By David Lyons, Michelle Lyons
Complicated d20 Magic presents avid gamers with a balanced, refined magic approach for d20 procedure role-playing video games (including BESM d20). The e-book offers entire principles for a skill-based magic approach, instructions on how one can safely convert conventional d20 spells to be used with the complicated process, and countless numbers of switched over and new spells for simple use.
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Additional resources for Advanced Magic: BESM D20 Supplement
Cube/Caster Level) or one object 2 hours/Caster Level (D) Will partial (DC 21) Yes You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named. Creatures of the designated kind or alignment feel an overpowering urge to leave the area or to avoid the affected item.
In Advanced d20 Magic, these requirements are removed from the spell when it is converted, leaving the decision to use such Investments in the hands of the character when the spell is cast. The DC is adjusted accordingly, however, to note the additional difficulty that a spell of that magnitude will naturally entail. For a spell that originally required the character to expend XP, increase the DC by +1 per 100 XP required in the spell description. It is possible to cast these spells without expending experience, but it becomes much more difficult.
A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. A failed spell returns a result of “nothing,” and is indistinguishable from a successful but unclear spell. A spellcaster can only query about the same set of events one time in any given scene. All answers during that scene will default to the initial response. If the augury succeeds, you get one of four results: weal (if the action will probably bring good results), woe (for bad results), weal and woe (for both), or nothing (for actions that don’t have especially good or bad results).