Post by Katdoral on Apr 28, 2017 14:47:53 GMT -5
Node Affinity Feat:
Requirements: Caster Level 1st, and must obtain GM permission.
When this feat is taken, it must be specified if it relates to arcane or divine spellcasting. This feat allows for taking control of an earth, or similiar, node. With this feat, all of the below is available. Without it, barring exceptional circumstances, accessing the power of a node is impossible (with the exception of boosting caster levels within the area of influence of the node, as described below.).
Acquiring a Node:
Taking control of a node requires an attribute check (That attribute being your primary casting attribute) equal to the listed node's class maximum DC. This check is performed after 1 hour of concentration while physically in sight of the node you are attempting to take control of. You can only attempt to take control of a node once in any 24 hour period. If the node is currently controlled, then the current controller of the node can contest the attempt. The above process is identical, except as follows: The owner does not need to be within sight of the node, nor do they need 1 hour of concentration. Both parties must meet the node's class DC on their attribute check, if either gets below that threshold they forfeit their attempt to contest and the other, provided it exceeded the node's class DC, succeeds. If both fail in the their attribute check, the node remains controlled by the original owner. If both succeed in their attribute check, then the highest check gains control of the node. In the event of a tie, the original owner retains control.
Nodes of Power
1) Bonus to effective caster level.
Regardless of who controls a node, anyone can attempt an attribute check (That attribute is your primary casting attribute) with a DC of the node's DC plus the level of the spell to gain a caster level bonus equal to the node's class rank. However, if this check fails, the spellcaster must wait 24 hours to attempt this again. If it succeeds, they may continue to utilize the power of the node until they fail. Additionally, a spellcaster can always attempt to use less of the power available from the node, with a lower DC. As an example; A class 5 node could instead be treated as a class 1 node, with the appropriate DC of a class 1, if that is all the spellcaster wanted to raise their caster level by.
2) Bonus Spells.
Nodes, if controlled, can bestow a number of spells equal to their class to a spellcaster, with a maximum spell level also equal to the node's class. Each node is further associated with a school of magic, further limiting these bonus spells to that specific school. This effect applies if within the area of influence of a node, otherwise it is 1 additional spell of the appropriate school (In cases where bonus spells are prepared and then the area of influence is left, all but 1 of the bonus spells are inaccesable until within the area of influence again.).
3) Bonus Attributes.
While in the area of effect of a node, if controlled, spellcasters get a bonus to their primary spellcasting attribute score equal to the node's class. If outside the area of effect of a node, if controlled, spellcasters get a +1 bonus to their primary spellcasting attribute score. These bonuses have no type, and therefore will stack with themselves as well as any other sources.
4) Spell Save DC's.
While in the area of effect of a node, if controlled, spellcasters get a bonus to their spell save DC's equal to the node's class of the schoool associated with that node. If outside the area of effect of a node, if controlled, spellcasters get a +1 bonus to the spell save DC's of the school associated with that node. These bonuses have nno type, and therefore will stack with themselves as well
as any other sources.
Important:
While nodes do have a physical manifestation within the world, they cannot be moved. Attempting to do so, or otherwise damaging a node is very dangerous. Attempts to move a node physically, by any method, automatically detonate, and destroys, the node, causing 100d12 per class level to the entire area of the node's influence. Damage done to a node has a percentage chance, equal to the damage dealt, of resulting in the same effect. In addition, any effect that alters a node's physical component, up to and including disintigration, automatically results in detonation. Barring divine intervention, the only reasonably safe method of destroying a node is through disjunction. However, treat the node as an artifact, and all possible ramifications, with a caster level of 10 times the node's class level. Nodes are otherwise immune to dispelling effects.
Requirements: Caster Level 1st, and must obtain GM permission.
When this feat is taken, it must be specified if it relates to arcane or divine spellcasting. This feat allows for taking control of an earth, or similiar, node. With this feat, all of the below is available. Without it, barring exceptional circumstances, accessing the power of a node is impossible (with the exception of boosting caster levels within the area of influence of the node, as described below.).
