Scaleable spells

I would think you'd just word it into the spell description:

Fireball: Burst X, Range X, Save: Dex halves damage. Fireball does (2X-1)d6 damage to all creatures in the area. X is the level of Fireball.

I don't think it would be wise to use this sort of math-heavy notation. I don't mind it personally, and like the clarity, but for a game aiming at broad appeal, it could be a turn off for a lot of people.
 

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You know (Not any reflection on you, Szatany.), I'm kinda hoping the Basic game doesn't need spells that take up so much space and have so many descriptors. The more I think about it, the more I want the Basic game to be simple and fast.
Oh I agree completly with you. I was just giving an example of how it could look in 3rd edition.

In 5e it really should be condensed as much as possible.

FIREBALL [Fire, Evocation]
Level: Sor/Wiz 3
Casting: 1 standard action (V, S, M)
Range: 15 by 15 ft. burst within 100 ft.
A fireball spell is an explosion of flame that detonates with a low roar and deals 5d6 points of fire damage to every creature within the area (reflex halves). Unattended objects also take this damage. The explosion creates almost no pressure.
Augment: Increase spell's level by 1 to choose one of the effects: +2d6 damage; or +100 ft. range; or +5 by +5 ft. area; or +2 DC.

How's that?
 

What are your ideas?
Warder

I'm working on a template of about 30 spells for all caster types. I welcome any and all criticism.

A New Powers System
The following is based on my home rules spells but could work for all previous spell lists.

For spells, I think we should order all of them according to what they do.

Abjuration Shielding for example.
Then decide which abjuration spells are easier and harder compared to each other.

So far I have this.

Force Shield - available at 1st spell casting level
Endure Element - 2nd
Element Wall - 3rd
Dispel Magic - 4th
Reflect Magic - 5th
Protective Ward - 6th

I then gave each of these spells a spell casting level requirement.

After that I determine which spells are encounter and daily due to their damage mostly.

Now here is what is vital. All spell casters can learn spells based on their intelligence modifier per level. They don't need to drop, relearn, anything. They can have ready any spell they want already memorized during an encounter. But all characters are limited by the 4th edition encounter and daily restrictions. That means 3rd level can only use 1 daily from a list of daily spells per day and 2 encounter spells from their memorized list per encounter.

This in no way makes any character too powerful. If anything, it adds variety and strategy to the game. It also allows players to test out lesser wanted spells.

This rule only applies to player characters. The more industrious players will have a list of spells to try out during any encounter, or a list of martial exploits if they are playing a fighter or rogue type.

Monsters however, should be limited in known powers to make it easier for the dm to manage them.
____________
Force Shield
Spell Type: Abjuration
Level: Spell Casting Class 1
Action: The spell is triggered by an attack on the caster.
Target: Self
Duration: Encounter
Effect: The spell adds the caster's intelligence modifier to the armor class and reflex defense.
Level-Up Scale: Add +1 to the armor class and reflex defense every 5 levels.

Endure Element
Spell Type: Abjuration
Level: Spell Casting Class 2
Action: The spell is triggered by a successful attack on the caster.
Target: Self
Duration: Encounter
Effect: Damage by fire, lightning, or cold is reduced by the caster's intelligence modifier.
Level-Up Scale: Reduce this damage by -1 every 5 levels.

Element Wall
Spell Type: Abjuration
Level: Spell Casting Class 3
Action: The spell is triggered by a successful attack on the caster.
Target: All melee attackers
Duration: Encounter
Special: Each element below counts as a different spell power.

Dispel Magic
Spell Type: Abjuration
Level: Spell Casting Class 4
Action: The spell is triggered by a spell or prayer attack on the caster.
Target: 1 spell or prayer
Attack Roll: intelligence versus will
Effect: If the caster hits, the foe's spell or prayer is negated.

Deflect Magic
Spell Type: Abjuration
Level: Spell Casting Class 5
Action: The spell is triggered by a spell or prayer attack on the caster.
Target: 1 spell or prayer
Attack Roll: intelligence versus will
Effect: If the caster hits, the foe's spell or prayer bounces back and affects the foe.

Protective Ward
Spell Type: Abjuration
Level: Spell Casting Class 6
Action: The spell is triggered by a foe touching the protected object.
Range: Touch
Target: The object targets all foes touching the object.
Attack Roll: intelligence versus reflex
Effect: The object takes on the hit points, armor class, and defenses of the caster and is protected with spell additions listed next.
Additions: The caster can add Force Shield, Endure Element, Element Wall, and Force Invisibility to the object.
____________
Feather Fall
Spell Type: Anti-Gravity
Level: Spell Casting Class 1
Action: The spell is triggered by the caster's fall.
Target: The spell targets the self and all allies within 1 square burst.
Effect: The caster's fall is slowed to a harmless speed.
Level-Up Scale: Protects all allies within +1 square burst of the caster every 5 levels.

