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EN Publishing
Elements of Magic - Spell Creation and Critique
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<blockquote data-quote="Archus" data-source="post: 1838598" data-attributes="member: 25334"><p>I was going to clean-up the spells some, but the first round was just to pull over everything I could find. My cleanup will include renaming some spells, cleaning up and unifying their formats, and removing some duplicate spells. I'll probably favor one fairly generic "Magic Dart (Evoke [Element|Alighnment] 0/Gen 1)" spell to several Firebolt, Acidbolt, etc spells - let the players come up with cool names for the spells. </p><p></p><p>I will also favor d20 names for spells that approximate the d20 spell in question, so it will be easier for people looking for a particular spell from the standard magic system (in that case I'll have Magic Ball and Fireball).</p><p></p><p>One final personal guideline will be to make all spells using the minimal possible configuration with some scaling options. For example I'll probably keep a 1 min duration on all the spells - for most spells this will work fine and the standard duration costs will apply.</p><p></p><p>Hmm, therein is one of my only problems with EoMR. 1 minute duration is perfectly acceptable for many spells, but a range of touch isn't and most standard d20 cantrips have a range more than touch. I've considered allowing one of the following:</p><p>* You can overspend MP for range.</p><p>* Feat: Ranged Specalist - all your spells start at a range of 30 ft (or range costs are reduced by 1).</p><p>* There are 2 ranges, touch and sight (800 ft); anything else requires scrying.</p><p>* Just having my spellcasters use scry and rider spells a great dea.</p><p>* The default range is just 30 ft.</p><p>* Quit being a whiner and live with it.</p><p></p><p>Hopefully that won't happen. I'm always happy to comply with the industry.</p></blockquote><p></p>
[QUOTE="Archus, post: 1838598, member: 25334"] I was going to clean-up the spells some, but the first round was just to pull over everything I could find. My cleanup will include renaming some spells, cleaning up and unifying their formats, and removing some duplicate spells. I'll probably favor one fairly generic "Magic Dart (Evoke [Element|Alighnment] 0/Gen 1)" spell to several Firebolt, Acidbolt, etc spells - let the players come up with cool names for the spells. I will also favor d20 names for spells that approximate the d20 spell in question, so it will be easier for people looking for a particular spell from the standard magic system (in that case I'll have Magic Ball and Fireball). One final personal guideline will be to make all spells using the minimal possible configuration with some scaling options. For example I'll probably keep a 1 min duration on all the spells - for most spells this will work fine and the standard duration costs will apply. Hmm, therein is one of my only problems with EoMR. 1 minute duration is perfectly acceptable for many spells, but a range of touch isn't and most standard d20 cantrips have a range more than touch. I've considered allowing one of the following: * You can overspend MP for range. * Feat: Ranged Specalist - all your spells start at a range of 30 ft (or range costs are reduced by 1). * There are 2 ranges, touch and sight (800 ft); anything else requires scrying. * Just having my spellcasters use scry and rider spells a great dea. * The default range is just 30 ft. * Quit being a whiner and live with it. Hopefully that won't happen. I'm always happy to comply with the industry. [/QUOTE]
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