposed to copying them from other sites that host a copy of the UA. Thanks. Sites that hose the UA (including this one) make minor changes to their copy for various reasons. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 14:04, 3 June 2007 (MDT)<br />
<br />
== Notes to Contributers ==<br />
<br />
This copy of the UA must follow the rules of the [[OGL]]. The credits page of the UA says:<br />
<br />
<blockquote>'''''Product Identity:''' The following items are hereby identified as Product Identity, as defined in the Open Gaming License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, artifacts, places, etc.), artwork, trade dress, and the names and game statistics for the following monsters: beholder, displacer beast, gauth, githyanki, ghitzerai, mind flayer, slaad, umber hulk, and yuan-ti.''</blockquote><br />
<br />
<blockquote>'''''Open Content:''' Except for material designated as Product Identity (see above) and the githyanki/githzerai, slaad, and yuan-ti bloodlines in Chapter 1, the contents of this Wizards of the Coast&trade; game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit '''www.wizards.com/d20'''.''</blockquote><br />
<br />
''Player's Handbook'', ''Monster Manual'', and ''Unearthed Arcana'' are all proper names, as well as the token characters used in examples throughout the PHB. I've been using the names "Human Fighter", "Dwarven Fighter", "Elf Wizard", etc in place of the names of specific characters. I haven't yet decided what to do about the sourcebook names. I'm not sure what the limitations are for explicitly naming books when making references. Consequently, the pages may have to be renamed from ''Unearthed Arcana''. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 14:27, 3 June 2007 (MDT)<br />
<br />
:List of alternatives:<br />
<br />
:{| class="d20" style="text-align: left;" {{#vardefine:ood|0}}<br />
|-<br />
! Product Identity || Alternative<br />
|- class="{{Odd-Even}}"<br />
| D&D || d20<br />
|- class="{{Odd-Even}}"<br />
| ''[http://www.wizards.com/default.asp?x=products/dndcore/175240000 Player’s Handbook]'' || [[d20 System]]<br />
|- class="{{Odd-Even}}"<br />
| ''[http://www.wizards.com/default.asp?x=products/dndcore/177550000 Monster Manual]'' || [[d20 System]]<br />
|- class="{{Odd-Even}}"<br />
| ''[http://www.wizards.com/default.asp?x=products/dndcore/177520000 Dungeon Master’s Guide]'' || [[d20 System]]<br />
|- class="{{Odd-Even}}"<br />
| Krusk || Male Half-Orc Barbarian<br />
|- class="{{Odd-Even}}"<br />
| Gimble || Male Gnome Bard<br />
|- class="{{Odd-Even}}"<br />
| Devis || Male Half-Elf Bard<br />
|- class="{{Odd-Even}}"<br />
| Jozan || Male Human Cleric<br />
|- class="{{Odd-Even}}"<br />
| Eberk || Male Dwarf Cleric<br />
|- class="{{Odd-Even}}"<br />
| Vadania || Female Half-Elf Druid<br />
|- class="{{Odd-Even}}"<br />
| Regdar || Male Human Fighter<br />
|- class="{{Odd-Even}}"<br />
| Tordek || Male Dwarf Fighter<br />
|- class="{{Odd-Even}}"<br />
| Ember || Female Human Monk<br />
|- class="{{Odd-Even}}"<br />
| Alhandra || Female Human Paladin<br />
|- class="{{Odd-Even}}"<br />
| Soveliss || Male Elf Ranger<br />
|- class="{{Odd-Even}}"<br />
| Lidda || Female Halfling Rogue<br />
|- class="{{Odd-Even}}"<br />
| Kerwyn || Male Human Rogue<br />
|- class="{{Odd-Even}}"<br />
| Hennet || Male Human Sorcerer<br />
|- class="{{Odd-Even}}"<br />
| Aramil || Male Elf Sorcerer<br />
|- class="{{Odd-Even}}"<br />
| Mialee || Female Elf Wizard<br />
|- class="{{Odd-Even}}"<br />
| Naull || Female Human Wizard<br />
|- class="{{Odd-Even}}"<br />
| Nebin || Male Gnome Illusionist<br />
|- class="{{Odd-Even}}"<br />
| Alarion || Male Human Paladin<br />
|}<br />
<br />
: —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 21:50, 4 June 2007 (MDT)<br />
<br />
== Please simplify the page titles ==<br />
<br />
Do we really need monsters like "Unearthed Arcana (DnD OGC Transcript)/Building Characters/Spelltouched Feats" as page titles? This is a pain in the a** to link. Something like [[Spelltouched Feats (UA)]] is completely sufficient. --[[User:Mkill|Mkill]] 10:28, 6 July 2007 (MDT)<br />
<br />
: I used that hierarchy because it simplified the forward and backward linking. If you look at the source for "Unearthed Arcana (DnD OGC Transcript)/Races/Environmental Racial Variants" page, you'll see is uses <code><nowiki>[[/Aquatic Races/Aquatic Dwarves]]</nowiki></code> to link to the subsections of the chapter, and the bread crumb uses <code><nowiki>[[../../]]</nowiki></code> to link back up the chain of pages. Not to mention that the wiki automatically generates a breadcrumb at the top of the pages for you. Also, redirects can be used to avoid using monstrously long page names, like [[dwarf paragon]]. There were also some other minor issues that cleared up when using this hierarchy, as well.<br />
<br />
: That being said, I'm not opposed to considering other hierarchical systems. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 11:07, 6 July 2007 (MDT)<br />
<br />
::I have made a new namespace (UA:) just for UA material. This should make it more like the SRD currently is, and hopefully make it easier for one to find what they are looking for. Also, sorry Sledged ''':P'''. --[[User:Green Dragon|Green Dragon]] 15:28, 16 January 2008 (MST)<br />
<br />
== ToDo ==<br />
<br />
* Due to 4e being release, redirects to the 3.5 SRD should use the "SRD:" prefix. Instead of using <tt><nowiki>[[monk]]</nowiki></tt> the following should be used: <tt><nowiki>[[SRD:monk|]]</nowiki></tt>. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 14:57, 16 January 2008 (MST)<br />
* Add subtype categories to each race page. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 11:00, 18 January 2008 (MST)<br />
* List of pages to be transcribed (may not be comprehensive):<br />
{{#dpl:<br />
|category=Stub<br />
|namespace=UA<br />
|shownamespace=no<br />
|columns=3<br />
}}<br />
<br />
== Editing Rights ==<br />
<br />
How should we deal with UA editing rights? Should we protect UA material from non-sysop edits after it has been added? Just non-user edits? Or should we leave it open for anyone to edit? Ideas? --[[User:Green Dragon|Green Dragon]] 14:05, 18 January 2008 (MST)<br />
<br />
:I say lock 'em up when they're done. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 14:30, 18 January 2008 (MST)<br />
<br />
::I feel that there is a problem with that, although it may not be warranted. One is that users have added much of the UA material (OptimizationFanatic, Othtim, etc) and if we lock it up we are restricting them from editing it - even though they added it. That could be taken as rude. Another thing is that people have commented on that we should open up the SRD to user edits. Maybe UA could be our test - if this works just being protected from IP edits, then maybe we could discuss the protection of the SRD. I like the idea of keeping it open to user edits, but protecting it from IP edits. Also, why can each section not be edited separately on this talk page, or am I missing something? --[[User:Green Dragon|Green Dragon]] 15:08, 18 January 2008 (MST)<br />
<br />
:::Then we'll define "done" as content, formatting, and hyper-linking.<br />
:::I think something about the DPL prevents section editing. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 19:17, 18 January 2008 (MST)<br />
<br />
::::I wouldn't mind having finished pages locked. If they're done, they're done. —[[User:OptimizationFanatic|OptimizationFanatic]] 17:03, 21 January 2008 (MST)<br />
<br />
:::::True... But I often want to fix problems I see in the SRD but I don't want to have to always alert admins to it. UA could be a great test run. I agree with [[User:Green Dragon|Green Dragon]]: no IP edits should be allowed. --[[User:Aarnott|Aarnott]] 17:31, 21 January 2008 (MST)<br />
<br />
::::::Registered users only then? —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 17:53, 21 January 2008 (MST)<br />
<br />
:::::::Definitely. That should keep it fairly safe. —[[User:OptimizationFanatic|OptimizationFanatic]] 18:46, 21 January 2008 (MST)<br />
<br />
::::::::I guess we will see how this turns out... --[[User:Green Dragon|Green Dragon]] 00:15, 23 January 2008 (MST)<br />
<br />
<br />
== Way cool ==<br />
I like this segment of the wiki. Way fun. Variant is the way of tomorrow, in my opinion. -- [[User:Xidoraven|xido]] 00:14, 25 January 2008 (MST)<br />
<br />
: I know, I cant wait for it to be finished. When do you think it will be? --[[User:Summerscythe|Summerscythe]] 12:29, 10 February 2008 (MST)<br />
<br />
::At it's current rate, probably a few months. It'd probably get done sooner if I could pull myself away from the [[True Dragon Index]]. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 12:43, 10 February 2008 (MST)<br />
<br />
:::It will be [[Unearthed Arcana]] in wiki format. Fun fun ''':)'''. --[[User:Green Dragon|Green Dragon]] 23:33, 10 February 2008 (MST)<br />
<br />
::::Looking at the OGL above, specifically the reference to "Proper Names", notice that all examples are names of fictitious parts of the D20 world. There's no actual section of it that prevents the listing of non-product-identity monsters, under the heading, "Creatures from Monster Manual, reprinted under the Open Game License." In fact, in cases of copyright, you are required to credit the creator of other work when posting it. Providing credit to Wizards of the Coast for the hard work that they did in making these books is certainly no violation of the OGL. No need to rename everything "D20 System". {{Unsigned|192.251.125.85|01:15, 12 February 2008 (MST)}}<br />
<br />
:::::I am not exactly sure what you are trying to say here. Are you saying we can post D&D books on D&D Wiki? Because we cannot, they are copyrighted. The same goes for product identity material. --[[User:Green Dragon|Green Dragon]] 23:15, 13 February 2008 (MST)<br />
<br />
::::::Is it all going to go up at once? Because a few things are up, or is it gonna come up as things are finished?--[[User:Summerscythe|Summerscythe]] 17:11, 14 February 2008 (MST)<br />
<br />
:::::::They're coming up on an "as it gets added" basis. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 18:42, 14 February 2008 (MST)<br />
<br />
::::::::Feel free to contribute by adding the information from your UA book or from other online sources! --[[User:Green Dragon|Green Dragon]] 00:22, 15 February 2008 (MST)<br />
<br />
:::::::::Hi all, I've used the wiki many times in the past, and I wanted to give something back (not to mention eliminating the need for me to carry UA with me at all times). Thus, I've started by creating a main [[UA:Gestalt_Characters|Gestalt Characters]] page, as well as [[UA:Building_a_Gestalt_Character|Building a Gestalt Character]]. [[UA:Balancing_Gestalt_Characters|Balancing Gestalt Characters]] still awaits completion. If this is not the appropriate venue for mentioning this, many apologies, but I did want to make sure there were no glaring errors, as this is my first submission, and learn what I could do to make it more streamlined next time. Thanks for providing a valuable service to the gaming community! --[[User:Reality deviant|Reality deviant]] 12:22, 28 April 2008 (MDT)<br />
<br />
== Yuck! ==<br />
<br />
Yuck! I noticed all the links in the UA main page are all blued in, ie there, but when you click on them, you get a "coming soon" thing. Lame! Now people are going to come to the UA section, click a few links, and be all "wtf, there's nothing here." and leave. I know that's totally how I feel. Before at least you could see what was there and what wasn't. Now you really don't know. My vote: bad idea. Might be too late, but oh well. --[[User:Othtim|Othtim]] 12:23, 28 January 2008 (MST)<br />
<br />
:Ok -- then help out transcribing it ''':)'''. I'm going to start to help out soon. --[[User:Aarnott|Aarnott]] 12:45, 28 January 2008 (MST)<br />
<br />
::We could always add a little <small>(<span style="color: red;">coming soon</span>)</small> after each one that has yet to be transcribed... --[[User:Green Dragon|Green Dragon]] 12:51, 28 January 2008 (MST)<br />
<br />
:::I have added it. Does it look okay? Do you think that will make people understand it is a work in progress? --[[User:Green Dragon|Green Dragon]] 13:23, 28 January 2008 (MST)<br />
<br />
::::Yeah! That's awesome! And aarnot, i AM. :P --[[User:Othtim|Othtim]] 14:00, 28 January 2008 (MST)<br />
<br />
:::::Hehehe ok -- gotcha. The only stuff I added I borrowed from d20srd.org (and reformatted) -- I'm not sure if that is a good idea though. A friend of mine owns the actual hardcover -- should I borrow it? Does it matter? --[[User:Aarnott|Aarnott]] 14:56, 28 January 2008 (MST)<br />
<br />
::::::Each site that hosts a transcription of ''[[Unearthed Arcana]]'' makes their own little mods in order to conform to the [[OGL]], and there's always human error in transcriptions of this scope. I'd rather the transcription come straight out the UA. But even if it's not, it can be double-checked after the fact. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:33, 28 January 2008 (MST)<br />
<br />
::::::: I dunno about other people but I'm just opening up the book and typing what I see. --[[User:Othtim|Othtim]] 15:51, 28 January 2008 (MST)<br />
<br />
::::::::I'm doing a little of both. The really, really long articles I tend to copy-paste and reformat. However, many of those I transcribed are directly from the book (which is definitely worth the price). -- [[User:OptimizationFanatic|OptimizationFanatic]] 19:49, 28 January 2008 (MST)<br />
<br />
== One Complete Chapter ==<br />
<br />
[[UA:Races|Races]] have been completely transcribed! Only needs a bit more formatting at this point, but I'll wait until all content has been transcribed before I worry about formatting. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 16:22, 17 February 2008 (MST)<br />
<br />
== Two Complete Chapters ==<br />
<br />
[[UA:Classes|Classes]] has been completely transcribed! It's missing some links, but is otherwise fine. {{User:OptimizationFanatic/Signature}} 15:15, 11 May 2008 (MDT)<br />
<br />
== Three Complete Chapters ==<br />
<br />
[[UA:Adventuring|Adventuring]] has been completely transcribed! —[[User:DemonSlayer|DemonSlayer]] 11:44, 22 May 2008 (MDT)<br />
<br />
== Four Complete Chapters ==<br />
<br />
[[UA:Building Characters|Building Characters]] has been completely transcribed! —[[User:DemonSlayer|DemonSlayer]]15:12, 3 June 2008 (MDT)<br />
<br />
:Nice! Thanks so much for helping with this task, and it looks great! Thanks! --[[User:Green Dragon|Green Dragon]] 20:32, 3 June 2008 (MDT)<br />
<br />
== Afterword Complete ==<br />
<br />
[[UA:When Worlds Collide|When Worlds Collide]] has been completely transcribed! There's a link in there to an article from Chapter five (which hasn't been finished yet), but we'll get around to doing that. —[[User:DemonSlayer|DemonSlayer]] 11:54, 4 June 2008 (MDT)<br />
<br />
:You, my friend, have a lot of time on your hands. — [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 19:26, 8 June 2008 (MDT)<br />
<br />
:: Heh, not really. I just have to sit behind my laptop all day long doing homework anyway, so I might as well do something constructive here while I'm at it. [[User:DemonSlayer|DemonSlayer]] 11:53, 9 June 2008 (MDT)<br />
<br />
:::Thanks again! --[[User:Green Dragon|Green Dragon]] 21:19, 9 June 2008 (MDT)<br />
<br />
== Five Complete Chapters! ==<br />
<br />
With the addition of Sanity, which took '''forever''' to do, the Campaigns section is complete. Some articles still need linking, but we can do that later on. — [[User:OptimizationFanatic|OptimizationFanatic]] <small>([[User talk:OptimizationFanatic|talk]]|[[Special:Contributions/OptimizationFanatic|contrib]])</small> 10:32, 11 June 2008 (MDT)</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=UA:Variant_Rules&diff=261038UA:Variant Rules2008-06-11T16:31:06Z<p>OptimizationFanatic: </p>
<hr />
<div>{{OGL Top}}<br />
<br />
<br />
{| class="column" cellspacing="0"<br />
|<br />
:[[UA:Races|Races]]<br />
:*[[UA:Environmental Racial Variants|Environmental Racial Variants]]<br />
:*[[UA:Elemental Racial Variants|Elemental Racial Variants]]<br />
:*[[UA:Reducing Level Adjustments|Reducing Level Adjustments]]<br />
:*[[UA:Bloodlines|Bloodlines]]<br />
:*[[UA:Racial Paragon Classes|Racial Paragon Classes]]<br />
:[[UA:Classes|Classes]]<br />
:*[[UA:Variant Character Classes|Variant Character Classes]]<br />
:*[[UA:Specialist Wizard Variants|Specialist Wizard Variants]]<br />
:*[[UA:Spontaneous Divine Casters|Spontaneous Divine Casters]]<br />
:*[[UA:Class Feature Variants|Class Feature Variants]]<br />
:*[[UA:Prestigious Character Classes|Prestigious Character Classes]]<br />
:*[[UA:Gestalt Characters|Gestalt Characters]]<br />
:*[[UA:Generic Classes|Generic Classes]]<br />
:[[UA:Building Characters|Building Characters]]<br />
:*[[UA:Alternative Skill Systems|Alternative Skill Systems]] <br />
:*[[UA:Complex Skill Checks|Complex Skill Checks]]<br />
:*[[UA:Character Traits|Character Traits]]<br />
:*[[UA:Character Flaws|Character Flaws]]<br />
:*[[UA:Spelltouched Feats|Spelltouched Feats]]<br />
:*[[UA:Weapon Group Feats|Weapon Group Feats]]<br />
:*[[UA:Craft Points|Craft Points]]<br />
:*[[UA:Character Background|Character Background]]<br />
|<br />
:[[UA:Adventuring|Adventuring]]<br />
:*[[UA:Defense Bonus|Defense Bonus]]<br />
:*[[UA:Armor as Damage Reduction|Armor as Damage Reduction]]<br />
:*[[UA:Damage Conversion|Damage Conversion]]<br />
:*[[UA:Injury|Injury]]<br />
:*[[UA:Vitality and Wound Points|Vitality and Wound Points]]<br />
:*[[UA:Reserve Points|Reserve Points]]<br />
:*[[UA:Massive Damage Thresholds and Results|Massive Damage Thresholds and Results]]<br />
:*[[UA:Death and Dying|Death and Dying]]<br />
