By David Lyons, Michelle Lyons
Complicated d20 Magic presents gamers with a balanced, refined magic approach for d20 procedure role-playing video games (including BESM d20). The ebook offers entire principles for a skill-based magic approach, guidance on tips to properly convert conventional d20 spells to be used with the complex approach, and hundreds of thousands of switched over and new spells for simple use.
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Extra resources for Advanced Magic: BESM D20 Supplement
Per two Caster Levels; either form 20 ft. /Caster Level (D) SAVING THROW: Reflex half or Reflex negates (DC 16); see text SPELL RESISTANCE: Yes An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per Caster Level (maximum 15d6), with a Reflex Save for half damage. A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex Saves) against attacks made through it. If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall.
ADVANCED d20 MAGIC AUDIBLE ALARM: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. The sound lasts for 1 round. /Caster Level SAVING THROW: Will negates (DC 12) SPELL RESISTANCE: Yes Align weapon makes a weapon good, evil, lawful, or chaotic, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment. You can’t cast this spell on a natural weapon, such as an unarmed strike.
Should the spell duration expire while the subject is still aloft, he or she floats downward. Characters within 200 feet of the ground will float down safely. Those higher will suffer 1d6 points of damage per 10 feet of fall beyond the first 200. ALARM ABJURATION CASTING DC: # OF SLOTS: RANGE: AREA: 22 1 Close (25 ft. -radius emanation centred on a Point in space DURATION: 2 hours/Caster Level (D) SAVING THROW: None SPELL RESISTANCE: No Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it.
Advanced Magic: BESM D20 Supplement by David Lyons, Michelle Lyons