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<blockquote data-quote="Cabral" data-source="post: 2805730" data-attributes="member: 1193"><p><strong>Installment 2</strong></p><p></p><p><strong>"Level 0"</strong></p><p><em>Mending</em> As written, except add "This does not restore any lost hardness or hit points."</p><p></p><p>Still Needs to be addressed:</p><p><em>Detect Poison</em></p><p><em>Dancing Lights</em></p><p><em>Flare</em> (Probably will be moved to 1st level)</p><p><em>Ghost Sound</em></p><p><em>Light</em></p><p><em>Message</em></p><p><em>Open/Close</em></p><p><em>Prestidigitation</em></p><p></p><p><strong>Level 1</strong></p><p><em>Acid Splash</em> As written, except: Change level to 1; Acid damage is 1d4 and ignores hardness. In addition, every creature within 5ft of affected creature takes 1 point of acid damage; Augment: Every 2 additional spell points spent increase the initial damage by 1d4 and the splash damage by 1.</p><p></p><p><em>Arcane Mark</em> As written but change level to 1.</p><p></p><p><em>Daze</em> Changed level to 1; As Daze, Psionic.</p><p></p><p><em>Detect Magic</em> As written but change level to 1 and it detects both Magic and Psionics.</p><p></p><p><em>Disguise Self</em>: As written except add: "Augment: +4 spell points, duration is 1 hour/level"</p><p></p><p><em>Disrupt Undead</em> Change level to 1. Damage is 2d6. Augment: each additional spell point increases the damage by 1d6.</p><p></p><p><em>Identify</em>:As written except this works for both Psionic and Magic items. Add: "Augment: +6 Spell Points, the casting time is 1 minute."</p><p></p><p><em>Floating Disk</em>:As written, except it can hold 100 pounds. Add: "Augment: Every additional spell point spent increases the weight capacity by 150 lbs."</p><p></p><p><em>Jump</em>: As written except bonus is +10. Add "Augment: every 2 additional spell points spent increases the bonus by +5. +6 Spell points, cast as a swift action."</p><p></p><p><em>Mage Hand</em> Change level to 1. As <em>Far Hand</em>. Neither <em>Mage Hand</em> nor <em>Far Hand</em> have duration limits.</p><p></p><p><em>Mount</em> As written, but add "augment: +2 spell points, the spell summons a heavy horse instead."</p><p></p><p><em>Ray of Frost</em> Change level to 1. Deals 1d6 Cold damage.</p><p></p><p><em>Resistance</em> Change level to 1, adds +1 to all saves for 1 round per level. augment: Every 2 additional spell point spent increases the bonus by +1. +4 spell points, duration is 1 min/level.</p><p></p><p><em>Sleep</em>: As written except add "augment: every additional spell point spent increases the max HD that can be affected by 1."</p><p></p><p><em>Summon Monster I</em>: Rename <em>Summon Monster</em> As written, except add "augment: for every two additional power points, the level of the list of monsters you may choose from is increased by one.</p><p>For every 2 additional spell points spent, you may increase the number of creatures summoned by 1."</p><p></p><p><em>True Strike</em>: As written, except add "Augment: +6 spell points, cast this spell as a swift action. This does not allow the bonus to affect multiple attacks rolls."