:*[[UA:Action Points|Action Points]]<br />
:*[[UA:Combat Facing|Combat Facing]]<br />
:*[[UA:Hex Grid|Hex Grid]]<br />
:*[[UA:Variable Modifiers|Variable Modifiers]]<br />
:*[[UA:Bell Curve Rolls|Bell Curve Rolls]] <br />
:*[[UA:Players Roll All the Dice|Players Roll All the Dice]]<br />
|<br />
:[[UA:Magic|Magic]]<br />
:*[[UA:Magic Rating|Magic Rating]]<br />
:*[[UA:Summon Monster Variants|''Summon Monster'' Variants]]<small> (<span style="color: red;">coming soon</span>)</small><br />
:*[[UA:Metamagic Components|Metamagic Components]]<small> (<span style="color: red;">coming soon</span>)</small><br />
:*[[UA:Spontaneous Metamagic|Spontaneous Metamagic]]<small> (<span style="color: red;">not completely wikified</span>)</small><br />
:*[[UA:Spell Points|Spell Points]]<small> (<span style="color: red;">coming soon</span>)</small><br />
:*[[UA:Recharge Magic|Recharge Magic]]<small> (<span style="color: red;">coming soon</span>)</small><br />
:*[[UA:Legendary Weapons|Legendary Weapons]]<small> (<span style="color: red;">coming soon</span>)</small><br />
:*[[UA:Item Familiars|Item Familiars]]<small> (<span style="color: red;">coming soon</span>)</small><br />
:*[[UA:Incantations|Incantations]]<small> (<span style="color: red;">coming soon</span>)</small><br />
:[[UA:Campaigns|Campaigns]]<br />
:*[[UA:Contacts|Contacts]]<br />
:*[[UA:Reputation|Reputation]]<br />
:*[[UA:Honor|Honor]]<br />
:*[[UA:Taint|Taint]]<br />
:*[[UA:Tainted Prestige Classes|Tainted Prestige Classes]]<br />
:*[[UA:Sanity|Sanity]]<br />
:*[[UA:Test-Based Prerequisites|Test-Based Prerequisites]]<br />
:*[[UA:Level-Independent XP Awards|Level-Independent XP Awards]]<br />
:[[UA:When Worlds Collide|When Worlds Collide]]<br />
|}<br />
<br />
=== Introduction ===<br />
<br />
'''Warning:''' Get Ready to drink from the fire hose.<br />
<br />
''Unearthed Arcana'' exposes you to more variant rules and alternative methods of gaming than anyone can hope to use in a single campaign. On top of those, a bunch of House Rule sidebars written by various members of the Wizards of the Coast R&D department describe personal variants they’ve used in their home campaigns. In fact, there’s probably more in here than you could reasonably use in a dozen campaigns, and some of it you probably won’t ever get around to actually introducing to your game.<br />
<br />
Take a deep breath&mdash;it’s okay.<br />
<br />
Just as no player actually casts all the new spells in the latest rulebook, and no DM actually uses all the new creatures in the latest manual of monstrosities, you shouldn’t feel any compulsion to use all these variants, even in a lifetime of gaming.<br />
<br />
Instead, pick and choose the ones that feel right for your style of gaming, your players, and your campaign. Some groups may latch on to a specific variant&mdash;whether the taint rules, Sanity checks, spell points, or legendary weapons&mdash;in a heartbeat, making it a central feature of their game world. Others find a few smaller changes to incorporate, such as a variant class or class feature, reputation checks, or alternative massive damage thresholds. Use the checklist at the back of the book to track what you’re using, and what changes you make to the variants you use.<br />
<br />
The “trick” behind getting your money’s worth from this book is an attitude of curiosity and experimentation. Some groups may have a conservative outlook: “We like the way our game works and don’t want to wreck it.” It’s okay to think that way&mdash;but nothing in this book can wreck your game unless you let it. If you try out a variant and it doesn’t work for you after a session or three, go back to the way you were playing, or just start over from where you were before you tried out the new rules. No harm, no foul.<br />
<br />
The adventurous groups, though&mdash;the ones willing to learn new ways to play their familiar game&mdash;stand to reap the biggest rewards from ''Unearthed Arcana''. In a way, this book perfectly represents the game itself: Adventurous characters get rewarded, though it takes work to reap those rewards.<br />
<br />
When you turn to the next page, the inundation begins. Just remember to take small sips at first&mdash;try out a small number of variants for starters, gradually increasing the level of change until you reach your comfort level. Don’t worry that you’re not using all the new stuff at once. After all, there’s always another campaign waiting to be born, and maybe in that one you finally try out the new metamagic components, or the spelltouched feats, or . . .<div class="right">&mdash;''Andy Collins''</div><br />
<br />
== What’s Inside? ==<br />
<br />
It’s usually true that you don’t need to read a D&D rulebook from front to back to get the most out of it&mdash;and that’s never been more true than in the case of ''Unearthed Arcana''. Using the table of contents as a guide, you can simply flip to a part of the book that looks interesting and start reading. That said, here’s a summary of what each chapter contains.<br />
<br />
'''[[UA:Races|Races]]''' introduces the concept of racial variants, keyed either to a particular environment or a certain elemental type. It offers a way to reduce a character’s level adjustment, which can pay off in more rapid advancement at higher levels. Much of the chapter is devoted to bloodlines&mdash;a way to make characters distinctive by giving them a hint of monstrous ancestry. Finally, it presents paragon classes that enable characters to develop into quintessential examples of their race.<br />
<br />
'''[[UA:Classes|Classes]]''' is full of ways to tailor the standard d20 System character classes. It provides a system allowing divine spellcasters to cast their spells spontaneously, as well as some variant class features. You can replace the standard bard, paladin, and ranger classes with prestige versions of those classes, or you can create gestalt characters who gain levels in two classes at the same time. For a simpler approach to class selection, tyr out the generic classes at the end of this chapter.<br />
<br />
'''[[UA:Building Characters|Building Characters]]''' offers options for detailing a character&mdash;a new way of determining which skills a character knows, a system for complex skill checks, and selections of traits and flaws that make characters more distinctive. Spelltouched feats and weapon group feats add even more variety to what characters can do. Instead of using the standard rules for the Craft skill, you can give characters craft points that they spend to create alchemical substances and magic items. The largest section of this chapter deals with character background, a way to create a character of higher than 1st level who has a unique personal history.<br />
<br />
'''[[UA:Adventuring|Adventuring]]''' is a treasure trove of ideas for changing basic aspects of the way the game works. If you want to try out a new system for how [[SRD:Armor Class|Armor Class]] is determined, or the benefit that armor provides, or how characters are affected by damage, you’ll find options here. you can give characters action points, which they se to improve their chances of succeeding at a task. You can change the way combat works by keeping track of a creature’s facing, or by using a hexagonal grid rather than a square grid. You can even modify the most fundamental concept in the d20 System rules by getting rid of the d20 altogether!<br />
<br />
'''[[UA:Magic|Magic]]''' is in many ways a counterpart to [[UA:Adventuring|Adventuring]], except that the variants here are all related to the effects of magic on the game. You can give each character and creature a magic rating, which determines its caster level. You can generate individualized lists of ''summon'' spells related to each caster’s world view or goals. Metamagic components allow spellcasters to use spells with the effect of a metamagic feat already built in. The spontaneous metamagic variant gives casters the opportunity to assign metamagic effects to a spell just as it is cast. The spell point system gives casters more flexibility in their daily spell choices. Rather than limiting casters to a certain number of spells per day, you can use the recharge magic system to determine how often a character can cast a particular spell or a spell of a certain level. You can change the role of magic in the game without altering any other rules by using the material on legendary weapons, item familiars, and incantations.<br />
<br />
'''[[UA:Campaigns|Campaigns]]''' takes a look at concepts that can flesh out characters and affect (for good or ill) the way they interact with their world. Contacts are NPCs who can provide various forms of aid to player characters. Reputation and honor help to determine how the other residents of the campaign world perceive the PCs. For a darker and grittier campaign world, one in which characters are up against perils they can’t control, you can incorporate the rules for taint or insanity (or both). Finally, for a different way of determining how characters fulfill the requirements for feats and prestige classes, check out the variant test-based prerequisites.<br />
<br />
'''[[UA:When Worlds Collide|When Worlds Collide]]''' offers some brief advice for DMs on how to use a wide variety of variant rules during play without necessarily creating different campaign worlds for different combinations of variants.<br />
<br />
<br />
----<br />
{{Main Page Breadcrumb}}<br />
{{UA Footer Templates}}<br />
[[Category:Unearthed Arcana]]<br />
[[Category:Transcript]]<br />
[[Category:Variant Rule]]</div>OptimizationFanatichttps://www.dandwiki.com/w/index.php?title=UA:Sanity&diff=261036UA:Sanity2008-06-11T16:30:37Z<p>OptimizationFanatic: </p>
<hr />
<div>{{OGL Top}}<br />
<br />
=Sanity=<br />
<br />
This variant system allows you to introduce an element of dark horror into your d20 game. In campaigns using these rules, characters gain a new attribute called Sanity. This statistic functions like an ability score in some ways, but it has its own unique mechanics that represent the character’s descent from a stable and healthy mental state into confusion, dementia, and mental instability. As a character encounters monsters, witnesses horrible acts, masters forbidden knowledge, or casts spells, his Sanity score, and his corresponding ability to function as a normal member of his race, deteriorates. This gradual descent is balanced in part by the powers that characters gain each time they overcome a horrific foe or grow in skill and expertise, but even as those characters grow in power, they know or fear that an even greater peril lies ahead—the threat of becoming permanently insane.<br />
<br />
===Behind the Curtain: Sanity===<br />
<br />
Because it affects the way that characters interact with the creatures and objects that they encounter on their adventures in many different and profound ways, this variant, perhaps more than any other in Unearthed Arcana, can alter the entire feel of a campaign. If you adopt this variant in your campaign, the largest change will most likely be one of tone (this applies to an even greater extent if you adopt the entire Cthulhu Mythos that the variant is based on).<br />
<br />
As in the Call of Cthulhu Roleplaying Game, characters feel more vulnerable, for no matter how powerful they become, the dark gods are always greater. Religion is not only a source of comfort or succor, but also a dangerous enemy. (In those games that use the Cthulhu Mythos, religion seldom provides any succor at all.) Characters are suspicious, even paranoid, for a seemingly innocent commoner could secretly serve a cult. And yet, with such dark challenges come the opportunities for greater heroism.<br />
<br />
==What Is Sanity?==<br />
<br />
Sanity is the natural mental state of ordinary life. Normal mental balance is endangered when characters confront horrors, entities, or activities that are shocking, unnatural, and bewildering. Such encounters cause a character to lose points from his Sanity score, which in turn risks temporary, indefinite, or permanent insanity. Mental stability and lost Sanity points can be restored, up to a point, but psychological scars may remain.<br />
<br />
Insanity occurs if too many Sanity points are lost in too short a time. Insanity does not necessarily occur if Sanity points are low, but a lower Sanity score makes some forms of insanity more likely to occur after a character experiences an emotional shock. The character’s Sanity may be regained after a few minutes, recovered after a few months, or lost forever.<br />
<br />
A character may regain Sanity points, and even increase her Sanity point maximum. However, increasing a character’s ranks in the Knowledge (forbidden lore) skill always lowers her maximum Sanity by an equal amount.<br />
<br />
==Forbidden Knowledge==<br />
<br />
The Sanity rules assume that some knowledge is so alien to human understanding that simply learning of its existence can shatter the psyche. While magic and nonhuman races form an everyday part of a d20 character’s life, even a seasoned adventurer cannot conquer or understand some things. Knowledge of these secrets and creatures is represented by a new skill that goes hand in hand with a character’s Sanity score: Knowledge (forbidden lore).<br />
<br />
This type of knowledge permanently erodes a character’s ability to maintain a stable and sane outlook, and a character’s current Sanity can never be higher than 99 minus the modifier the character has in the Knowledge (forbidden lore) skill. This number (99 minus Knowledge (forbidden lore) ranks) is the character’s maximum Sanity.<br />
<br />
===Knowledge (Forbidden Lore) (None)===<br />
<br />
You know That Which Should Not Be Known. You have had horrible supernatural experiences and read forbidden tomes, learning truly dark secrets that have challenged everything you thought you knew. Since these revelations defy logic or commonly accepted fact, it does not matter how intelligent or wise you are when using this skill—only how much exposure to these dark secrets themselves you have experienced.<br />
<br />
'''Check'''<br />
<br />
Answering a question about the horrible deities and secrets that lurk at the edges of reality has a DC of 10 (for really easy questions), 15 (for elementary questions), or 20 to 30 (for difficult or really tough questions). Unlike in other fields of study, there are almost no really easy questions associated with this dark knowledge.<br />
<br />
You can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s HD. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, the DM can give another piece of useful information.<br />
<br />
The DM can decide which monsters are subject to the Knowledge (forbidden lore) skill and which monsters are subject to one of the standard Knowledge skills. For example, the DM may rule that Knowledge (the planes) is still the relevant skill for learning or knowing about outsiders, rather than allowing them to be identified by Knowledge (forbidden lore). However, in most campaigns that use the Sanity variant, aberrations and oozes should be able to be identified by Knowledge (forbidden lore) rather than by Knowledge (arcana) and Knowledge (dungeoneering) respectively.<br />
<br />
'''Action'''<br />
<br />
Usually none. In most cases, making a Knowledge check doesn’t take an action—you simply know the answer or you don’t.<br />
<br />
'''Try Again'''<br />
<br />
No. The check represents what you know, and thinking about a topic a second time doesn’t let you know something that you never learned in the first place.<br />
<br />
'''Special'''<br />
<br />
You cannot gain ranks in this skill by spending skill points. You can only gain ranks by reading forbidden tomes or having experiences with horrible creatures. Each rank you gain in this skill permanently reduces your maximum Sanity by 1 point: The more you know about the horrible truths underlying reality, the less capable you are of leading a normal life.<br />
<br />
A character’s first episode of insanity (that is, an occurrence of temporary or indefinite insanity) bestows 2 ranks in the Knowledge (forbidden lore) skill, thereby lowering his maximum Sanity by 2 points. Each time a character fails a Sanity check and endures another episode of insanity, he gains an additional rank in Knowledge (forbidden lore).<br />
<br />
For example, an elven wizard has 1 rank of Knowledge (forbidden lore) after reading a strange manuscript. She then steps outside, sees a chaos beast, and goes indefinitely insane, her raving mind failing to understand the strange creature she has encountered. Since she has never gone insane before, her player adds 2 ranks of Knowledge (forbidden lore) to an elven wizard’s character sheet. Now an elven wizard’s Maximum Sanity is 96 (99 minus 3 ranks of Knowledge (forbidden lore)).<br />
<br />
You cannot take the Knowledge (forbidden lore) skill during character creation. However, the skill has no maximum rank; your level does not limit the number of ranks in Knowledge (forbidden lore) that you can acquire.<br />
<br />
==Sanity Points==<br />
<br />
Sanity points measure the stability of a character’s mind. This attribute provides a way to define the sanity inherent in a character, the most stability a character can ever have, and the current level of sane rationality that a character preserves, even after numerous shocks and horrid revelations.<br />
<br />
Sanity is measured in three ways: starting Sanity, current Sanity, and maximum Sanity. Starting and current Sanity cannot exceed maximum Sanity.<br />
<br />
===Starting Sanity===<br />
<br />