Spider Climb
Spell Type: Anti-Gravity
Level: Spell Casting Class 2
Action: once per encounter
Target: self
Effect: The caster can climb vertical and ceiling surfaces at a speed of 2 squares per round with no climb penalties. If the spell fails Feather Fall is triggered.

Force Jump
Spell Type: Anti-Gravity
Level: Spell Casting Class 3
Action: once per encounter
Target: self
Effect: The caster can jump 2 squares. If this spell fails Feather Fall is triggered.
Level-Up Scale: The caster can jump +1 square every 5 levels.

Force Levitate
Spell Type: Anti-Gravity
Level: Spell Casting Class 4
Duration: Encounter
Target: self or 1 ally
Effect: The caster can levitate up or down 2 squares. If this spell fails Feather Fall is triggered.
Attack Roll: Levitate one foe intelligence versus will defense 2 squares. Fall damage is 1d10 per square.
Level-Up Scale: Levitate +1 square every 5 levels.

Force Fly
Spell Type: Anti-Gravity
Level: Spell Casting Class 5
Target: Self
Duration: Encounter
Effect: The caster can fly with a speed of 6 squares per round. The caster gets a +1 bonus to armor class and reflex while flying, and a +1 swoop attack roll.
Level-Up Scale: increase flying speed, swoop attack bonus, and armor class and reflex defenses while flying by +1 every 5 levels.
____________
Blink Shift
Spell Type: Phase
Level: Spell Casting Class 1
Action: The spell is triggered by a foe attack.
Target: Self
Duration: once per encounter
Effect: The foe must reroll an attack on the caster while the caster enters any empty square on the map.
Level-Up Scale: The caster can use the spell once more per encounter every 5 levels.

Pass Wall
Spell Type: Phase
Level: Spell Casting Class 2
Action: once per encounter
Target: self and 2 allies
Effect: The caster and 2 allies can walk through 2 impassible squares on the map.
Level-Up Scale: +1 impassible square and +1 ally every 5 levels

Teleport Portal
Spell Type: Phase
Level: Spell Casting Class 3
Action: once per encounter
Duration: once per encounter
Target: self and 2 allies
Effect: The caster can teleport to any previous location of the game session.
Level-Up Scale: +1 ally every 5 levels

Stop Time
Spell Type: Phase
Level: Spell Casting Class 4
Action: standard encounter
Target: self
Duration: 1 round
Effect: The caster can stop time for all but the caster. All foes have the slowed and restrained condition. Restrained foes attack at -2 while the caster attacks at +2.
Attack Roll: intelligence versus will
Level-Up Scale: +1 to caster's attack roll every 5 levels.

Force Invisibility
Spell Type: Phase
Level: Spell Casting Class 5
Action: standard encounter
Target: self
Duration: 1 round
Effect: The caster becomes invisible +40 to Stealth Check, +2attack, - foe's dex bonus against caster
Level-Up Scale: can render objects with protective ward invisible at 11th,

Mage Hand
Spell Type: Utility
Level: Spell Casting Class 1
Action: once per encounter
Range: 10/20 Long Range -2 Combat Modifier
Target: 1 foe
Effect: The caster uses telekinetic force to slam one foe intelligence versus will, or slings something at the foe intelligence versus reflex doing 1d10 damage. Move 100lbs 1 square per level.
Level-Up Scale: targets 2 foes 2d10 damage at 11th and 3 foes 3d10 damage at 21st level. Move 200lbs at 11th and 300lbs at 21st.

Lock Unlock
Spell Type: Phase
Level: Spell Casting Class 2
Action: once per day
Target: self
Effect: The caster gets a temporary skill bonus of +20 to open locks. The caster can magically create a dc25 lock.
Level-Up Scale: +30 open lock and create a dc30 lock at 11th level, and +40 and create a dc40 lock at 21st level

Secret Chest
Spell Type: Utility
Level: Spell Casting Class 3
Action: standard encounter
Target: 1 chest
Duration: Permanent
Effect: The caster creates a storage place on the ethreal plane.
Level-Up Scale: of 1 cubic foot per level

Tiny Hut
Spell Type: Utility
Level: Spell Casting Class 4
Action: once per day
Target: 1 tent
Duration: one day
Effect: The caster creates a roomy shelter in a small tent for 4 party members on the ethreal plane. The tent can also be enchanted with Protective Ward and Force Invisibility.
Level-Up Scale: furniture is added at 11th level, light, running water, bathroom, and kitchen is added at 21st.