Acquiring a Node:
Taking control of a node requires an attribute check (That attribute being your primary casting attribute) equal to the listed node's class maximum DC. This check is performed after 1 hour of concentration while physically in sight of the node you are attempting to take control of. You can only attempt to take control of a node once in any 24 hour period. If the node is currently controlled, then the current controller of the node can contest the attempt. The above process is identical, except as follows: The owner does not need to be within sight of the node, nor do they need 1 hour of concentration. Both parties must meet the node's class DC on their attribute check, if either gets below that threshold they forfeit their attempt to contest and the other, provided it exceeded the node's class DC, succeeds. If both fail in the their attribute check, the node remains controlled by the original owner. If both succeed in their attribute check, then the highest check gains control of the node. In the event of a tie, the original owner retains control.
Nodes of Power
Class | Node DC | Width, Min Feet | Width, Max Feet | Dia, Min Feet | Dia, Max Feet |
1 | 10 | 5 | 30 | 10 | 60 |
2 | 15 | 10 | 40 | 40 | 160 |
3 | 20 | 20 | 80 | 120 | 480 |
4 | 25 | 30 | 120 | 240 | 960 |
5 | 30 | 40 | 160 | 400 | 1600 |
6 | 35 | 50 | 200 | 600 | 2400 |
7 | 40 | 60 | 240 | 860 | 3440 |
8 | 45 | 70 | 280 | 1000 | 4000 |
9 | 50 | 80 | 320 | 1400 | 5600 |
10 | 55 | 90 | 360 | 1800 | 7200 |
1) Bonus to effective caster level.
Regardless of who controls a node, anyone can attempt an attribute check (That attribute is your primary casting attribute) with a DC of the node's DC plus the level of the spell to gain a caster level bonus equal to the node's class rank. However, if this check fails, the spellcaster must wait 24 hours to attempt this again. If it succeeds, they may continue to utilize the power of the node until they fail. Additionally, a spellcaster can always attempt to use less of the power available from the node, with a lower DC. As an example; A class 5 node could instead be treated as a class 1 node, with the appropriate DC of a class 1, if that is all the spellcaster wanted to raise their caster level by.
2) Bonus Spells.
Nodes, if controlled, can bestow a number of spells equal to their class to a spellcaster, with a maximum spell level also equal to the node's class. Each node is further associated with a school of magic, further limiting these bonus spells to that specific school. This effect applies if within the area of influence of a node, otherwise it is 1 additional spell of the appropriate school (In cases where bonus spells are prepared and then the area of influence is left, all but 1 of the bonus spells are inaccesable until within the area of influence again.).
3) Bonus Attributes.
While in the area of effect of a node, if controlled, spellcasters get a bonus to their primary spellcasting attribute score equal to the node's class. If outside the area of effect of a node, if controlled, spellcasters get a +1 bonus to their primary spellcasting attribute score. These bonuses have no type, and therefore will stack with themselves as well as any other sources.
4) Spell Save DC's.
While in the area of effect of a node, if controlled, spellcasters get a bonus to their spell save DC's equal to the node's class of the schoool associated with that node. If outside the area of effect of a node, if controlled, spellcasters get a +1 bonus to the spell save DC's of the school associated with that node. These bonuses have nno type, and therefore will stack with themselves as well
as any other sources.
Important:
While nodes do have a physical manifestation within the world, they cannot be moved. Attempting to do so, or otherwise damaging a node is very dangerous. Attempts to move a node physically, by any method, automatically detonate, and destroys, the node, causing 100d12 per class level to the entire area of the node's influence. Damage done to a node has a percentage chance, equal to the damage dealt, of resulting in the same effect. In addition, any effect that alters a node's physical component, up to and including disintigration, automatically results in detonation. Barring divine intervention, the only reasonably safe method of destroying a node is through disjunction. However, treat the node as an artifact, and all possible ramifications, with a caster level of 10 times the node's class level. Nodes are otherwise immune to dispelling effects.