A character’s starting Sanity equals his Wisdom score multiplied by 5. This score represents a starting character’s current Sanity, as well as the upper limit of Sanity that can be restored by the Heal skill (see The Heal Skill and Mental Treatment, later in this section). After creation, a character’s current Sanity often fluctuates considerably and might never again match starting Sanity. A change in a character’s Wisdom score changes his starting Sanity in terms of what treatment with the Heal skill can restore. Current Sanity, however, does not change if Wisdom rises or falls.<br />
<br />
===Current Sanity===<br />
<br />
A character’s current Sanity score fluctuates almost as often as (and sometimes much more often than) his hit points.<br />
<br />
====Making a Sanity Check====<br />
<br />
When a character encounters a gruesome, unnatural, or supernatural situation, the DM may require the player to make a Sanity check using percentile dice (d%). The check succeeds if the result is equal to or less than the character’s current Sanity.<br />
<br />
On a successful check, the character either loses no Sanity points or loses only a minimal amount. Potential Sanity loss is usually shown as two numbers or die rolls separated by a slash, such as 0/1d4. The number before the slash indicates the number of Sanity points lost if the Sanity check succeeds (in this case, none); the number after the slash indicates the number of Sanity points lost if the Sanity check fails (in this case, between 1 and 4 points).<br />
<br />
A character’s current Sanity is also at risk when the character reads certain books, learns certain types of spells, and attempts to cast them. These Sanity losses are usually automatic (no Sanity check is allowed); the character who chooses to undertake the activity forfeits the indicated number of Sanity points.<br />
<br />
In most cases, a new Sanity-shaking confrontation requires a new Sanity check. However, the DM always gets to decide when characters make Sanity checks. Confronting several horribly mangled corpses at one time or in rapid succession may call for just one Sanity check, while the same corpses encountered singly over the course of several game hours may require separate checks.<br />
<br />
====Going Insane====<br />
<br />
Losing more than a few Sanity points may cause a character to go insane, as described below. If a character’s Sanity score drops to 0 or lower, she begins the quick slide into permanent insanity. Each round, the character loses another point of Sanity. Once a character’s Sanity score reaches -10, she is hopelessly, incurably insane. The Heal skill can be used to stabilize a character on the threshold of permanent insanity; see The Heal Skill and Mental Treatment, below, for details.<br />
<br />
A DM’s description of a Sanity-shaking situation should always justify the threat to a character’s well-being. Thus, a horde of frothing rats is horrifying, while a single ordinary rat usually is not (unless the character has an appropriate phobia, of course).<br />
<br />
====Maximum Sanity====<br />
<br />
Ranks in the Knowledge (forbidden lore) skill simulate a character’s comprehension of aspects of the dark creatures at the edges of reality. Once gained, this horrible knowledge is never forgotten, and the character consequently surrenders mental equilibrium. A character’s Sanity weakens as his comprehension of these hidden truths increases. Such is the way of the universe.<br />
<br />
A character’s current Sanity can never be higher than 99 minus the character’s ranks in the Knowledge (forbidden lore) skill. This number (99 minus Knowledge (forbidden lore) ranks) is the character’s maximum Sanity.<br />
<br />
==Loss Of Sanity==<br />
<br />
Characters ordinarily lose Sanity in a few types of circumstances: when encountering something unimaginable, when suffering a severe shock, after casting a spell or when learning a new spell, when being affected by a certain type of magic or a particular spell, or when reading a forbidden tome.<br />
<br />
===Sanity Resistance===<br />
<br />
The Sanity mechanic was originally created to mimic the effect that the unspeakable horrors of the Cthulhu Mythos would have on normal folk from a world much like our own. Since d20 characters live in a world of magic and monsters, however, the DM might want to make them less susceptible to Sanity loss caused by encountering strange creatures (see Table: Sanity Loss from Creatures) by allowing them to have a measure of Sanity resistance, which is tied to one of two attributes.<br />
<br />
Each character can be allowed to have Sanity resistance equal to his character level. Alternatively, each character can be allowed to have Sanity resistance equal to his Wisdom modifier. (Obviously, the second alternative will produce lower Sanity resistance figures in most cases.) This number is the amount of Sanity loss a character can ignore when he encounters a creature that requires a Sanity check.<br />
<br />
The DM may decide that Sanity resistance also applies to certain kinds of severe shocks (although it might not apply to personally horrific experiences, such as seeing a close friend die) and to the casting or learning of spells.<br />
<br />
===Encountering the Unimaginable===<br />
<br />
When people perceive creatures and entities of unspeakable horror, this experience costs them some portion of their minds, since such creatures are intrinsically discomforting and repellent. We never lose awareness of their slimy, fetid, alien nature. This instinctive reaction is part and parcel of humans, elves, dwarves, and other humanoid races. In this category, we can include supernatural events or agents not always recognized as specifically devoted to these dark gods, such as hauntings, zombies, vampires, curses, and so on.<br />
<br />
Table: Sanity Loss from Creatures provides some default Sanity loss values for encountering creatures, based on their type and size. These are only default values—the DM can and should adjust individual monsters he deems more or less horrible than others of their size. An aasimar, for instance, hardly presents a Sanity-shaking sight, and should probably be treated as a humanoid rather than an outsider. On the other hand, a vargouille—a Small outsider appearing much like a flying, bat-winged head—might provoke a much more visceral reaction than other Small outsiders.<br />
<br />
In addition, certain types of monstrous behavior might force additional Sanity checks, much like those described under Severe Shocks, below. For instance, an aboleth is an unnerving sight, but watching one transform your best friend with it's slime should certainly force another check, with losses appropriate to the situation.<br />
<br />
In most d20 games, no character should need to make a Sanity check when encountering an elf, dwarf, or other standard humanoid race, or for encountering domesticated or otherwise commonplace animals. In some cases, even humanoid races such as orcs and goblins might be so common as to not cause Sanity loss either.<br />
<br />
====Specific Monsters and Sanity====<br />
<br />
Some monsters have additional or variant special abilities when using the Sanity variant.<br />
<br />
'''Allip'''<br />
<br />
The allip’s madness ability causes the loss of 2d6 Sanity points rather than the normal effect.<br />
<br />
'''Derro'''<br />
<br />
The derro’s madness ability protects these creatures from any further Sanity loss. Sane derro (especially derro player characters) track Sanity points normally.<br />
<br />
====Monstrous Characters and Sanity====<br />
<br />
In most cases, the DM does not need to keep track of a monster’s Sanity score, but sometimes, especially when in the hands of a player, monsters need Sanity scores just as other characters do.<br />
<br />
Although most campaigns that use the Sanity variant limit players to creating characters from the standard player character races, it’s still easy to envision a world where one or two monstrous races are so common or so integrated into the culture of other races that the DM wants to present them as viable player character options. In these cases, the monsters available as player character races should never provoke a Sanity loss from other characters or NPCs, and these creatures should have a Sanity score and track their Sanity losses just like characters made with the standard PC races. A monster should never lose Sanity for seeing others of its race (spectres don’t lose Sanity when encountering other spectres, and so on). In all cases, what causes Sanity loss for a specific creature is in the hands of the DM.<br />
<br />
{| id="tableSanityLossfromCreatures" class="d20"<br />
|+ Table: Sanity Loss from Creatures<br />
! rowspan="2" align="left" | Monster Type<br />
! colspan="7" | Monster Size<br />
|-<br />
! Up to Tiny<br />
! Small<br />
! Medium<br />
! Large<br />
! Huge<br />
! Gargantuan<br />
! Colossal<br />
| colspan="8" |<br />
# Only animals or humanoids of truly bizarre or ferocious appearance force such a check.<br />
|- class="odd"<br />
| Aberration, dragon, ooze, outsider, undead<br />
| align="center" | 1/1d4<br />
| align="center" | 1/1d4<br />
| align="center" | 1/1d6<br />
| align="center" | 1/1d10<br />
| align="center" | 1d4/1d10<br />
| align="center" | 1d6/1d10<br />
| align="center" | 1d6/2d10<br />
|- class="even"<br />
| Elemental, fey, plant, vermin<br />
| align="center" | 0/1d4<br />
| align="center" | 1/1d4<br />
| align="center" | 1/1d6<br />
| align="center" | 1/1d8<br />
| align="center" | 1/1d10<br />
| align="center" | 1d4/1d10<br />
| align="center" | 1d4/2d6<br />
|- class="odd"<br />
| Construct, giant, magical beast, monstrous humanoid<br />
| align="center" | 0/1<br />
| align="center" | 0/1d4<br />
| align="center" | 0/1d6<br />
| align="center" | 1/1d6<br />
| align="center" | 2/2d6<br />
| align="center" | 2/2d6<br />
| align="center" | 3/3d6<br />
|- class="even"<br />
| Animal, humanoid<br />
| align="center" | 0/0<sup>1</sup><br />
| align="center" | 0/1<sup>1</sup><br />
| align="center" | 0/1<sup>1</sup><br />
| align="center" | 0/1d4<sup>1</sup><br />
| align="center" | 0/1d4<br />
| align="center" | 0/1d4<br />
| align="center" | 0/1d6<br />
|}<br />
<br />
===Severe Shocks===<br />
<br />
A shocking sight of a more mundane nature can also cost Sanity points. Severe shocks include witnessing an untimely or violent death, experiencing personal mutilation, losing social position, being the victim of treachery, or whatever else the Game Master decides is sufficiently extreme. The following list gives some examples of severe shocks, and the Sanity loss each one provokes.<br />
<br />
{| class="d20"<br />
! align="left" | Sanity Lost<sup>1</sup><br />
! align="left" | Shocking Situation<br />
| colspan="2" |<br />
# Loss on a successful check/loss on a failed check.<br />
|- class="odd"<br />
| 0/1d2<br />
| Surprised to find mangled animal carcass<br />
|- class="even"<br />
| 0/1d3<br />
| Surprised to find human corpse<br />
|- class="odd"<br />
| 0/1d3<br />
| Surprised to find human body part<br />
|- class="even"<br />
| 0/1d4<br />
| Finding a stream flowing with blood<br />
|- class="odd"<br />
| 1/1d4+1<br />
| Finding a mangled human corpse<br />
|- class="even"<br />
| 0/1d6<br />
| Awakening trapped in a coffin<br />
|- class="odd"<br />
| 0/1d6<br />
| Witnessing a friend’s violent death<br />
|- class="even"<br />
| 1/1d6<br />
| Seeing a ghoul<br />
|- class="odd"<br />
| 1/1d6+1<br />
| Meeting someone you know to be dead<br />
|- class="even"<br />
| 0/1d10<br />
| Undergoing severe torture<br />
|- class="odd"<br />
| 1/d10<br />
| Seeing a corpse rise from its grave<br />
|- class="even"<br />
| 2/2d10+1<br />
| Seeing a gigantic severed head fall from the sky<br />
|- class="odd"<br />
| 1d10/d%<br />
| Seeing an evil deity<br />
|}<br />
<br />
===Casting Spells===<br />
<br />
{| id="tableSanityLossfromSpellcasting" class="d20"<br />
|+ Table: Sanity Loss from Spellcasting<br />
|-<br />
! Spell<br />Level<br />
! Low<br />Sanity Loss<br />
! Moderate<br />Sanity Loss<br />
! Extreme<br />Sanity Loss<br />
|- class="odd"<br />
| align="center" | 1st<br />
| align="center" | 1<br />
| align="center" | 2<br />
| align="center" | 1d6<br />
|- class="even"<br />
| align="center" | 2nd<br />
| align="center" | 2<br />
| align="center" | 4<br />
| align="center" | 2d6<br />
|- class="odd"<br />
| align="center" | 3rd<br />
| align="center" | 3<br />
| align="center" | 6<br />
| align="center" | 3d6<br />
|- class="even"<br />
| align="center" | 4th<br />
| align="center" | 4<br />
| align="center" | 8<br />
| align="center" | 4d6<br />
|- class="odd"<br />
| align="center" | 5th<br />
| align="center" | 5<br />
| align="center" | 10<br />
| align="center" | 5d6<br />
|- class="even"<br />
| align="center" | 6th<br />
| align="center" | 6<br />
| align="center" | 12<br />
| align="center" | 6d6<br />
|- class="odd"<br />
| align="center" | 7th<br />
| align="center" | 7<br />
| align="center" | 14<br />
| align="center" | 7d6<br />
|- class="even"<br />
| align="center" | 8th<br />
| align="center" | 8<br />
| align="center" | 16<br />
| align="center" | 8d6<br />
|- class="odd"<br />
| align="center" | 9th<br />
| align="center" | 9<br />
| align="center" | 18<br />
| align="center" | 9d6<br />
|}<br />
<br />
Magic relies on the physics of the true universe. By casting spells, characters visualize the unimaginable, warping their minds to follow alien ways of thought. These visualizations wound the mind. Although spellcasters expose themselves to such traumas voluntarily, they are shocks all the same.<br />
<br />
In this variant, casting a spell drains a certain amount of Sanity. This rule represents the fact that spellcasting forces the mind into strange patterns and thought processes with which it is poorly equipped to deal. The DM can choose from the three options presented in the table below, deducting a low, moderate, or extreme number of Sanity points from a character who casts a spell. In a campaign featuring low Sanity loss, a spellcaster is rarely penalized for casting a spell, especially if the DM also chooses to give characters Sanity resistance (see the sidebar) in such cases. In a campaign featuring moderate Sanity loss, spellcasters face a slightly higher risk of insanity than members of other classes, even if they have Sanity resistance. When using this option, players should, for the most part, choose spellcasting levels only as multiclass options. In a campaign featuring extreme Sanity loss, spellcasters have a difficult time participating in adventures regularly because they find it hard to use their classes’ primary abilities without soon going insane.<br />
<br />
In addition to the guidelines presented for each campaign option above, the DM is free to impose additional modifiers on the Sanity loss caused by spells of a certain type, a certain school, or even individual spells. Here are some example conditions that a DM could choose to incorporate into a game.<br />
<br />
* Abjurations cost 1 less Sanity point to cast.<br />
* Divine spells cost 5 additional Sanity points to cast.<br />
* Druids suffer only half the Sanity loss from spellcasting (round fractions up).<br />
* Healing spells drain no Sanity when cast.<br />
* The invisibility spell, and any variation thereof, costs 1 additional Sanity Point to cast.<br />
* Necromancy spells cost 2 additional Sanity points to cast.<br />
* Spellcasters of some classes follow the guidelines of one campaign option, while spellcasters of other classes follow the guidelines of another campaign option.<br />
<br />
===Learning Spells===<br />
<br />
Learning spells, like casting them, exposes a character to unknowable secrets and can damage and warp the mind. In this variant, whenever a spellcaster learns a new spell, he loses Sanity points. In most cases, the Sanity loss is equal to the spell’s level, but if the spell is included in a tome of forbidden knowledge (see below), the loss can be greater.<br />
<br />
The rules for Sanity loss for learning spells work fine for wizards, sorcerers, and other arcane spellcasting classes that learn spells one at a time or in small groups, but this loss can easily overwhelm a cleric, druid, or other divine spellcaster who gains a new spellcasting level (thereby “learning” an entire level’s worth of new spells all at once). In such a case, the player and the DM should work together to determine a specific number of spells learned once access to a new spellcasting level is gained. When in doubt about how many spells to allow a spellcaster to learn at any given level, the spell acquisition rate of the wizard class serves as a good baseline.<br />
<br />
GMs wanting to add Sanity rules to a magic-rich campaign, or those wishing to preserve more of the flavor of a normal d20 game, can allow any spellcaster to learn a small number of spells at each level without losing any Sanity.<br />
<br />
===Sanity-Affecting Magic===<br />
<br />
The following types of magic and specific spells have different or additional effects when the Sanity variant is in use. For the effects of healing spells and magical means of recovering sanity, see Restoring Sanity with Magic, later in this section.<br />
<br />
====Fear Effects====<br />
<br />
{| id="tableSanityLossfromFearEffects" class="d20"<br />
|+ Table: Sanity Loss from Fear Effects<br />
! align="left" | Spell<br />
! Sanity Loss on<br />Failed Check<br />
! Sanity Loss on<br />Successful Check<br />
| colspan="3" |<br />
# Bane works normally because its effect is less severe than that of the shaken condition.<br />
# Phantasmal killer and weird work normally because those spells do not produce a shaken, frightened, or panicked effect. (The DM could rule that a Sanity check takes the place of the Fortitude Save to avoid dying from fear; in such a case, failing the check results in permanent insanity.)<br />
|- class="odd"<br />
