Final Words on Nor-Du-Mag, and the Mysteries of Porphyrite…
Not to brag, blog followers, but I have been hitting the beach every day for the last week or two, so double thumbs to all of you working stiffs suffering this summer LOL. Just want to continue some of the observations of adventuring in the magic-dead wasteland of Nor-Du-Mag… I suppose it is a bit of a stereotype that a region in a magic-normal world would be a wasteland, but it kind of stands to reason that it would be a ravaged place- or is it? The Shire of Tolkien bore no magic that I could remember- though the coming of The One Ring changed all that, didn’t it? And Gandalf came often enough with his magic fireworks… my point is that playing in Nor-Du-Mag should take a harrowing turn, in the spirit of the Mad Max movies, the excellent Rutger Hauer movie The Blood of Heroes, Steel Dawn and Tank Girl. Throw in poor old Chekov finding the lost home of Khan Noonien Singh on Ceti Alpha ummm… 5? And you will have it. No comfort. No safety. Grim survival. If you are lucky, finding a local to band together until you can reach the Dwarven Mines, and then… will they let you in? And, no doubt, the lands on the other side of the western porphyrite border will have resources to deal with those who dare to cross over to the “magic side”… Not to harp on this fascinating region, moving on.
New General/Metamagic Feat
By means of the magical mineral porphyrite, deeds of magic can be done!
Prerequisites: any Spell Focus feat, able to cast porphyrite passage or Porphyrologist global trait
Benefit: You can modify the effect of spells you cast, by expending a porphyrite flake as an added spell component. The available effect is listed by school of magic, with an added effect for schools that the caster possesses Spell Focus upon. Wizards cannot use Porphyritic Magic on spells from their opposition schools, if they have any. “CL” in this case indicates caster level for the spell in question. 0-level spells cannot be modified with Porphyritic Magic.
Drawback: Any spellcaster practicing Porphyritic Magic suffers a +CL bonus to opponents using Spellcraft against them to identify the spells they are casting; practitioners are suffused with a radiant purple glow when they cast their spells, about the same brightness as a candle.
Special: This feat can be taken in place of any metamagic feat, if such is offered as a bonus or class feature. Though it does not increase the level of the modified spell, any spell modified by Porphyritic Magic must be cast as a full-round action.
Abjuration +1 deflection bonus to AC for 1 round/ 4 CL
SF: DR 1/ 4 CL vs. elemental subtype creatures for 1 round.
Conjuration Add 1 round to duration of summoning spells [summon spells do not change casting time]
SF: add additional 1 round/ 4 CL to elemental-typed spell durations.
Divination You may combine 2 detect spells in one casting, their durations are concurrent.
SF: You may combine any divination spells in one casting, their durations are concurrent.
Enchantment Add +1 to mental-related skill checks for 1 round/ caster level after spell is cast.
SF: elemental subtypes are dazed for 1 round if affected by spell.
Evocation Add 1 to Spell Penetration rolls/ 4 CL OR +1 untyped damage (if part of a damaging spell) /4 caster levels.
SF: add an additional +1/ 2 CL to spell damage vs. elemental subtype creatures.
Illusion Add an addition +1 to the DC of saving throws vs. illusion spells.
SF: Add an additional +1 to the DC of saving throws vs. illusion spells- though the illusion must have significantly purple elements.
Necromancy Add +1 to non-magic-related saving throws that affect the body for 1 round/ 4 CL
SF: elemental subtypes suffer -1/ 4 CL to saving throws if affected by spell, 1 round/ 4 CL
Transmutation Add +1 to a physical ability score for 1 round/ character level.
SF: elemental subtypes lose 1 DR/ 4 CL if affected by spell, OR reduce SR by 1/ 2 CL if affected