</p><p></p><p>Needs to be addressed:</p><p><em>Alarm</em></p><p><em>Animate Rope</em>:</p><p><em>Cause Fear</em>:</p><p><em>Color Spray</em>:</p><p><em>Comprehend Languages</em>:</p><p><em>Detect Secret Doors</em>:</p><p><em>Detect Undead</em>:</p><p><em>Endure Elements</em></p><p><em>Erase</em>:</p><p><em>Expeditious Retreat</em>:</p><p><em>Feather Fall</em>:</p><p><em>Hold Portal</em></p><p><em>Hypnotism</em>:</p><p><em>Magic Aura</em>:</p><p><em>Obscurring Mist</em></p><p><em>Protection from [Alignment]</em></p><p><em>Ray of Enfeeblement</em>:</p><p><em>Silent Image</em>:</p><p><em>Touch of Fatigue</em> (Very nasty with vitalizing Spell Points option)</p><p><em>Unseen Servant</em></p><p><em>Ventriloquism</em>:</p><p></p><p><strong>Artificer Lists</strong></p><p>Level 1</p><p><em>Armor Enhancement, Lesser</em>: Add: "Augment: see table A1-1"</p><p>[code][B]Table A1-1[/B]</p><p> Additional Maximum Maximum</p><p>Spell Points Equivalant Market Price</p><p> Spent Bonus Modifier</p><p> 1 +2 +16,000 gp</p><p> 2 +3 +36,000 gp</p><p> 3 +4 +64,000 gp</p><p> 4 +5 +100,000 gp</p><p>[/code]</p><p></p><p><em>Energy Alteration</em>: As written.</p><p></p><p><em>Enhancement Alteration</em>: As written.</p><p></p><p><em>Inflict Light Damage</em>: Rename <em>Inflict Damage</em>. "This deals 1d8+1 damage to the target object or construct. Augment: Every 2 additional spell points spent adds 1d8+1 damage dealt."</p><p></p><p><em>Repair Light Damage</em>: Rename <em>Repair Damage</em>. "This repairs 1d8+1 damage to the target object or construct. Augment: Every 2 additional spell points spent reapirs an additional 1d8+1 damage."</p><p></p><p><em>Resistance Item</em>: As written except bonus doesn't increase. augment: each +4 spell points increase bonus by 1.</p><p></p><p><em>Skill Enhancement</em>: As written except bonus doesn't increase. augment: each +2 spell points increase bonus by 1.</p><p></p><p><em>Spell Storing Item</em>: As written except stores up to 2nd level spells. If mishap occurs, deals 1d6 damage per spell level. Augment: every +4 increases spell level stored by 1.</p><p></p><p><em>Weapon Augmentation, Personal</em>: Rename <em>Weapon Augmentation</em>; Add: </p><p>"Augment: +2 Spell Points, the enchanted Item can be used by anyone; Also add: "Augment: see table A1-2"</p><p>[code][B]Table A1-2[/B]</p><p> Additional Maximum Maximum</p><p>Spell Points Equivalant Market Price</p><p> Spent Bonus Modifier</p><p> 2 +2 +32,000 gp</p><p> 4 +3 +72,000 gp</p><p> 6 +4 +128,000 gp</p><p> 8 +5 +200,000 gp</p><p>[/code]</p><p></p><p>Still Needs to be addressed:</p><p><em>Light</em>:</p><p><em>Magic Stone</em>:</p><p><em>Shield of Faith</em>:</p><p></p><p>For artificer Infusions that are 1 min cast times, I'm thinking of adding augment: +4 spell points, casting time is 1 round.</p></blockquote><p></p>
[QUOTE="Cabral, post: 2805730, member: 1193"] [b]Installment 2[/b] [B]"Level 0"[/B] [i]Mending[/i] As written, except add "This does not restore any lost hardness or hit points." Still Needs to be addressed: [I]Detect Poison[/I] [I]Dancing Lights[/I] [I]Flare[/I] (Probably will be moved to 1st level) [I]Ghost Sound[/I] [I]Light[/I] [I]Message[/I] [I]Open/Close[/I] [I]Prestidigitation[/I] [B]Level 1[/B] [I]Acid Splash[/I] As written, except: Change level to 1; Acid damage is 1d4 and ignores hardness. In addition, every creature within 5ft of affected creature takes 1 point of acid damage; Augment: Every 2 additional spell points spent increase the initial damage by 1d4 and the splash damage by 1. [I]Arcane Mark[/I] As written but change level to 1. [I]Daze[/I] Changed level to 1; As Daze, Psionic. [I]Detect Magic[/I] As written but change level to 1 and it detects both Magic and Psionics. [I]Disguise Self[/I]: As written except add: "Augment: +4 spell points, duration is 1 hour/level" [I]Disrupt Undead[/I] Change level to 1. Damage is 2d6. Augment: each additional spell point increases the damage by 1d6. [I]Identify[/I]:As written except this works for both Psionic and Magic items. Add: "Augment: +6 Spell Points, the casting time is 1 minute." [I]Floating Disk[/I]:As written, except it can hold 100 pounds. Add: "Augment: Every