| Bane<sup>1</sup><br />
| align="center" | —<br />
| align="center" | —<br />
|- class="even"<br />
| Cause fear<br />
| align="center" | 1d6<br />
| align="center" | 1<br />
|- class="odd"<br />
| Doom<br />
| align="center" | 1d6<br />
| align="center" | —<br />
|- class="even"<br />
| Fear<br />
| align="center" | 2d6<br />
| align="center" | 1<br />
|- class="odd"<br />
| Phantasmal killer<sup>2</sup><br />
| align="center" | —<br />
| align="center" | —<br />
|- class="even"<br />
| Scare<br />
| align="center" | 1d6<br />
| align="center" | 1<br />
|- class="odd"<br />
| Symbol of fear<br />
| align="center" | 2d6<br />
| align="center" | —<br />
|- class="even"<br />
| Weird<sup>2</sup><br />
| align="center" | —<br />
| align="center" | —<br />
|}<br />
<br />
Whenever a spell, creature, or other factor produces a fear effect that causes its target to become shaken, frightened, or panicked, replace the saving throw to avoid the effect (if applicable) with a Sanity check. On a failed check (and sometimes even on a successful one), the subject loses a number of Sanity points rather than experiencing the normal effect of the magic. The table below provides a summary of the Sanity loss associated with each spell that has the fear descriptor:<br />
<br />
In this variant, remove fear does not automatically suppress an existing fear effect on its subjects, but if it is cast on a creature that lost Sanity because of a fear effect within the last 24 hours, that Sanity loss is halved (to a minimum of 1 point) and the creature’s current Sanity is adjusted accordingly.<br />
<br />
====Illusions====<br />
<br />
Illusions, when they are believed, cause Sanity loss just as if the real horrific monster or event were present. The DM can reduce the Sanity loss caused by illusions (or eliminate it entirely) if such spells appear frequently in the campaign.<br />
<br />
====Bestow Curse====<br />
<br />
When using the Sanity variant, this spell can cause a Sanity check rather than a Will Save. If the victim fails the Sanity check, he loses 3d6 points of Sanity. Unlike normal Sanity loss, this number is also subtracted from the character’s maximum Sanity. Magic that removes the curse (such as remove curse or break enchantment) can restore the character’s normal maximum Sanity, but separate magic or the use of the Heal skill is required to restore the character’s current Sanity.<br />
<br />
====Contact Other Plane====<br />
<br />
{| id="tableContactOtherPlane" class="d20"<br />
|+ Table: Contact Other Plane<br />
|-<br />
! align="left" | Plane<br />
! Sanity Loss<br />
|- class="odd"<br />
| Elemental Plane (appropriate)<br />
| align="center" | 1<br />
|- class="even"<br />
| Positive/Negative Energy Plane<br />
| align="center" | 1<br />
|- class="odd"<br />
| Astral Plane<br />
| align="center" | 2<br />
|- class="even"<br />
| Outer Plane (demideity)<br />
| align="center" | 1d6<br />
|- class="odd"<br />
| Outer Plane (lesser deity)<br />
| align="center" | 2d6<br />
|- class="even"<br />
| Outer Plane (intermediate deity)<br />
| align="center" | 3d6<br />
|- class="odd"<br />
| Outer Plane (greater deity)<br />
| align="center" | 4d6<br />
|}<br />
<br />
When using the Sanity variant, characters casting this spell risk a lost of Sanity instead of Intelligence and Charisma. Whenever a character casts this spell, she must make a Sanity check. If the check fails, the character loses Sanity depending on the plane that the character was trying to contact, according to the table below. Unlike the Intelligence and Charisma reduction caused by the normal version of this spell, the Sanity loss does not go away after a week—the loss is permanent until restored by another spell or through the use of the Heal skill.<br />
<br />
====Commune====<br />
<br />
When using the Sanity variant, replace this spell’s XP cost with a Sanity check (1d6/3d6), made as a free action immediately after the spell’s duration expires. Insanity: Instead of experiencing this spell’s normal effect, characters who fail the saving throw to resist the spell become permanently insane as described in this variant (but suffer no Sanity loss).<br />
<br />
====Moment of Prescience====<br />
<br />
In addition to the spell’s normal benefits, a character with an active moment of prescience effect can make one Sanity check as if his current Sanity equaled his maximum Sanity. The character need not use the effect on the first Sanity check he is required to make, but he must choose whether or not to use this benefit before making any Sanity check during the spell’s duration.<br />
<br />
====Status====<br />
<br />
In addition to the spell’s normal effect, the caster can sense whenever the subject suffers Sanity loss, temporary insanity, indefinite insanity, or permanent insanity during the spell’s duration.<br />
<br />
====Summon Monster====<br />
<br />
If a character summons a monster that causes Sanity loss by means of a summon monster, summon nature’s ally, planar binding, or planar ally spell, he suffers the usual Sanity loss for casting the spell and must also make a Sanity check because of the monster’s presence.<br />
<br />
====Symbol of Insanity====<br />
<br />
Instead of experiencing this spell’s normal effect, characters who fail the saving throw to resist the symbol become permanently insane as described in this variant (but suffer no Sanity loss).<br />
<br />
===Reading Forbidden Tomes===<br />
<br />
Obscure tomes add ranks to a character’s Knowledge (forbidden lore) skill and teach arcane spells. Studying and comprehending these books causes all that we know to become like shadows. The burning power of a greater reality seizes the soul. Whether we try to retreat from the experience or hunger greedily for more, it destroys our confidence in what we once believed, opening us up to the all-encompassing truths of dark deities.<br />
<br />
For each such book encountered, the DM must set the examination period, the Knowledge (arcana) DC to understand it, the number of spells contained in it, the Sanity loss that occurs upon beginning the examination, the Sanity loss that occurs upon completion of the examination, and the ranks of Knowledge (forbidden lore) gained from studying the book. While the DM is free to set these parameters at any values that he feels are appropriate for the campaign or adventure, Table: Example Forbidden Tomes provides some suggested combinations of each of these parameters.<br />
<br />
{| id="tableExampleForbiddenTomes" class="d20"<br />
|+ Table: Example Forbidden Tomes<br />
|-<br />
! align="left" | Examination<br />Period<br />
! Knowledge (arcana) DC<br />to Understand Tome<br />
! Number of Spells<br />Contained in Tome<br />
! Initial<br />Sanity Loss<br />
! Sanity Loss<br />upon Completion<br />
! Knowledge (forbidden lore)<br />ranks gained<br />
|- class="odd"<br />
| 1 week<br />
| align="center" | 20<br />
| align="center" | 1<br />
| align="center" | 1d4<br />
| align="center" | 1<br />
| align="center" | 1<br />
|- class="even"<br />
| 1 week<br />
| align="center" | 20<br />
| align="center" | 1<br />
| align="center" | 1d4<br />
| align="center" | 1d4<br />
| align="center" | 1<br />
|- class="odd"<br />
| 1 week<br />
| align="center" | 25<br />
| align="center" | 2<br />
| align="center" | 1d4<br />
| align="center" | 2d6<br />
| align="center" | 1<br />
|- class="even"<br />
| 2 weeks<br />
| align="center" | 25<br />
| align="center" | 1d4<br />
| align="center" | 1d6<br />
| align="center" | 2d6<br />
| align="center" | 2<br />
|- class="odd"<br />
| 2 weeks<br />
| align="center" | 25<br />
| align="center" | 1d6<br />
| align="center" | 1d10<br />
| align="center" | 2d6<br />
| align="center" | 2<br />
|- class="even"<br />
| 2 weeks<br />
| align="center" | 25<br />
| align="center" | 3<br />
| align="center" | 1d6<br />
| align="center" | 2d6<br />
| align="center" | 2<br />
|- class="odd"<br />
| 2 weeks<br />
| align="center" | 30<br />
| align="center" | 1d6+1<br />
| align="center" | 1d6<br />
| align="center" | 2d6<br />
| align="center" | 3<br />
|- class="even"<br />
| 3 weeks<br />
| align="center" | 20<br />
| align="center" | 1d4+1<br />
| align="center" | 1d10<br />
| align="center" | 2d6<br />
| align="center" | 2<br />
|- class="odd"<br />
| 3 weeks<br />
| align="center" | 25<br />
| align="center" | 1d6<br />
| align="center" | 1d6<br />
| align="center" | 2d10<br />
| align="center" | 2<br />
|- class="even"<br />
| 3 weeks<br />
| align="center" | 30<br />
| align="center" | 1d4+5<br />
| align="center" | 1d10<br />
| align="center" | 3d6<br />
| align="center" | 3<br />
|}<br />
<br />
==Getting Used To Awfulness==<br />
<br />
Never underestimate the ability of the sentient mind to adapt, even to the most horrific experiences. Reading and rereading the same bit of disturbing text or seeing the same horrible image over and over eventually provokes no further loss of Sanity. Within a reasonable interval of play, usually a single session of the game, characters should not lose more Sanity points for seeing monsters of a particular sort than the maximum possible points a character could lose from seeing one such monster. For instance, the Sanity loss for seeing a single human zombie is 1/1d6. Thus, in the same game day or in the same play session, no character should lose more than 6 Sanity points for seeing any number of zombies. Keep in mind that the interpretation of “reasonable interval” must vary by DM and situation. When it feels right, the DM should rule that the horror is renewed and points must be lost again.<br />
<br />
Learning or casting spells never becomes a normal occurrence. No matter how many times a character casts a spell, no matter what the time interval between castings may be, the Sanity loss is always the same. This point is also true for anything that a character does willingly. For example, if brutally murdering a friend costs 2/1d10 Sanity, this loss is incurred each time, even if the character loses the maximum possible points (10) after the first such murder he commits.<br />
<br />
==Variant Rule: Insane Insight==<br />
<br />
At the DM’s option, a character who has just gone insane may have an insight into the situation or entity that provoked the insanity. The player needs to make a DC 15 Wisdom check to gain the insight. Information provided by this sudden burst of awareness is up to the DM, but it may include something about a creature’s origin or a fact about its nature (feeding habits, natural habitat, weakness), a clue to the identity of a murderer at a murder scene, or some hint at a location of great importance.<br />
<br />
==Types Of Insanity==<br />
<br />
Character insanity is induced by a swift succession of shocking experiences or ghastly revelations, events usually connected with dark gods, creatures from the Outer Planes, or powerful spellcasting.<br />
<br />
Horrifying encounters can result in one of three states of mental unbalance: temporary, indefinite, and permanent insanity. The first two, temporary insanity and indefinite insanity, can be cured. The third, permanent insanity, results when a character’s Sanity points are reduced to -10 or lower. This condition cannot be cured.<br />
<br />
===Temporary Insanity===<br />
<br />
Whenever a character loses Sanity points equal to one-half her Wisdom score from a single episode of Sanity loss, she has experienced enough of a shock that the DM must ask for a Sanity check. If the check fails, the character realizes the full significance of what she saw or experienced and goes temporarily insane. If the check succeeds, the character does not go insane, but she may not clearly remember what she experienced (a trick the mind plays to protect itself).<br />
<br />
Temporary insanity might last for a few minutes or a few days. Perhaps the character acquires a phobia or fetish befitting the situation, faints, becomes hysterical, or suffers nervous twitches, but she can still respond rationally enough to run away or hide from a threat.<br />
<br />
A character suffering from temporary insanity remains in this state for either a number of rounds or a number of hours; roll d% and consult Table 6-8: Duration of Temporary Insanity to see whether the insanity is short-term or long-term. After determining the duration of the insanity, roll d% and consult either Table 6-9 or 6-10 to identify the specific effect of the insanity. The DM must describe the effect so that the player can roleplay it accordingly.<br />
<br />
Successful application of the Heal skill (see The Heal Skill and Mental Treatment, below) may alleviate or erase temporary insanity.<br />
<br />
Temporary insanity ends either when the duration rolled on Table 6-8 has elapsed, or earlier if the DM considers it appropriate to do so.<br />
<br />
After an episode of temporary insanity ends, traces or even profound evidence of the experience should remain. No reason exists why, for instance, a phobia should depart from someone’s mind as quickly as a warrior draws his sword. What remains behind after a brief episode of temporary insanity should exert a pervasive influence on the character. The character may still be a bit batty, but her conscious mind once again runs the show.<br />
<br />
As a variant rule, if the amount of Sanity lost exceeds the character’s current Wisdom score, consider the temporary insanity to always be of the long-term variety.<br />
<br />
{| id="table68DurationofTemporaryInsanity" class="d20"<br />
|+ Table 6-8: Duration of Temporary Insanity<br />
|-<br />
!<br />
d%<br />
! Temporary Insanity Type<br />
! Duration<br />
|- class="odd"<br />
| 01-80<br />
| Short-term<br />
| 1d10+4 rounds<br />
|- class="even"<br />
| 81-100<br />
| Long-term<br />
| 1d10×10 hours<br />
|}<br />
<br />
{| id="table69ShortTermTemporaryInsanityEffects" style="width: auto" class="d20"<br />
|+ Table 6-9: Short-Term Temporary Insanity Effects<br />
|-<br />
!<br />
d%<br />
! Effect<br />
|- class="odd"<br />
| align="center" | 01-20<br />
| style="white-space: normal" | Character faints (can be awakened by vigorous action taking 1 round; thereafter, character is shaken until duration expires).<br />
|- class="even"<br />
| align="center" | 21-30<br />
| style="white-space: normal" | Character has a screaming fit.<br />
|- class="odd"<br />
| align="center" | 31-40<br />
| style="white-space: normal" | Character flees in panic.<br />
|- class="even"<br />
| align="center" | 41-50<br />
| style="white-space: normal" | Character shows physical hysterics or emotional outburst (laughing, crying, and so on).<br />
|- class="odd"<br />
| align="center" | 51-55<br />
| style="white-space: normal" | Character babbles in incoherent rapid speech or in logorrhea (a torrent of coherent speech).<br />
|- class="even"<br />
| align="center" | 56-60<br />
| style="white-space: normal" | Character gripped by intense phobia, perhaps rooting her to the spot.<br />
|- class="odd"<br />
| align="center" | 61-65<br />
| style="white-space: normal" | Character becomes homicidal, dealing harm to nearest person as efficiently as possible.<br />
|- class="even"<br />
| align="center" | 66-70<br />
| style="white-space: normal" | Character has hallucinations or delusions (details at the discretion of the DM).<br />
|- class="odd"<br />
| align="center" | 71-75<br />
| style="white-space: normal" | Character gripped with echopraxia or echolalia (saying or doing whatever those nearby say or do).<br />
|- class="even"<br />
| align="center" | 76-80<br />
| style="white-space: normal" | Character gripped with strange or deviant eating desire (dirt, slime, cannibalism, and so on).<br />
|- class="odd"<br />
| align="center" | 81-90<br />
| style="white-space: normal" | Character falls into a stupor (assumes fetal position, oblivious to events around her).<br />
|- class="even"<br />
| align="center" | 91-99<br />
| style="white-space: normal" | Character becomes catatonic (can stand but has no will or interest; may be led or forced to simple actions but takes no independent action).<br />
|- class="odd"<br />
| align="center" | 100<br />
| style="white-space: normal" | Roll on Table 6-10: Long-Term Temporary Insanity Effects.<br />
|}<br />
<br />
{| id="table610LongTermTemporaryInsanityEffects" style="width: auto" class="d20"<br />
|+ Table 6-10: Long-Term Temporary Insanity Effects<br />
|-<br />
!<br />
d%<br />
! Effect<br />
|- class="odd"<br />
| align="center" | 01-10<br />
| style="white-space: normal" | Character performs compulsive rituals (washing hands constantly, praying, walking in a particular rhythm, never stepping on cracks, constantly checking to see if crossbow is loaded, and so on).<br />
|- class="even"<br />
| align="center" | 11-20<br />
| style="white-space: normal" | Character has hallucinations or delusions (details at the discretion of the DM).<br />
|- class="odd"<br />
| align="center" | 21-30<br />
| style="white-space: normal" | Character becomes paranoid.<br />
|- class="even"<br />
| align="center" | 31-40<br />
| style="white-space: normal" |<br />
Character gripped with severe phobia (refuses to approach object of phobia except on successful DC 20 Will Save).<br />
|- class="odd"<br />
| align="center" | 41-45<br />
| style="white-space: normal" | Character has aberrant sexual desires (exhibitionism, nymphomania or satyriasis, teratophilia, necrophilia, and so on).<br />
|- class="even"<br />
| align="center" | 46-55<br />
| style="white-space: normal" | Character develops an attachment to a “lucky charm” (embraces object, type of object, or person as a safety blanket) and cannot function without it.<br />
|- class="odd"<br />
| align="center" | 56-65<br />
| style="white-space: normal" | Character develops psychosomatic blindness, deafness, or the loss of the use of a limb or limbs.<br />