________
Clean Mend
Spell Type: Alteration
Level: Spell Casting Class 1
Action: once per day
Target: 1 object of the caster's level or lower
Effect: The caster removes the object's broken condition and restores 1/2 its hit points. Casting the spell again restores 1d4 hit points to the object every time.
Level-Up Scale: The caster can mend more powerful objects at higher levels.

Enlarge Shrink
Spell Type: Alteration
Level: Spell Casting Class 2
Action: once per day
Duration: Encounter or the number of rounds the caster determines. If the ally or foe is contained, roll a strength check to burst out of the containment
Target: 1 ally and ally's equipment
Effect: The enlarged ally gets +2 to strength for melee attack rolls and a -2 to dexterity because of the size.
Level-Up Scale: +3 to strength and -3 to dexterity at 11th level, and +4 to strength and -4 to dexterity at 21st level.

Attack Roll: against 1 foe, intelligence vesus will
Effect: The reduced ally gets -2 to strength for melee attack rolls and a +2 to dexterity because of the size.
Level-Up Scale: -3 to strength and +3 to dexterity at 11th level, and -4 to strength and +4 to dexterity at 21st level.

Object to Object
Disguise Ally
Foe to Object
_________
Force Web
Enchant Weapon
Magic Missile
Force Orb
Pressure Blood

Cleric Types and Wizard Types
_________

Fire Wall(Elemental Wall)
Spell Type: Abjuration
Level: Spell Casting Class 1
Action: The spell is triggered by a successful attack on the caster.
Target: All melee attackers
Duration: 1 round
Special: Each element below counts as a different spell power.
Attack Roll: intelligence versus reflex
Effect: Fire Wall: The caster causes 1d6 + 6 ongoing fire damage.
Saving Throw: intelligence versus fortitude roll every round to end the 6 ongoing fire damage.
Level-Up Scale: +1 round and +1d6 ongoing fire damage every 5 levels.

Blind Light
Spell Type: Fire Assault
Level: Spell Casting Class 1
Duration: 1 day
Effect: As a utility, the caster creates an adjustable radius of light for the party.
Target: 1 foe
Attack Roll: intelligence versus reflex, the foe is blinded
Save: intelligence versus fortitude save ends the condition
Level-Up Scale: the foe saves at -1 every 5 caster levels

Burning Hand
Spell Type: Fire Assault
Level: Spell Casting Class 1
Duration: 1 day
Effect: the caster enchants a staff, dagger or wand with a magical fire
Target: 1 foe
Attack Roll: intelligence versus reflex 1[w]+1d6 ongoing fire damage
Save: intelligence versus fortitude save ends the condition
Level-Up Scale: +1d6 additional ongoing fire damage every 5 levels

Fire Ball
Spell Type: Fire Assault
Level: Spell Casting Class 1
Action: encounter
Effect: the caster shoots a magical ball of fire
Target: 1 foe
Attack Roll: intelligence versus will 1d6 ongoing fire damage
Save: intelligence versus fortitude save ends the condition
Level-Up Scale: +1 foe and +1d6 additional ongoing fire damage every 5 levels

Explosive Rune
Spell Type: Fire Assault
Level: Spell Casting Class 1
Action: encounter
Effect: the caster slings a metal ball wrapped with a rune paper
Target: all foes within 1 square burst
Attack Roll: intelligence versus reflex 1d6 ongoing fire damage
Save: intelligence versus fortitude save ends the condition
Level-Up Scale: +1 square burst and +1d6 additional ongoing fire damage every 5 levels

Combust Foe
Spell Type: Fire Assault
Level: Spell Casting Class 1
Action: daily
Effect: the caster causes the foe to internally combust in flames
Target: all foes of equal or lesser caster level
Attack Roll: intelligence versus will 1d6 fire damage
Save: intelligence versus fortitude or the foe dies
Level-Up: +1d6 fire damage every 5 levels
__________
Electrified Wall
Spell Type: lightning Assault
Level: Spell Casting Class 1
Action: triggered by melee attack
duration: 1 round
Attack Roll: intelligence versus reflex
Effect: Lightning Wall: The caster causes 1d8 lightning damage and stuns the target who takes a penalty of -2 on all rolls.
Saving Throw: Reroll the attack roll every round to end the stun condition.
Level-Up Scale: Add +1d8 damage every 5 levels.