additional spell point spent increases the weight capacity by 150 lbs." [I]Jump[/I]: As written except bonus is +10. Add "Augment: every 2 additional spell points spent increases the bonus by +5. +6 Spell points, cast as a swift action." [I]Mage Hand[/I] Change level to 1. As [I]Far Hand[/I]. Neither [I]Mage Hand[/I] nor [I]Far Hand[/I] have duration limits. [I]Mount[/I] As written, but add "augment: +2 spell points, the spell summons a heavy horse instead." [I]Ray of Frost[/I] Change level to 1. Deals 1d6 Cold damage. [I]Resistance[/I] Change level to 1, adds +1 to all saves for 1 round per level. augment: Every 2 additional spell point spent increases the bonus by +1. +4 spell points, duration is 1 min/level. [I]Sleep[/I]: As written except add "augment: every additional spell point spent increases the max HD that can be affected by 1." [I]Summon Monster I[/I]: Rename [I]Summon Monster[/I] As written, except add "augment: for every two additional power points, the level of the list of monsters you may choose from is increased by one. For every 2 additional spell points spent, you may increase the number of creatures summoned by 1." [I]True Strike[/I]: As written, except add "Augment: +6 spell points, cast this spell as a swift action. This does not allow the bonus to affect multiple attacks rolls." Needs to be addressed: [I]Alarm[/I] [I]Animate Rope[/I]: [I]Cause Fear[/I]: [I]Color Spray[/I]: [I]Comprehend Languages[/I]: [I]Detect Secret Doors[/I]: [I]Detect Undead[/I]: [I]Endure Elements[/I] [I]Erase[/I]: [I]Expeditious Retreat[/I]: [I]Feather Fall[/I]: [I]Hold Portal[/I] [I]Hypnotism[/I]: [I]Magic Aura[/I]: [I]Obscurring Mist[/I] [I]Protection from [Alignment][/I] [I]Ray of Enfeeblement[/I]: [I]Silent Image[/I]: [I]Touch of Fatigue[/I] (Very nasty with vitalizing Spell Points option) [I]Unseen Servant[/I] [I]Ventriloquism[/I]: [B]Artificer Lists[/B] Level 1 [I]Armor Enhancement, Lesser[/I]: Add: "Augment: see table A1-1" [code][B]Table A1-1[/B] Additional Maximum Maximum Spell Points Equivalant Market Price Spent Bonus Modifier 1 +2 +16,000 gp 2 +3 +36,000 gp 3 +4 +64,000 gp 4 +5 +100,000 gp [/code] [I]Energy Alteration[/I]: As written. [I]Enhancement Alteration[/I]: As written. [I]Inflict Light Damage[/I]: Rename [I]Inflict Damage[/I]. "This deals 1d8+1 damage to the target object or construct. Augment: Every 2 additional spell points spent adds 1d8+1 damage dealt." [I]Repair Light Damage[/I]: Rename [I]Repair Damage[/I]. "This repairs 1d8+1 damage to the target object or construct. Augment: Every 2 additional spell points spent reapirs an additional 1d8+1 damage." [I]Resistance Item[/I]: As written except bonus doesn't increase. augment: each +4 spell points increase bonus by 1. [I]Skill Enhancement[/I]: As written except bonus doesn't increase. augment: each +2 spell points increase bonus by 1. [I]Spell Storing Item[/I]: As written except stores up to 2nd level spells. If mishap occurs, deals 1d6 damage per spell level. Augment: every +4 increases spell level stored by 1. [I]Weapon Augmentation, Personal[/I]: Rename [I]Weapon Augmentation[/I]; Add: "Augment: +2 Spell Points, the enchanted Item can be used by anyone; Also add: "Augment: see table A1-2" [code][B]Table A1-2[/B] Additional Maximum Maximum Spell Points Equivalant Market Price Spent Bonus Modifier 2 +2 +32,000 gp 4 +3 +72,000 gp 6 +4 +128,000 gp 8 +5 +200,000 gp [/code] Still Needs to be addressed: [I]Light[/I]: [I]Magic Stone[/I]: [I]Shield of Faith[/I]: For artificer Infusions that are 1 min cast times, I'm thinking of adding augment: +4 spell points, casting time is 1 round. [/QUOTE]
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