|- class="even"<br />
| align="center" | 66-75<br />
| style="white-space: normal" |<br />
Character has uncontrollable tics or tremors (-4 penalty on all attack rolls, checks, and saves, except those purely mental in nature).<br />
|- class="odd"<br />
| align="center" | 76-85<br />
| style="white-space: normal" | Character has amnesia (memories of intimates usually lost first; Knowledge skills useless).<br />
|- class="even"<br />
| align="center" | 86-90<br />
| style="white-space: normal" | Character has bouts of reactive psychosis (incoherence, delusions, aberrant behavior, and/or hallucinations).<br />
|- class="odd"<br />
| align="center" | 91-95<br />
| style="white-space: normal" | Character loses ability to communicate via speech or writing.<br />
|- class="even"<br />
| align="center" | 96-100<br />
| style="white-space: normal" | Character becomes catatonic (can stand but has no will or interest; may be led or forced into simple actions but takes no independent action).<br />
|}<br />
<br />
===Indefinite Insanity===<br />
<br />
{| id="table611RandomIndefiniteInsanity" class="d20"<br />
|+ Table 6-11: Random Indefinite Insanity<br />
|-<br />
!<br />
d%<br />
! align="left" | Mental Disorder Type<br />
|- class="odd"<br />
| 01–15<br />
| Anxiety (includes severe phobias)<br />
|- class="even"<br />
| 16–20<br />
| Dissociative (amnesia, multiple personalities)<br />
|- class="odd"<br />
| 21–25<br />
| Eating (anorexia, bulimia)<br />
|- class="even"<br />
| 26–30<br />
| Impulse control (compulsions)<br />
|- class="odd"<br />
| 31–35<br />
| Mood (manic/depressive)<br />
|- class="even"<br />
| 36–45<br />
| Personality (various neuroses)<br />
|- class="odd"<br />
| 46–50<br />
| Psychosexual (sadism, nymphomania)<br />
|- class="even"<br />
| 51–55<br />
| Psychospecies<br />
|- class="odd"<br />
| 56–70<br />
| Schizophrenia/psychotic (delusions,<br />hallucinations, paranoia, catatonia)<br />
|- class="even"<br />
| 71–80<br />
| Sleep (night terrors, sleepwalking)<br />
|- class="odd"<br />
| 81–85<br />
| Somatoform (psychosomatic conditions)<br />
|- class="even"<br />
| 86–95<br />
| Substance abuse (alcoholic, drug addict)<br />
|- class="odd"<br />
| 96–100<br />
| Other (megalomania, quixotism, panzaism)<br />
|}<br />
<br />
If a character loses 20% (one-fifth) or more of her current Sanity points in the space of 1 hour, she goes indefinitely insane. The DM judges when the impact of events calls for such a measure. Some DMs never apply the concept to more than the result of a single roll, since this state can remove characters from play for extended periods. An episode of indefinite insanity lasts for 1d6 game months (or as the DM dictates). Symptoms of indefinite insanity may not be immediately apparent (which may give the DM additional time to decide what the effects of such a bout of insanity might be).<br />
<br />
Table 6-11: Random Indefinite Insanity is provided as an aid to selecting what form a character’s indefinite insanity takes. (The mental disorders mentioned on this table are explained later in this section.) Many DMs prefer to choose an appropriate way for the insanity to manifest, based on the circumstances that provoked it. It’s also a good idea to consult with the player of the afflicted character to see what sort of mental malady the player wishes to roleplay.<br />
<br />
The state of indefinite insanity is encompassing and incapacitating. For instance, a schizophrenic may be able to walk the streets while babbling and gesticulating, find rudimentary shelter, and beg for enough food to survive, but most of the business of the mind has departed into itself: She cannot fully interact with friends, family, and acquaintances. Conversation, cooperation, and all sense of personal regard have vanished from her psyche.<br />
<br />
It is possible for characters with indefinite insanity to continue to be played as active characters, depending on the form their madness takes. The character may still attempt to stumble madly through the rest of an adventure. However, with her weakened grasp on reality, she is most likely a danger to herself and others.<br />
<br />
As a general rule, a character suffering from indefinite insanity should be removed from active play until she recovers. At the DM’s discretion, the player of the character might be allowed to use a temporary character until the end of the story. Whether this “stand-in” character is an incidental NPC in the adventure, a character of the same level as the rest of the group, one or two levels below the rest of the characters, or even a 1st-level character, is up to the DM. Different DMs have different ways of handling this transition.<br />
<br />
If a character goes indefinitely insane near the end of an adventure, the DM may decide to set the next adventure to begin after the insane character has recovered.<br />
<br />
Characters suffering from indefinite insanity are in limbo, unable to help themselves or others. The Heal skill can be used to restore Sanity points during this period, but the underlying insanity remains.<br />
<br />
After recovery, a victim retains definite traces of madness. For example, even though a character knows he is no longer insane, she might be deathly afraid of going to sleep if her insanity manifested itself in the form of terrifying nightmares. The character is in control of her actions, but the experience of insanity has changed her, perhaps forever.<br />
<br />
===Permanent Insanity===<br />
<br />
A character whose Sanity score falls to -10 goes permanently insane. The character becomes an NPC under the control of the Game Master.<br />
<br />
A character with permanent insanity may be reduced to a raving lunatic or may be outwardly indistinguishable from a normal person; either way, she is inwardly corrupted by the pursuit of knowledge and power. Some of the most dangerous cultists in the world are characters who have become permanently insane, been corrupted by forbidden knowledge, and “gone over to the other side.”<br />
<br />
A character might be driven permanently insane by forces other than dark gods or forbidden knowledge. In such cases, moral corruption need not necessarily occur. The DM might decide to consider different sorts of permanent insanity, rolling randomly or choosing from among the mental disorders on Table 6-11: Random Indefinite Insanity, above.<br />
<br />
A character who has gone permanently insane can never be normal again (in some campaigns, a permanently insane character can be cured with the aid of powerful magic). She is forever lost in her own world. This need not mean a lifetime locked away from society, merely that the character has retreated so far from reality that normal mental functions can never be restored. She might be able to lead, within restricted bounds, a more or less normal life if kept away from the stimulus that triggers strong responses in her individual case. Yet a relapse may come quickly. Her calm facade can be destroyed in seconds if even the smallest reminder of what it was that drove her mad disturbs her fragile equilibrium. In any event, the eventual fate of a permanently insane character is a matter for individual Game Masters and players to decide.<br />
<br />
==Gaining Or Recovering Sanity==<br />
<br />
A character’s Sanity score can increase during the events of a campaign. Although a character’s Sanity score can never exceed 99 minus her Knowledge (forbidden lore) ranks, her maximum Sanity and current Sanity can exceed her starting Sanity.<br />
<br />
====Level Advancement====<br />
<br />
A character’s current Sanity can become higher than her starting Sanity as a result of gained levels: Whenever a character gains a new level, she rolls 1d6 and adds the result to her current Sanity. Some DMs may feel such self-improvement to be antithetical to this variant’s dark tone, and thus may not allow it. Others may allow it if the player can roll over her character’s current Sanity points after the character gains a level. Most Game Masters should find the question to be of no consequence, since characters continue to go insane regardless of how many Sanity points they gain. This is a point for players to be aware of, but not to worry about.<br />
<br />
====Story Awards====<br />
<br />
The DM may decide to award increases in character’s current Sanity if they foil a great horror, a demonic plan, or some other nefarious enterprise.<br />
<br />
===The Heal Skill And Mental Treatment===<br />
<br />
The Sanity rules presented here provide a new use for the Heal skill, allowing trained healers to help characters recover lost Sanity points. The DC and effect of a Heal check made to restore lost Sanity depend on whether the therapist is trying to offer immediate care or long-term care.<br />
<br />
====Immediate Care====<br />
<br />
When someone suffers an episode of temporary insanity, a therapist can bring him out of it—calming his terror, snapping him out of his stupor, or doing whatever else is needed to restore the patient to the state she was in before the temporary insanity—by making a DC 15 Heal check as a full-round action.<br />
<br />
A therapist can also use immediate care to stabilize the Sanity score of a character whose current Sanity is between -1 and -9. On a successful DC 15 check (requiring a full-round action), the character’s Sanity score improves to 0.<br />
<br />
====Long-Term Care====<br />
<br />
Providing long-term care means treating a mentally disturbed person for a day or more in a place away from stress and distractions. A therapist must spend 1d4 hours per day doing nothing but talking to the patient. If the therapist makes a DC 20 Heal check at the end of this time, the patient recovers 1 Sanity point. A therapist can tend up to six patients at a time; each patient beyond the first adds 1 hour to the total time per day that must be devoted to therapy. The check must be made each day for each patient. A roll of 1 on any of these Heal checks indicates that the patient loses 1 point of Sanity that day, as she regresses mentally due to horrors suddenly remembered.<br />
<br />
===Variant—Knowledge (Mental Therapy)===<br />
<br />
A new skill called Knowledge (mental therapy) can serve as the primary way to treat those who have suffered Sanity loss. Knowledge (mental therapy) is a Wisdom-based skill that cannot be used untrained. If you use this variant, characters with the Heal skill can only offer immediate care, and cannot offer long-term care. The Knowledge (mental therapy) skill allows both types of treatment.<br />
<br />
'''Note'''<br />
<br />
If magical means of restoring Sanity are present in the campaign, the Knowledge (mental therapy) skill is generally not worth including as a separate skill, because characters are better off simply using magic rather than devoting precious skill points to such a narrow-focus skill. If magic cannot restore Sanity, the ability to restore Sanity by other means is much more important, and Knowledge (mental therapy) should probably exist as a separate skill.<br />
<br />
===Mental Therapy===<br />
<br />
To give useful mental therapy, a therapist must have the Heal skill. Intensive treatment can return Sanity points to a troubled character. However, Sanity points restored in this manner can never cause the patient’s Sanity score to exceed her starting Sanity or maximum Sanity, whichever is lower. A character can have only one healer at a time. See The Heal Skill and Mental Treatment sidebar for a detailed description of how this works.<br />
<br />
Such treatment can also be used to help a character snap out of an episode of temporary insanity (for example, from an acute panic attack). It does not speed recovery from indefinite insanity, but it can strengthen a character by increasing her Sanity points.<br />
<br />
Recovery from indefinite insanity only comes with time (typically, 1d6 months). It is not dependent upon the character’s Sanity points and is not connected to them. A character can be sane with 24 Sanity points and insane while possessing 77 Sanity points.<br />
<br />
===Restoring Sanity with Magic===<br />
<br />
The way that Sanity loss and magic healing interact can greatly affect the feel of your game. At one extreme, the DM can rule that magic can easily cure Sanity loss, in which case Sanity becomes little more than a specialized version of “mental hit points” that includes some neat side effects (insanity). In such a case, characters can usually restore themselves to full Sanity with a day or two of rest and spellcasting.<br />
<br />
At the other extreme, the campaign might be structured so that magical healing can do little or nothing to restore Sanity, and even powerful divine spellcasters capable of curing the most deadly physical malady shy away from those encounters that might drain away Sanity points. The spells that can potentially restore Sanity points are discussed below. The DM should feel free to choose which of these spell effects are present in the game, but once established, these effects should not be changed in mid-campaign.<br />
<br />
====Atonement====<br />
<br />
Although this spell does not usually restore Sanity, it can be used in those rare cases when a character’s own actions inadvertently lead to an evil act that causes the character to lose Sanity points. If a quest or geas is combined with the atonement spell, Sanity points are not restored until the task is completed. A successful use of the atonement spell can restore all Sanity lost through the direct result of the evil acts for which the character atones.<br />
<br />
====Calm Emotions====<br />
<br />
This spell cannot restore Sanity directly, but it can temporarily mitigate the effects of temporary or permanent insanity. While the spell is in effect, the targets act calmly and ignore behavior changes caused by Sanity loss.<br />
<br />
====Heal====<br />
<br />
In addition to its normal effects, heal restores 10 Sanity points and removes all forms of temporary insanity.<br />
<br />
====Mind Blank====<br />
<br />
While the spell is in effect, the subject is immune to Sanity loss.<br />
<br />
====Miracle====<br />
<br />
This spell can restore a character to maximum Sanity even if his current Sanity has dropped to -10. Miracle even heals permanent insanity.<br />
<br />
====Restoration====<br />
<br />
If the caster chooses, restoration can restore 1d6 Sanity points per two levels to the target creature (max 5d6) instead of having its normal effect.<br />
<br />
====Restoration, Greater====<br />
<br />
If the caster chooses, greater restoration can restore the target creature to its maximum Sanity instead of having its normal effect.<br />
<br />
====Restoration, Lesser====<br />
<br />
If the caster chooses, lesser restoration can restore 1d4 Sanity points to the subject instead of having its normal effect.<br />
<br />
====Wish====<br />
<br />
This spell can restore a character to maximum Sanity even if his current Sanity has dropped to -10. Wish even heals permanent insanity.<br />
<br />
====Wish, Limited====<br />
<br />
This spell can restore a character to maximum Sanity even if his current Sanity has dropped to -10. Limited wish does not heal permanent insanity.<br />
<br />
===Alchemical Treatments===<br />
<br />
In the real world, psychiatric drugs play a key role in the modern treatment of many mental disorders. Although psychiatric drugs were administered to patients in the early part of the 20th century, only in the 1940s and later were they broadly and consistently effective in treating the symptoms of emotional trauma.<br />
<br />
In a fantasy game, the DM should decide whether rare herbs and alchemical substances can provide the same benefits that modern psychiatric drugs can deliver. It is quite believable, for example, that the Red Wizards of Thay in the FORGOTTEN REALMS Campaign Setting discovered alchemical means of isolating substances that affect the mind in profound ways, offering many of the same benefits of modern medicine. Therefore, the DM need only decide how easily he wants characters to overcome Sanity loss and insanity effects. Once the desired tone of the campaign is known, the DM can determine whether alchemical treatment is available. The Sanity variant assumes that skilled alchemists can create substances that offer the same benefits that psychiatric drugs can provide.<br />
<br />
As long as a character can afford the correct herbs and alchemical substances and is able to ingest them, the symptoms of indefinite insanity can be ignored. Ingesting these alchemical substances and drugs does not make a character immune or even particularly resistant to further Sanity losses. A DC 25 Craft (alchemy) check is needed to accurately prepare the correct herbs and substances and administer the correct dosage.<br />
<br />
Long-term alchemical treatment can restore lost Sanity points, just as use of the Heal skill can. For each month the character takes an accurately prescribed psychiatric medication, she regains 1d3 Sanity points. As with treatment through the Heal skill, long-term drug therapy can never raise a character’s current Sanity above her starting Sanity.<br />
<br />
A character cannot regain Sanity from both treatment with the Heal skill and alchemical treatment in the same month.<br />
<br />
===Drugs and Sanity===<br />
<br />
Drugs in the d20 game follow many of the same rules as poisons, allowing the imbiber saving throws to resist their initial and secondary effects. Delay poison, neutralize poison, and similar effects negate or end a drug’s effects, but they do not restore hit points, ability damage, or other damage caused by the substance.<br />
<br />