Dark Rain
Spell Type: Lightning Assault
Level: Spell Casting Class 1
Effect: As a utility, the caster creates 1 day of drinkable water for the party.
Range: 10 long range 20
Target: everyone within 1 square burst
Effect: anyone within the area of effect is blinded takes -2 on all rolls
Level-Up Scale: +1 square burst every 5 levels

Shocking Grasp
Spell Type: Lightning Assault
Level: Spell Casting Class 1
Duration: 1 day
Effect: the caster enchants a staff, dagger or wand with a magical lightning
Target: 1 foe
Attack Roll: intelligence versus reflex 1[w]+1d8 lightning damage + stun
Save: intelligence versus fortitude save ends the stunned condition
Level-Up Scale: +1d8 additional lightning damage every 5 levels

Chain Lightning
Spell Type: Lightning Assault
Level: Spell Casting Class 1
Action: encounter
Effect: the caster shoots a lightning bolt from the wand, staff or dagger
Target: 1 foe
Attack Roll: intelligence versus reflex 1d8 lightning damage + stun
Save: intelligence versus fortitude save ends the stunned condition
Level-Up Scale: +1 foe and +1d8 additional lightning damage every 5 levels

Plasma Ball
Spell Type: Lightning Assault
Level: Spell Casting Class 1
Action: encounter
Effect: the caster slings an electrified metal ball
Target: all foes within 1 square burst
Attack Roll: intelligence versus reflex 1d8 lightning damage + stun
Save: intelligence versus fortitude save ends the stunned condition
Level-Up Scale: +1 square burst and 1d8 lightning damage every 5 levels

Disintegrate Foe
Spell Type: Lightning Assault
Level: Spell Casting Class 1
Action: daily
Effect: the caster causes the foe to disintegrate into ashes
Target: all foes of equal or lesser caster level
Attack Roll: intelligence versus will 1d8 lightning damage + stun
Save: intelligence versus fortitude or the foe dies
Level-Up: +1d8 lightning damage every 5 levels
______________

Ice Wall
Spell Type: ice Assault
Level: Spell Casting Class 1
Action: triggered by melee attack
duration: 1 round
Attack Roll: intelligence versus reflex
Effect: The caster causes 1d10 cold damage and stuns the target who takes a penalty of -2 on all rolls.
Saving Throw: Reroll the attack roll every round to end the stun condition.
Level-Up Scale: Add +1d8 damage every 5 levels.

Icy Floor
Spell Type: Ice Assault
Level: Spell Casting Class 1
Range: 10 long range 20
Target: everyone within 1 square burst
Effect: the floor is covered with slippery ice and anyone within the area of effect is slowed and their speed is reduced to 2 squares per round
Level-Up Scale: +1 square burst every 5 levels

Chilly Touch
Spell Type: Ice Assault
Level: Spell Casting Class 1
Effect: the caster enchants a staff, dagger or wand with an icy aura
Target: 1 foe
Attack Roll: intelligence versus reflex 1[w]+1d10 cold damage
Level-Up Scale: +1d10 additional ice damage every 5 levels

Icicle Volley
Spell Type: ice Assault
Level: Spell Casting Class 1
Action: encounter
Effect: the caster shoots an icy spray
Target: 1 foe
Attack Roll: intelligence versus will 1d10 ice damage
Level-Up Scale: +1 foe in an arcand +1d10 cold damage every 5 levels

Ice Storm
Spell Type: ice Assault
Level: Spell Casting Class 1
Action: encounter
Effect: the caster slings a metal ball that drops and creats a hail storm cloud
Target: all foes within 1 square burst
Attack Roll: intelligence versus reflex 1d10 cold damage
Level-Up Scale: +1 square burst and +1d10 cold damage every 5 levels

Frost Bite
Spell Type: ice Assault
Level: Spell Casting Class 1
Action: daily
Effect: the caster causes the foe to freeze to death
Target: all foes of equal or lesser caster level
Attack Roll: intelligence versus will 1d10 cold
Save: intelligence versus fortitude or the foe dies
Level-Up: +1d10 cold damage every 5 levels
_________

I'm currently working on conditions and ability reduction.

My CRUDE Dungeons & Dragons 4th Edition House Rules for the Sinister Secret of Saltmarsh Module kira3696.tripod.com/CombatTracker.rar
 
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I don't think it would be wise to use this sort of math-heavy notation. I don't mind it personally, and like the clarity, but for a game aiming at broad appeal, it could be a turn off for a lot of people.

