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*Pathfinder & Starfinder
Alternate Wizard Spell Rules.
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<blockquote data-quote="papastebu" data-source="post: 3779385" data-attributes="member: 40894"><p>I have done with this project what I do with most others: gotten off to a roaring start, but run out of steam after a bit. The reason for the use of <em>fireball</em> as my example is that it has a scaled damage, range, and area. I was trying to show how I would break down the increments of such spells. Effect spells are more difficult, but they can be scaled also, as with <em>prismatic spray</em> in the example above.</p><p>But let's break <em>Power Word: Kill</em> down a bit.</p><p></p><p>Currently, it instantaneously kills any creature with 100 or fewer hit points and no magic resistance.</p><p>Scaling this down shouldn't be too difficult. Since it is currently--in my system, there is conceptually no cap on how powerful a spell can get, but it can take awhile to get some spells up high enough to do as much as you want--a ninth-level spell, we could say any creature with 10 or fewer hit points or one hit-die per spell-level would be affected, creatures with more hit points than the per-level allowance, or higher hit-dice than the spell's level get a Fort or Wil save--whichever's higher--at -2 per spell-level. Success still does damage at 1d10 per spell level. Almost always fatal to same-level creatures or one higher.</p><p>Or, the wizard gets +1 per spell level to a Charisma check, versus a Will save for the potential victim at -1 per spell level. Spell-resistance X gives that number as a bonus to the save, but the wizard's level can mitigate--doesn't come into play, otherwise--the resistance. Immunity is not as broad-range, and has levels, completely stopping the effects of any spells of X level or lower.</p><p>What do you think? Just spitballing, but the above is sort of the idea I had for modifying existing spells.</p></blockquote><p></p>
[QUOTE="papastebu, post: 3779385, member: 40894"] I have done with this project what I do with most others: gotten off to a roaring start, but run out of steam after a bit. The reason for the use of [I]fireball[/I] as my example is that it has a scaled damage, range, and area. I was trying to show how I would break down the increments of such spells. Effect spells are more difficult, but they can be scaled also, as with [I]prismatic spray[/I] in the example above. But let's break [I]Power Word: Kill[/I] down a bit. Currently, it instantaneously kills any creature with 100 or fewer hit points and no magic resistance. Scaling this down shouldn't be too difficult. Since it is currently--in my system, there is conceptually no cap on how powerful a spell can get, but it can take awhile to get some spells up high enough to do as much as you want--a ninth-level spell, we could say any creature with 10 or fewer hit points or one hit-die per spell-level would be affected, creatures with more hit points than the per-level allowance, or higher hit-dice than the spell's level get a Fort or Wil save--whichever's higher--at -2 per spell-level. Success still does damage at 1d10 per spell level. Almost always fatal to same-level creatures or one higher. Or, the wizard gets +1 per spell level to a Charisma check, versus a Will save for the potential victim at -1 per spell level. Spell-resistance X gives that number as a bonus to the save, but the wizard's level can mitigate--doesn't come into play, otherwise--the resistance. Immunity is not as broad-range, and has levels, completely stopping the effects of any spells of X level or lower. What do you think? Just spitballing, but the above is sort of the idea I had for modifying existing spells. [/QUOTE]
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