A creature that willingly takes a drug automatically fails both saving throws. It is not possible to intentionally fail the initial save but attempt to save against the secondary effect, or vice versa. Save DCs are provided for situations in which a character is unwillingly drugged.<br />
<br />
Drugs also have some uses in treating insanity. The drugs described below all affect a character’s Sanity to some extent.<br />
<br />
For more details on drugs and advice on appropriate inclusion of drugs in a campaign, see Book of Vile Darkness or Lords of Darkness.<br />
<br />
====Sample Drugs====<br />
<br />
{| id="tableDrugs" class="d20"<br />
|+ Table: Drugs<br />
! align="left" | Name<br />
! align="left" | Type<br />
! Price<br />
! Craft<br />(Alchemy)<br />DC<br />
! align="left" | Addiction<br />Rating<sup>1</sup><br />
| colspan="5" |<br />
# Discussed in the following section.<br />
|- class="odd"<br />
| Arthorvin<br />
| Ingested DC 12<br />
| align="center" | 5 gp<br />
| align="center" | 25<br />
| Low<br />
|- class="even"<br />
| Carthagu<br />
| Ingested DC 13<br />
| align="center" | 5 gp<br />
| align="center" | 25<br />
| Low<br />
|- class="odd"<br />
| Mertoran leaf<br />
| Ingested DC 13<br />
| align="center" | 10 gp<br />
| align="center" | 25<br />
| Negligible<br />
|- class="even"<br />
| Zixalix<br />
| Ingested DC 16<br />
| align="center" | 15 gp<br />
| align="center" | 25<br />
| Medium<br />
|}<br />
<br />
Below are examples of drugs that can be introduced into a campaign; many of them are effective against some sorts of mental disorders. Table: Drugs provides some specifics for each drug, and the text description for each one provides the following additional information.<br />
<br />
'''Initial Effect'''<br />
<br />
The effect of the drug if the initial Fortitude save is failed.<br />
<br />
'''Secondary Effect'''<br />
<br />
The effect of the drug if the secondary Fortitude save is failed 1 minute after ingestion.<br />
<br />
'''Side Effect'''<br />
<br />
The side effect (if any) that occurs immediately upon taking the drug.<br />
<br />
'''Overdose'''<br />
<br />
What (if anything) constitutes an overdose and its effect on the character.<br />
<br />
=====Arthorvin=====<br />
<br />
A fragrant gray powder made from rare magical plants, the drug called arthorvin is an appropriate alchemical treatment for anxiety, mood disorders, and dissociative disorders.<br />
<br />
'''Initial Effect'''<br />
<br />
1 point of Charisma damage.<br />
<br />
'''Secondary Effect'''<br />
<br />
The user is in a calm, peaceful mental state for 2d4 hours and gains a +1 alchemical bonus on Will saves.<br />
<br />
'''Side Effect'''<br />
<br />
Arthorvin causes a general dulling of the imbiber’s emotions and reactions. While the drug is in effect, the user takes a -1 penalty on all initiative checks.<br />
<br />
'''Overdose'''<br />
<br />
n/a.<br />
<br />
=====Carthagu=====<br />
<br />
Carthagu is a thin green tea served warm. It is an appropriate alchemical treatment for impulse control problems, eating disorders, and sleep disorders.<br />
<br />
'''Initial Effect'''<br />
<br />
2 points of Strength damage.<br />
<br />
'''Secondary Effect'''<br />
<br />
Carthagu soothes a wide range of mental disorders, providing relief from the symptoms of the indicated disorders for up to 8 hours.<br />
<br />
'''Side Effect'''<br />
<br />
n/a.<br />
<br />
'''Overdose'''<br />
<br />
n/a.<br />
<br />
=====Mertoran Leaf=====<br />
<br />
When mertoran leaf is dried, treated, and chewed, it provides appropriate alchemical treatment for personality disorders, and substance abuse disorders.<br />
<br />
'''Initial Effect'''<br />
<br />
1 point of Dexterity damage.<br />
<br />
'''Secondary Effect'''<br />
<br />
The user becomes more confident, gaining a +2 alchemical bonus to Charisma for 1 hour.<br />
<br />
'''Side Effect'''<br />
<br />
While the drug is in effect and for 12 hours thereafter, mertoran leaf relieves the most severe symptoms of the listed disorders.<br />
<br />
'''Overdose'''<br />
<br />
n/a.<br />
<br />
=====Zixalix=====<br />
<br />
A potent combination of many rare herbs and alchemical substances, zixalix provides appropriate alchemical treatment for somatoform disorders, psychotic disorders (including schizophrenia), and psychosexual disorders.<br />
<br />
'''Initial Effect'''<br />
<br />
1d4 points of Intelligence damage.<br />
<br />
'''Secondary Effect'''<br />
<br />
Zixalix staves off the most severe symptoms of the indicated disorders.<br />
<br />
'''Side Effect'''<br />
<br />
n/a.<br />
<br />
'''Overdose'''<br />
<br />
If more than three doses are taken in a 24-hour period, the imbiber takes 1d4 points of Constitution damage.<br />
<br />
====Drug Addiction====<br />
<br />
{| id="tableAddictions" class="d20"<br />
|+ Table: Addictions<br />
|-<br />
! align="left" | Addiction<br />Rating<br />
! Fort<br />DC<br />
! align="left" | Satiation<br />Period<br />
! align="left" | Damage<br />
|- class="odd"<br />
| Negligible<br />
| align="center" | 4<br />
| 1 day<br />
| 1d3-2 Dex (can be 0)<br />
|- class="even"<br />
| Low<br />
| align="center" | 6<br />
| 10 days<br />
| 1d3 Dex<br />
|- class="odd"<br />
| Medium<br />
| align="center" | 10<br />
| 5 days<br />
| 1d4 Dex, 1d4 Wis<br />
|- class="even"<br />
| High<br />
| align="center" | 14<br />
| 1 day<br />
| 1d6 Dex, 1d6 Wis, 1d6 Con<br />
|- class="odd"<br />
| Extreme<br />
| align="center" | 25<br />
| 1 day<br />
| 1d8 Dex, 1d8 Wis, 1d6 Con, 1d6 Str<br />
|}<br />
<br />
Drug addiction functions much like diseases. The characteristics of certain forms of addiction are summarized on the table below. Upon initial exposure (any time a character imbibes or applies a drug with an addiction rating), the character must succeed on a Fortitude Save or become addicted. Instead of having an incubation period as a disease does, a drug has a satiation period, which is the length of time a single dose remains effective in a character’s system. Addiction, if not satisfied by further doses of the drug, proceeds like a disease—the character takes ability damage each day unless he succeeds on a Fortitude save.<br />
<br />
=====Addiction Rating=====<br />
<br />
Each drug is rated according to its addictive potential, from lowest (negligible) to highest (extreme). Sometimes, an individual’s long-term addiction raises a drug’s addiction rating for that individual. Drugs with a negligible rating are not subject to this change. Stronger drugs increase their addiction rating by one step for every two full months a character remains addicted to the drug. A character who recovers from an addiction and later becomes addicted again to the same drug does so at the addiction rating the drug had just prior to his earlier recovery.<br />
<br />
=====Satiation=====<br />
<br />
Each time a user takes a drug to which he is addicted, he is satiated and staves off withdrawal symptoms for the period of time indicated on the table. Whenever the satiation period expires before the user takes another dose, the DC of the Fortitude Save to resist damage (see below) increases by 5. The dose that causes a character to becomes addicted counts for the purpose of tracking the satiation period.<br />
<br />
=====Damage=====<br />
<br />
An addicted user who is not satiated takes the indicated amount of ability damage each day unless the character succeeds on a Fortitude save.<br />
<br />
=====Recovery=====<br />
<br />
If a character makes two successful saving throws in a row, he has fought off his addiction and recovered, and takes no more damage from withdrawal symptoms.<br />
<br />
A lesser restoration or restoration spell might negate some or all of the ability damage caused by an addiction, but the next day the victim may take more ability damage if he continues to fail his Fortitude saves. Remove disease immediately causes a user to recover from an addiction, but it does not heal ability damage. Greater restoration or heal causes recovery and restores all ability damage from the addiction.<br />
<br />
==Treatment Of Insanity==<br />
<br />
Temporary insanity ends so quickly that schedules of treatment are essentially pointless; it runs its course soon enough that one merely need protect a deranged character from further upset or harm. On the other hand, treatment of permanent insanity has no real meaning. By definition, a permanently insane character never recovers, no matter how good the therapist or the facility. Thus, indefinite insanity is the only form of mental illness that might be addressed by intervention and treatment.<br />
<br />
After 1d6 months, if undisturbed by further trauma and with the agreement of the Game Master, an indefinitely insane character finds enough mental balance to reenter the world. Three kinds of nonmagical care may help the character regain Sanity points during this recovery period. When choosing among them, the DM and player should consider the character’s resources, her friends and relatives, and how wisely she has behaved in the past. In most campaigns, the magical treatments described above (see Restoring Sanity with Magic) allow the character to reenter play after a shorter time or with less expense.<br />
<br />
===Private Care===<br />
<br />
The best care available is at home or in some friendly place (perhaps a small church or the home of a wealthy friend) where nursing can be tender, considerate, and undistracted by the needs of competing patients.<br />
<br />
If mental healing or alchemical medications are available, roll d% for each game month that one or the other is used. A result of 01-95 is a success: Add 1d3 Sanity points for either mental therapy or alchemical medications, whichever is used (a charac ter cannot benefit from both in the same month). On a result of 96-100, the healer fumbles the diagnosis or the character rejects the alchemical treatments. She loses 1d6 Sanity points, and no progress is made that month.<br />
<br />
===Institutionalization===<br />
<br />
The next best alternative to private care is commitment to a good insane asylum, but these are extremely rare in most d20 campaigns, if they are present at all. DMs are free to rule that institutionalization is simply not available.<br />
<br />
In those campaigns that include such institutions (usually located within the bounds of a temple devoted to a deity of healing), asylums may be said to have an advantage over home care in that they are relatively cheap or even a free service provided by a government or a powerful church. These institutions are of uneven quality, however, and some may be potentially harmful. Some are creative places of experiment and magic-assisted therapy, while others offer mere confinement. In any setting, concentrated and nourishing treatment by strangers is rare.<br />
<br />
Therapy using the Heal skill is usually the only treatment available, but in most cases, primitive institutions offer no treatment at all. Sometimes an institution can convey an uncaring sense that undermines the useful effects of alchemical medications, leaving the character with a sense of anger and loss. He is likely to be distrustful of the organization and its motives. Escape attempts are common by inmates, even in the most enlightened fantasy settings.<br />
<br />
Roll d% for each game month a character is in the care of an institution. A result of 01-95 is a success; add 1d3 Sanity points if therapy with the Heal skill was available, or 1 Sanity point if no treatment was present. On a result of 96-100, the character rebels against the environment. He loses 1d6 Sanity points, and no progress can be made that month.<br />
<br />
===Wandering and Homeless===<br />
<br />
If no care is available, an insane character may become a wandering derelict struggling for survival. Such a wanderer gains no Sanity points unless he is able to join a group of the homeless and find at least one friend among them. To find a friend after joining such a group, the character can make a DC 15 Charisma check once per month. If a friend appears, the character recovers 1 Sanity point per game month thereafter.<br />
<br />
For each game month during which an insane character lives as a derelict, roll d%. On a result of 01-95, the character survives. On a result of 96-100, the character dies as the result of disease, exposure, or violence.<br />
<br />
==Mental Disorders==<br />
<br />
The DM should choose how characters in the campaign world think and therefore talk about insanity before play begins. In many fantasy games, the term “insane” serves as an all-encompassing term that represents everything an inhabitant knows or understands about the full spectrum of mental disorders. In others, different forms of insanity may be identified for what they are.<br />
<br />
This section offers descriptions of many specific mental disorders. Where appropriate, suggested modifiers to characters’ attack rolls, saves, and checks are also given.<br />
<br />
===Anxiety Disorders===<br />
<br />
Even a seasoned adventurer feels anxious before braving a dragon’s cave, and the farmers in the village might worry that their crops will not survive until harvest. These fears are a normal, natural part of living in a danger-filled environment such as a d20 campaign setting, but in some cases these anxieties overwhelm an individual, causing inactivity, distress, and even severe behavioral problems. When fear and anxiety overwhelm a character for a prolonged period of time, the character suffers from an anxiety disorder. The most common forms of anxiety disorders are described below.<br />
<br />
====Generalized Anxiety Disorder====<br />
<br />
The character suffers from a variety of physical and emotional symptoms that can be grouped into certain categories.<br />
<br />
'''Motor Tension'''<br />
<br />
Jitteriness, aches, twitches, restlessness, easily startled, easily fatigued, and so on. All attack rolls, Fortitude and Reflex saves, and all checks involving Strength, Dexterity, or Constitution take a -2 penalty.<br />
<br />
'''Autonomic Hyperactivity'''<br />
<br />
Sweating, racing heart, dizziness, clammy hands, flushed or pallid face, rapid pulse and respiration even when at rest, and so on. All attack rolls, saves, and checks take a -2 penalty.<br />
<br />
'''Expectations of Doom'''<br />
<br />
Anxieties, worries, fears, and especially anticipations of misfortune. All attack rolls, saves, and checks take a -2 morale penalty.<br />
<br />
'''Vigilance'''<br />
<br />
Distraction, inability to focus, insomnia, irritability, impatience. All Will saves and checks involving Intelligence, Wisdom, or Charisma take a -4 morale penalty.<br />
<br />
'''Panic Disorder (Panic Attack)'''<br />
<br />
This illness is marked by a discrete period of fear in which symptoms develop rapidly. Within minutes palpitation, sweating, trembling, and difficulty in breathing develop, strong enough that the victim fears immediate death or insanity. Burdened with the recurrence of these episodes, she fears their return. This reaction often leads to agoraphobia (see below).<br />
<br />
'''Agoraphobia (Fear of Open Places)'''<br />
<br />
The character becomes very nervous outside familiar surroundings and must make a DC 15 Will Save in order to leave home or engage socially. May be linked to panic disorder (see above) or to a related phobia (see below), such as uranophobia (fear of the sky), baraphobia (fear of loss of gravity), or xenophobia (fear of strangers).<br />
<br />
'''Obsessive-Compulsive Disorder'''<br />
<br />
This illness manifests in one of two main forms, obsessive thoughts or compulsive actions; some characters exhibit both.<br />
<br />
'''Obsessions'''<br />
<br />
The character cannot help thinking about an idea, image, or impulse incessantly, often involving violence and self-doubt. These ideas are frequently repugnant to the character, but they are so strong that during times of stress she may be unable to concentrate on anything else, even if doing so is necessary for her survival. Obsessive impulses can be very dangerous when combined with auditory hallucinations, since the “voices” may urge the character to take some dangerous or hostile course of action.<br />
<br />
'''Compulsions'''<br />
<br />
The character insists on performing ritual actions, such as touching a doorway at left, right, and top before passing through it. Though she may agree that the actions are senseless, the need to perform them is overpowering and may last for 1d10 rounds. Even in times of great stress, the character may ignore her survival in order to perform the actions.<br />
<br />
====Post-Traumatic Stress Disorder====<br />
<br />
After a traumatic event, perhaps even years later, the character begins to relive the trauma through persistent thoughts, dreams, and flashbacks. Correspondingly, the character loses interest in daily activities. She may return to normal once the memories have been thoroughly explored and understood, but that process may take years.<br />
<br />
====Phobia or Mania====<br />
<br />
A character afflicted by a phobia or a mania persistently fears a particular object or situation. She realizes that the fear is excessive and irrational, but the fear is disturbing enough that she avoids the stimulus.<br />
<br />
'''Phobia'''<br />
<br />
A DC 15 Will check is required for a character to be able to force herself into (or remain within) the presence of the object of her phobia, and even then the character takes a -2 morale penalty as long as the object of fear remains. In severe cases, the object of the phobia is imagined to be omnipresent, perhaps hidden—thus, someone with severe acrophobia (fear of heights) might be frightened when in an enclosed room on the upper story of a building, even if there were no window or other way to see how high up the room was. As many phobias exist as one cares to notice or name—the lists provided below cover merely some of the more common phobias that might affect d20 characters.<br />
