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Making my own system; suggestions for spell effects?
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<blockquote data-quote="GMMichael" data-source="post: 6084554" data-attributes="member: 6685730"><p>Sorry Jadebrain. Context follows:</p><p></p><p>The above rules are based on the idea that a spell caster (being a highly-trained magic user) is free to design his own spells. Casting a spell takes certain types of actions, which limits how much you can do in a combat round, and in this particular system, you get three actions per round. Furthermore, casting a spell always uses 1d8 mana points (measured in Metaphysical hit points), and mana regenerates at a rate of one point per minute. </p><p></p><p>So for example, under the above rules, a spellcaster could teach himself a spell of fire-puffballs, which doesn't actually do damage but has the effect of distracting an enemy. So there would be the required 1d8 Metaphysical damage (or mana points) to the caster, one Metaphysical action required (one of three per round), and one level of effect complexity (since anything less than a enemy distraction isn't useful), for 1d8 more Metaphysical damage. Like this:</p><p>Fire-Puffball</p><p>Actions: 1 Metaphysical</p><p>Caster Damage: 2d8 Metaphysical</p><p>Effect: target becomes distracted, failing in its current action if the caster's spell roll is higher than the target's action roll.</p><p></p><p>Or more interesting:</p><p>Icey Destruction</p><p>Actions: 1 Metaphysical, 2 Physical</p><p>Caster Damage: 3d8 Metaphysical, 2d8 Physical</p><p>Required Caster Level: 5</p><p>Effect: 5 enemies become encased in ice, taking 4d8 ice damage, and becoming frozen in place until caster fails a spell maintenance check.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6084554, member: 6685730"] Sorry Jadebrain. Context follows: The above rules are based on the idea that a spell caster (being a highly-trained magic user) is free to design his own spells. Casting a spell takes certain types of actions, which limits how much you can do in a combat round, and in this particular system, you get three actions per round. Furthermore, casting a spell always uses 1d8 mana points (measured in Metaphysical hit points), and mana regenerates at a rate of one point per minute. So for example, under the above rules, a spellcaster could teach himself a spell of fire-puffballs, which doesn't actually do damage but has the effect of distracting an enemy. So there would be the required 1d8 Metaphysical damage (or mana points) to the caster, one Metaphysical action required (one of three per round), and one level of effect complexity (since anything less than a enemy distraction isn't useful), for 1d8 more Metaphysical damage. Like this: Fire-Puffball Actions: 1 Metaphysical Caster Damage: 2d8 Metaphysical Effect: target becomes distracted, failing in its current action if the caster's spell roll is higher than the target's action roll. Or more interesting: Icey Destruction Actions: 1 Metaphysical, 2 Physical Caster Damage: 3d8 Metaphysical, 2d8 Physical Required Caster Level: 5 Effect: 5 enemies become encased in ice, taking 4d8 ice damage, and becoming frozen in place until caster fails a spell maintenance check. [/QUOTE]
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Making my own system; suggestions for spell effects?
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