Yeah, I'm not sure about that...I mean really not sure, not just argumentative not sure. Magic does pretty well for using it occasionally. Of course, Magic and D&D are two different animals. As long as its simple enough, you could also just use plain language (2e did this, IIRC):

Range: 5L

becomes

Range: 5' per Level

Though I agree that "(2L-1)d6" might be a bit over the top, people seem to like a third level Fireball doing 5d6. Maybe:

Damage: 1d6 + 2d6 per Level fire

So that would make:
Fireball Burst: 5L Range: 25L Damage: (2L-1)d6 (fire) Save: Dex halves. Fireball creates an explosion of flame that detonates with a low roar and deals fire damage to every creature within its area. The explosion creates almost no pressure, and doesn't set normal items aflame (though it may scorch them). Extremely flammable substances (oils, etc.) may be ignited at the DM's discretion.
read like:
Fireball Burst: 5' per Level Range: 25' per Level Damage: 1d6 + 2d6 per Level (fire) Save: Dex halves. Fireball creates an explosion of flame that detonates with a low roar and deals fire damage to every creature within its area. The explosion creates almost no pressure, and doesn't set normal items aflame (though it may scorch them). Extremely flammable substances (oils, etc.) may be ignited at the DM's discretion.

Which is still pretty concise and clear, IMO. Especially if we just specify in the "How to Read Spell Descriptions" section that "Level" always refers to the level of the spell slot used unless otherwise noted.
 

Oh I agree completly with you. I was just giving an example of how it could look in 3rd edition.

In 5e it really should be condensed as much as possible.

FIREBALL [Fire, Evocation]
Level: Sor/Wiz 3
Casting: 1 standard action (V, S, M)
Range: 15 by 15 ft. burst within 100 ft.
A fireball spell is an explosion of flame that detonates with a low roar and deals 5d6 points of fire damage to every creature within the area (reflex halves). Unattended objects also take this damage. The explosion creates almost no pressure.
Augment: Increase spell's level by 1 to choose one of the effects: +2d6 damage; or +100 ft. range; or +5 by +5 ft. area; or +2 DC.

How's that?

I could live with that. My hope/dream is for an edition that again let's me fit several spell descriptions on a handwritten page.
 

Could just base it on key words. Like fire ball have damage and area key words under scaling and so you look up those key words to understand the possible ways it could scale up aka radius or damage.

It does seem like metamagic has become inherant to magic instead of seperate via feats, sounds interesting.

Ninth Level Shield- In addition to the other effect Shield now grants +10 damage reduction.
 

Fireball Burst: 5L Range: 25L Damage: (2L-1)d6 (fire) Save: Dexhalves. Fireball creates an explosion of flame that detonates with a low roar and deals fire damage to every creature within its area. The explosion creates almost no pressure, and doesn't set normal items aflame (though it may scorch them). Extremely flammable substances (oils, etc.) may be ignited at the DM's discretion.
What a dull boring Fireball - it does potentially massive amounts of damage to living/undead beings yet it doesn't even set the furniture on fire? Or the victims' possessions? Or boil away the potions lying around the room?

And where's the bit about it expanding to fill its volume unless cast in a completely enclosed area? (in other words, where's the risk?)

Szatany said:
FIREBALL [Fire, Evocation]
Level: Sor/Wiz 3
Casting: 1 standard action (V, S, M)
Range: 15 by 15 ft. burst within 100 ft.
A fireball spell is an explosion of flame that detonates with a low roar and deals 5d6 points of fire damage to every creature within the area (reflex halves). Unattended objects also take this damage. The explosion creates almost no pressure.
This one's a bit better - at least the furniture gets crisped too!

Still don't like "15 by 15 ft burst" though - it's a FireBALL - balls are round - let's try 15' radius sphere. (and when did Fireball's area of effect shrink so much?)

Both those write-ups are missing the line for "Duration" - while it's instantaneous in this case, you'd still want to format the line in for consistency.

Lan-"burning down the house"-efan
 

What a dull boring Fireball - it does potentially massive amounts of damage to living/undead beings yet it doesn't even set the furniture on fire? Or the victims' possessions? Or boil away the potions lying around the room?

Heh. Back in the day, Fireball was explicit in its inability to set wood on fire. It always struck me as odd, but its for balance purposes.:)

And where's the bit about it expanding to fill its volume unless cast in a completely enclosed area? (in other words, where's the risk?)

People are complaining to me about a tiny bit of math that they only have to recalculate once a level, and you want them calculating the volumes of oddly shaped spaces whenever somebody casts a spell?:confused:;)

Both those write-ups are missing the line for "Duration" - while it's instantaneous in this case, you'd still want to format the line in for consistency.

I disagree, my invisible section on "How to Read a Spell Description" told the gentle reader that all spells are instantaneous unless otherwise noted. I want the descriptions as simple, small, and tight as possible.
 

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