<br />
'''Mania'''<br />
<br />
Manias are rarer than phobias. A character affected by a mania is inordinately fond of a particular stimulus and takes great pains to be with it or near it. When the character’s sexuality is involved, the mania may be termed a fetish. Thus, teratophobia would be an inordinate fear of monsters, while teratophilia would be an unhealthy (possibly sexual) attraction to them. See the following lists of phobias for ideas on what sorts of disorders could manifest as manias.<br />
<br />
=====Real-World Phobias=====<br />
<br />
The following list provides examples of phobias from the real world that lend themselves to inclusion in a d20 campaign.<br />
<br />
Certain real-world phobias can easily be broadened to include monstrous creatures and specific magic effects in a fantasy environment. For example, ophidiophobia (fear of snakes) could be extended to include medusae and other snakelike creatures, or ichthyophobia (fear of fish) could be extended to include aquatic creatures with fishlike qualities, such as the locathah and the sahuagin.<br />
<br />
{| class="d20"<br />
! Phobia<br />
! Fear of…<br />
|- class="odd"<br />
| Acrophobia<br />
| heights (formerly known as vertigo)<br />
|- class="even"<br />
| Aerophobia<br />
| wind<br />
|- class="odd"<br />
| Agoraphobia<br />
| open places<br />
|- class="even"<br />
| Ailurophobia<br />
| cats<br />
|- class="odd"<br />
| Androphobia<br />
| men (males)<br />
|- class="even"<br />
| Astrophobia<br />
| stars<br />
|- class="odd"<br />
| Autophobia<br />
| being alone<br />
|- class="even"<br />
| Bacteriophobia<br />
| bacteria (“germs”)<br />
|- class="odd"<br />
| Ballistophobia<br />
| bullets<br />
|- class="even"<br />
| Bathophobia<br />
| deep submerged places<br />
|- class="odd"<br />
| Bibliophobia<br />
| books<br />
|- class="even"<br />
| Blennophobia<br />
| slime<br />
|- class="odd"<br />
| Brontophobia<br />
| thunder<br />
|- class="even"<br />
| Cenophobia<br />
| empty rooms<br />
|- class="odd"<br />
| Chionophobia<br />
| snow<br />
|- class="even"<br />
| Claustrophobia<br />
| enclosed spaces<br />
|- class="odd"<br />
| Demophobia<br />
| crowds<br />
|- class="even"<br />
| Dendrophobia<br />
| trees<br />
|- class="odd"<br />
| Entomophobia<br />
| insects<br />
|- class="even"<br />
| Equinophobia<br />
| horses<br />
|- class="odd"<br />
| Gephyrdrophobia<br />
| crossing bridges<br />
|- class="even"<br />
| Gynephobia<br />
| women (females)<br />
|- class="odd"<br />
| Hamartophobia<br />
| sinning or making an error<br />
|- class="even"<br />
| Haphephobia<br />
| being touched<br />
|- class="odd"<br />
| Heliophobia<br />
| sunlight or the sun<br />
|- class="even"<br />
| Hematophobia<br />
| blood or bleeding<br />
|- class="odd"<br />
| Hydrophobia<br />
| water<br />
|- class="even"<br />
| Hypnophobia<br />
| sleep<br />
|- class="odd"<br />
| Iatrophobia<br />
| doctors (healers)<br />
|- class="even"<br />
| Ichthyophobia<br />
| fish<br />
|- class="odd"<br />
| Maniaphobia<br />
| going insane<br />
|- class="even"<br />
| Monophobia<br />
| being alone<br />
|- class="odd"<br />
| Musophobia<br />
| mice (and rats)<br />
|- class="even"<br />
| Necrophobia<br />
| dead things<br />
|- class="odd"<br />
| Nyctophobia<br />
| night or nightfall<br />
|- class="even"<br />
| Odontophobia<br />
| teeth<br />
|- class="odd"<br />
| Onomatophobia<br />
| a certain name, word, or phrase<br />
|- class="even"<br />
| Ophidiophobia<br />
| snakes<br />
|- class="odd"<br />
| Ornithophobia<br />
| birds<br />
|- class="even"<br />
| Pediphobia<br />
| children<br />
|- class="odd"<br />
| Phagophobia<br />
| eating<br />
|- class="even"<br />
| Phonophobia<br />
| noise, including one’s own voice<br />
|- class="odd"<br />
| Pyrophobia<br />
| fire<br />
|- class="even"<br />
| Scotophobia<br />
| darkness<br />
|- class="odd"<br />
| Spectrophobia<br />
| mirrors<br />
|- class="even"<br />
| Taphephobia<br />
| being buried alive<br />
|- class="odd"<br />
| Teratophobia<br />
| monsters<br />
|- class="even"<br />
| Thalassophobia<br />
| the sea<br />
|- class="odd"<br />
| Tomophobia<br />
| surgery<br />
|- class="even"<br />
| Uranophobia<br />
| the heavens (“the horrible gaping sky!”)<br />
|- class="odd"<br />
| Vermiphobia<br />
| worms<br />
|- class="even"<br />
| Xenophobia<br />
| foreigners or strangers<br />
|- class="odd"<br />
| Zoophobia<br />
| animals<br />
|}<br />
<br />
=====Fantastic Phobias=====<br />
<br />
With some imagination and a little knowledge about how “phobia” terms are formed (most come from ancient Greek words), it’s possible to come up with a list of phobias tailored to a fantasy setting. The following list is provided as a starting point.<br />
<br />
{| class="d20"<br />
! Phobia<br />
! Fear of…<br />
|- class="odd"<br />
| Arcuophobia<br />
| bows<br />
|- class="even"<br />
| Aurophobia<br />
| gold<br />
|- class="odd"<br />
| Aberraphobia<br />
| aberrations and creatures with tentacles<br />
|- class="even"<br />
| Bogyphobia<br />
| demons and goblins<br />
|- class="odd"<br />
| Demonophobia<br />
| demons<br />
|- class="even"<br />
| Dracophobia<br />
| dragons<br />
|- class="odd"<br />
| Confodiophobia<br />
| being stabbed<br />
|- class="even"<br />
| Faephobia<br />
| fey<br />
|- class="odd"<br />
| Gigaphobia<br />
| giants and Large or larger creatures<br />
|- class="even"<br />
| Hadephobia<br />
| hell<br />
|- class="odd"<br />
| Hagiophobia<br />
| saints and holy relics<br />
|- class="even"<br />
| Hierophobia<br />
| priests and sacred items<br />
|- class="odd"<br />
| Incantophobia<br />
| enchantment and mind control<br />
|- class="even"<br />
| Iophobia<br />
| poison<br />
|- class="odd"<br />
| Manaphobia<br />
| magic<br />
|- class="even"<br />
| Materiophobia<br />
| constructs<br />
|- class="odd"<br />
| Myxophobia<br />
| oozes<br />
|- class="even"<br />
| Naturaphobia<br />
| nature and druids<br />
|- class="odd"<br />
| Planarphobia<br />
| outsiders and extraplanar creatures<br />
|- class="even"<br />
| Plantaphobia<br />
| plants and plant creatures<br />
|- class="odd"<br />
| Phantasmaphobia<br />
| specters or ghosts<br />
|- class="even"<br />
| Pneumatophobia<br />
| incorporeal creatures<br />
|- class="odd"<br />
| Uranophobia<br />
| heaven (esp. divine magic)<br />
|}<br />
<br />
===Dissociative Disorders===<br />
<br />
Individuals suffering from dissociative disorders cannot maintain a complete awareness of themselves, their surroundings, or time. The disorder often involves some great previous trauma that is too terrible to remember. Characters who have gone insane from an encounter with powerful monsters often suffer from some form of dissociative disorder.<br />
<br />
====Dissociative Amnesia (Psychogenic Amnesia)====<br />
<br />
This is the inability to recall important personal information, brought on by a desire to avoid unpleasant memories. The character must make a DC 20 Will Save to recall such details or the cause of the amnesia. Since the horror of evil creatures and disturbing truths is the probable cause of this amnesia, as an optional rule the DM may choose to reset the character’s Knowledge (forbidden lore) modifier to +0 and her maximum Sanity to 99 while this disorder holds sway: The horror returns only when the character’s memories do.<br />
<br />
====Dissociative Fugue====<br />
<br />
The character flees from home or work and cannot recall her past. Once the flight halts, the character may assume an entirely new identity.<br />
<br />
====Dissociative Identity Disorder (Multiple Personality Disorder)====<br />
<br />
The character appears to harbor more than one personality, each of which is dominant at times and has its own distinct behavior, name, and even gender. The player needs to keep track of the character’s different personalities. (Each one has the same ability scores and game statistics, but different goals, outlooks, and attitudes.)<br />
<br />
===Eating Disorders===<br />
<br />
These disorders can be incredibly debilitating and even lead to starvation. They are conditions that may continue for many years, sometimes continually endangering the patient.<br />
<br />
====Anorexia Nervosa====<br />
<br />
The character has an overpowering fear of becoming fat and consequently loses weight, as well as taking Constitution damage (at a rate of 1d8 points per week). Even when she is no more than skin and bones, the character continues to see herself as overweight. Without intervention, she may literally starve herself to death.<br />
<br />
====Bulimia Nervosa====<br />
<br />
The character frequently eats large amounts of food during secret binges. An eating episode may continue until abdominal distress or self-induced vomiting occurs. Feelings of depression and guilt frequently follow such episodes.<br />
<br />
===Impulse Control Disorders===<br />
<br />
These disorders include compulsive gambling, pathological lying, kleptomania (compulsive stealing), and pyromania (the compulsion to set fires).<br />
<br />
====Intermittent Explosive Disorder====<br />
<br />
The character is recognizably impulsive and aggressive, and at times gives way to uncontrollable rages that result in assault or destruction of property.<br />
<br />
===Mood Disorders===<br />
<br />
These disorders affect the victim’s attitude and outlook. Mild mood disorders can be almost impossible to detect without prolonged contact with an individual, but severe disorders usually have noticeable symptoms.<br />
<br />
====Depression====<br />
<br />
Symptoms of this illness include changes in appetite, weight gain or loss, too much or too little sleep, persistent feeling of tiredness or sluggishness, and feelings of worthlessness or guilt, leading in severe cases to hallucinations, delusions, stupor, or thoughts of suicide. All attack rolls, saves, and checks take a -4 morale penalty. A predisposition to use alcohol or other mood-altering substances in an attempt at self-medication exists. A character suffering from severe chronic depression may give up virtually all effort from feelings of hopelessness—for example, deciding not to get out of bed for two years.<br />
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====Mania====<br />
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The character has a fairly constant euphoric or possibly irritable mood. Symptoms include a general increase in activity, talkativeness, increased self-esteem to the point of delusion, decreased need for sleep, being easily distracted, willingness for dangerous or imprudent activities such as reckless driving, delusions, hallucinations, and bizarre behavior. All attack rolls, saves, and checks take a -4 morale penalty A predisposition to use alcohol or other substances in an attempt at self-medication exists.<br />
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====Bipolar Mood Disorder====<br />
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The character oscillates between mood states, sometimes staying in one mood for weeks at a time, sometimes rapidly switching from one to another. Also known as manic depressive.<br />
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===Personality Disorders===<br />
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These long-term disorders have almost constant effects on a character’s behavior, making it difficult for him to interact with others and often making him unpleasant to be around as well. This is an important point to keep in mind when roleplaying— few players want to spend time with another player character suffering from a personality disorder.<br />
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In game terms, the character takes a -4 penalty on all Charismabased checks. In addition, the attitudes of NPCs the character encounters are shifted in a negative direction. When determining NPC attitudes, the player must make a Charisma check for the character. On a successful check, the attitude of the NPC in question shifts one step toward hostile; on a failed check, the attitude of the NPC in question shifts two steps toward hostile.<br />
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Personality disorders are classified in the following categories.<br />
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====Antisocial====<br />
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Short-sighted and reckless behavior, habitual liar, confrontational, fails to meet obligations (job, bills, relationships), disregards rights and feelings of others.<br />
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====Avoidant====<br />
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Oversensitive to rejection, low self-esteem, socially withdrawn.<br />
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====Borderline====<br />
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Rapid mood shifts, impulsive, unable to control temper, chronic boredom.<br />
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====Compulsive====<br />
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Perfectionist, authoritarian, indecisive from fear of making mistakes, difficulty expressing emotions.<br />
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====Dependent====<br />
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Lacks self-confidence; seeks another to look up to, follow, and subordinate herself to (“codependent”).<br />
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====Histrionic====<br />
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Overly dramatic, craves attention and excitement, overreacts, displays temper tantrums, may threaten suicide if thwarted.<br />
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====Narcissistic====<br />
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Exaggerated sense of self-importance, craves attention and admiration, considers others’ rights and feelings as of lesser importance.<br />
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====Passive-Aggressive====<br />
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Procrastinator, stubborn, intentionally forgetful, deliberately inefficient. Sabotages own performance on a regular basis.<br />
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====Paranoid====<br />
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Jealous, easily offended, suspicious, humorless, secretive, vigilant; exaggerates magnitude of offenses against oneself, refuses to accept blame.<br />
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====Schizoid====<br />
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Emotionally cold, aloof, has few friends; indifferent to praise or criticism.<br />
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DMs should realize that, while these traits may work for an interesting NPC from whom the players must extract information or a favor, their antisocial nature makes them ill-suited for members of an adventuring party.<br />
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===Psychosexual Disorders===<br />
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Recognizable disorders of this type include transsexualism (a belief that one is actually a member of the opposite sex), impaired sexual desire or function, nymphomania and satyriasis (inordinate and uncontrollable sexual appetite in women and men, respectively), and paraphilia (requirement of an abnormal sexual stimulus, such as sadism, masochism, necrophilia, pedophilia, exhibitionism, voyeurism, fetishism, or bestiality).<br />
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Most of these disorders could make players of the afflicted characters uncomfortable and thus are not appropriate for most roleplaying groups, although they can make for striking (if unpleasant) NPCs.<br />
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===Psychospecies Disorders===<br />
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These disorders are specific to fantasy environments and involve the victim of one believing that she is a different type of creature. A victim might believe that she is a construct (and therefore immune to critical hits) or any other creature type that she has encountered. When a victim has a psychospecies disorder associated with a creature that has specific weaknesses (for example, a human thinking he’s a vampire), then the victim’s behavior changes become more noticeable (such as a fear of holy symbols and sunlight).<br />
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===Schizophrenia and Other Psychotic Disorders===<br />
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A psychotic character experiences a break with reality. Symptoms can include delusions, hallucinations, and cognitive impairment. In general, only alchemical substances or magic can treat these kinds of disorders. Note, however, that many psychotic characters suffer from the delusion that nothing is wrong with them, and hence they feel no need to take their medication.<br />
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====Schizophrenia (Schizophreniform Disorder, Dementia Praecox)====<br />
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A schizophrenic character’s attention span and ability to concentration are greatly diminished; to reflect this, use only one-half of the character’s normal skill modifier on any skill check requiring attentiveness (such as Disable Device, Spot, Search, Open Lock, and of course Concentration). Symptoms include bizarre delusions, paranoia, auditory hallucinations (“hearing voices”), incoherent speech, emotional detachment, social withdrawal, bizarre behavior, and a lack of the sense of self.<br />
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A schizophrenic character may fit into one of the following categories.<br />
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'''Undifferentiated'''<br />
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Impaired cognitive function, emotional detachment.<br />
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'''Disorganized'''<br />
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Inappropriate behavior, shallow emotional responses, delusions, hallucinations.<br />
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'''Catatonic'''<br />
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Mutism (loss of ability to talk), extreme compliance, absence of all voluntary movements, complete immobility (“statuism”).<br />
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'''Paranoid'''<br />
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Delusions of persecution, illogical thinking, hallucinations.<br />
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Symptoms from more than one type can occur in the same individual, along with mood disorders (see above). For example, catatonic schizophrenics sometimes have manic episodes of extreme activity alternating with periods of complete withdrawal. Schizophrenia brought on by sudden stress is called acute schizophrenia; characters who go insane and babble of vast global conspiracies usually are diagnosed as suffering from “acute paranoid schizophrenia.”<br />
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====Other Psychotic Disorders====<br />
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By some definitions, all severe mental illnesses are classified as psychoses, including mood disorders, dementia, and anxiety disorders. This section deals with some of the interesting behavioral syndromes that may turn up in your game.<br />
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'''Amok'''<br />
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“Running amok,” an outburst of violence and aggressive or homicidal behavior directed at people and property. Amnesia, return to consciousness, and exhaustion occur following the episode. During a killing spree, the character utilizes whatever weapons are on hand.<br />
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'''Boufee Detirant'''<br />
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Sudden outburst of aggressive, agitated behavior and marked confusion, sometimes accompanied by visual and auditory hallucinations or paranoia.<br />
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'''Brain Fag'''<br />
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Impaired concentration and feelings of fatigue, pains in the neck and head, a sense that worms are crawling inside one’s head.<br />
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'''Ghost Sickness'''<br />
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Weakness, loss of appetite, feelings of suffocation, nightmares, and a pervasive feeling of terror, attributed as a sending from witches or malign otherworldly powers.<br />
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'''Piblokto'''<br />
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“Arctic madness,” wherein the afflicted rips off clothing and runs howling like an animal through the snow.<br />
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'''Susto'''<br />
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A variety of somatic and psychological symptoms attributed to a traumatic incident so frightening that it dislodged the victim’s spirit from her body.<br />
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'''Taijin Kyofusho'''<br />
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“Face-to-face” phobia, an intense anxiety when in the presence of other people; fearfulness that one’s appearance, odor, or behavior is offensive.<br />
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'''Voodoo Death'''<br />
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Belief that a hex or curse can bring about misfortune, disability, and death through some spiritual mechanism. Often the victim self-fulfills the hexer’s prophecy by refusing to eat and drink, resulting in dehydration and starvation.<br />
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'''Wacinko'''<br />
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Anger, withdrawal, mutism, and immobility, leading to illness and suicide.<br />
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'''Wendigo Syndrome'''<br />
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The afflicted believes she is a personification of the Wendigo, a cannibalistic creature with an icy heart.<br />
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====Shared Paranoid Disorder (Shared Delusional Disorder, Folie a Deux)====<br />
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The character takes on the delusional system of another paranoid individual from being in close contact with that person.<br />
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===Sleep Disorders===<br />
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These disorders include insomnia (character has difficulty falling asleep or staying asleep) and narcolepsy (character frequently falls asleep, almost anywhere and at inappropriate times). Characters performing demanding tasks such as engaging in combat or casting a spell may, when stressed, need to make DC 15 Concentration checks to stay awake and not put themselves in a dangerous situation.<br />
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====Night Terrors====<br />
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A sleeping character wakes after a few hours of sleep, usually screaming in terror. Pulse and breathing are rapid, pupils are dilated, and hair stands on end. The character is confused and hard to calm down. Night terrors are similar to ordinary nightmares, but much more intense and disruptive.<br />
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====Somnambulism====<br />
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Sleepwalking. As with night terrors, this behavior occurs in the first few hours of sleep. An episode may last up to 30 minutes. During the episode, the character’s face is blank and staring, and she can be roused only with difficulty. Once awake, she recalls nothing of the activity.<br />
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===Somatoform Disorders===<br />
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A somatoform disorder may be diagnosed when a character experiences physical symptoms that cannot be explained by an actual physical injury or disease.<br />
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====Somatization Disorder====<br />
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The character suffers from a physical ailment or diseaselike effect, with symptoms ranging from dizziness and impotence to blindness and intense pain. The Heal skill cannot identify any physical cause for the symptoms, and magical healing has no effect. The victim does not believe that her symptoms represent a specific disease. All attack rolls, saves, and checks take a -2 penalty.<br />
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====Conversion Disorder====<br />
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The character reports dysfunctions that suggest a physical disorder but, though they are involuntary, the symptoms actually provide a way for the victim to avoid something undesirable or a way to garner attention and caring, a condition called Munchausenism. Symptoms range from painful headaches to paralysis or blindness. With the condition known as Reverse Munchausenism, a character projects ill health onto others and may even arrange injuries or illnesses for them so that she can thereafter take care of them. All attack rolls, saves, and checks take a -2 penalty.<br />
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====Hypochondriasis====<br />
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Character believes she suffers from a serious disease. No physical cause for reported symptoms can be found, but the character continues to believe that the disease or condition exists, often with serious consequences to her normal life.<br />
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====Body Dysmorphic Disorder====<br />
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Character suffers from perceived flaws in appearance, usually of the face, or of the hips or legs. Behavior may alter in unexpected ways to cover up the flaws or to calm anxieties.<br />
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===Substance Abuse Disorder===<br />
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A character with a substance abuse disorder finds solace in using a drug, becomes addicted to it, and spends much time maintaining, concealing, and indulging the habit. Drugs include alcohol, amphetamines, cocaine, hallucinogens, marijuana, nicotine, opium (especially morphine and heroin), sedatives, and more fantastic substances present in the campaign world (see Sample Drugs, earlier in this section).<br />
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A character under the sway of such a substance should feel the personal struggle daily. Will saves might be used to resist or succumb symbolically to cravings, especially just before periods of stress (for example, just before a confrontation or likely battle with evil cultists). All attack rolls, saves, and checks take a -2 morale penalty because of withdrawal symptoms. Sanity losses could occur from binges or bad trips. Some characters might find that drugs promote communication with alien entities and deities, and that dreams about them become ever more vivid and horrifying, Conversely, such substances might function as medications, deadening a character’s fears and offering temporary defenses against Sanity loss.<br />
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===Other Disorders===<br />
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Other disorders exist in common parlance, but most of these are actually symptoms or specific instances of disorders already mentioned above. These include quixotism (seeing the supernatural everywhere, even in the most mundane surroundings), panzaism (seeing the most extraordinary events as ordinary and rational), and megalomania (delusions of power, wealth, fame, and ability). Use or ignore these as suits your campaign, or invent new categories of madness to reflect the chaos that lies just below the brittle surface of Lovecraft’s world.<br />
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==A Psychiatric Glossary==<br />
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The following words are defined in terms of a real-world understanding of insanity; some of them (illusion, for example) have different meanings in a d20 game context. As with all aspects of the Sanity variant, DMs need to determine how each race and culture within the campaign world views insanity and how capable each race and culture is of treating mental disorders in order to know which of these words might come into play.<br />
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'''Affect'''<br />
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The external expression of a patient’s mood (sadness, anger, joy, fear). May be inconsistent with patient’s mood, depending on the disorder.<br />
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'''Anorexia'''<br />
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Loss or decrease of appetite.<br />
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'''Catatonia'''<br />
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Various strong motor anomalies, for instance catatonic stupor (slowed activity to the point of immobilization); ceraflexibilitas (the victim can be molded into strange postures that are maintained), and catatonic excitement (agitated, purposeless movements).<br />
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'''Compulsion'''<br />
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The need to perform certain actions repetitively, including various personal rituals, dipsomania, kleptomania, nymphomania, satyriasis, trichotillomania (pulling out hair), and so on.<br />
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'''Delirium'''<br />
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A reversible syndrome of bewilderment, restlessness, confusion, and disorientation, associated with fear and hallucinations, all caused by some underlying medical condition.<br />
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'''Delusion'''<br />
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A firmly fixed false belief, one not based in real ity. It can be bizarre, as in schizophrenia, or systematized, as in delusional disorders.<br />
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'''Dementia'''<br />
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A loss of cognitive function, often first manifesting in memory loss.<br />
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'''Depersonalization'''<br />
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A subjective feeling of being unreal, or unfamiliar to self.<br />
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'''Derealization'''<br />
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A subjective feeling that the environment is strange or unreal; for instance, feeling the world to be a stage or a two-dimensional painting.<br />
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'''Dissociation'''<br />
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Confusion over one’s sense of self and identity.<br />
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'''Formication'''<br />
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The feeling that insects are crawling all over one’s body, a tactile hallucination caused by cocaine and delirium tremens.<br />
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'''Hallucination'''<br />
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A perception of a sensory stimulus in the absence of sensory stimuli; for instance, seeing or hearing some one who isn’t there.<br />
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'''Illusion'''<br />
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The misperception of a sensory stimulus; for instance, seeing the rustling branches of a tree as tentacles.<br />
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'''Logorrhea'''<br />
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Copious, coherent, logical speech.<br />
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'''Mania'''<br />
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A mood characterized by elation and increased activity.<br />
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'''Mood'''<br />
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A pervasive feeling that is experienced internally.<br />
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'''Neurosis'''<br />
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Symptoms of depression, anxiety, or the like arising from stress. A neurosis is less severe than a psychosis. A neurotic character may still be able to function; a psychotic one generally cannot.<br />
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'''Obsession'''<br />
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An idea or thought that constantly intrudes into one’s consciousness.<br />
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'''Paranoia'''<br />
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Persistent, consistent, plausible, and ingenious delusions of persecution or jealousy. New information always seems to support the increasing threat of some great conspiracy. Paranoia is more a symptom than a disorder, because it can appear in schizophrenia, mania, and so on<br />
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'''Psychosis'''<br />
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Severe mental illness in which the character experiences thoughts and perceptions that are out of touch with reality. A psychosis is more severe than a neurosis.<br />
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'''Somnambulism'''<br />
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Sleepwalking.<br />
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'''Somnolence'''<br />
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Abnormal drowsiness.<br />
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'''Synthesia'''<br />
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Sensation caused by another sensation; for instance, seeing sound.<br />
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'''Tic'''<br />
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Involuntary spasmodic motor movement.<br />
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'''Trailing Phenomenon'''<br />
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Perceptual abnormality associated with hallucinogens in which moving objects are seen in a series of discrete discontinuous images.<br />
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'''Trance'''<br />
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Focused attention and altered consciousness, usually seen in hypnosis, dissociative disorders, and ecstatic religious experiences.<br />
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