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Elements of Magic - Spell Creation and Critique
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<blockquote data-quote="astriemer" data-source="post: 1884078" data-attributes="member: 19771"><p>Not sure what kind of detailed costs you are asking for. Are you just wanting to know what the thinking was behind using the effect that was "paid" for?</p><p></p><p></p><p></p><p></p><p></p><p>The spell description is pulled verbatim from the spell as written in the Book of Exalted Deeds. I was just trying to simulate the spell as written. Personlly, I think it doesn't make much logical sense either.</p><p></p><p>I would think that that effect could be used to create the Adamantine Body effect (though at a higher MP cost) similar to the Iron Body spell that exists in the existing d20 products.</p><p></p><p></p><p></p><p></p><p>Again, this is one that has its text taken from the existing d20 spell (that's where the heal check idea came from). I used Create Death instead of Invoke Death because I wanted to use the elemental weapon damage effect. Under the Elemental Weapon enhancement for Create X it states that "You can use this enhancement to add elemental damage to a normal item, including to a weapon created with the Elemental Object enhancement, above" which is what I was trying to do.</p><p></p><p>I spent 8 MP to get +4d6 which is an average of 12 hp. Divided over a minute (10 rounds) is 1.2 hp per round (per hit). Less than the 2 hp described in the spell, but not all creatures will take the damage for the full 10 rounds. So, playing fast and loose with the EoMr rules to simulate the existing d20 spell...you get close to what the spell describes.</p><p></p><p></p><p></p><p>Again, this is one that is a d20 conversion, so the spell effect and description are from there. I'm just trying to simulate it using the EoMr rules. Let the muchkins abuse the original as well <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>What would you use to create an effect such as smoke that someone chokes on (thus taking damage), Evoke Mist? That would probably be just as good a choice. I relized that the rules don't support changing a single charge into double or triple charges, but they don't prohibit it either and it allows us to create an approximation of the spell effect as originally written (actually the original allowed for as many charges as you could hit a target within the duration).</p><p></p><p>12d4 is more than the normal 8d6 damage, but normally you don't have to succeed at a melee touch attack and then also let the target get a save for 1/2 damage. I figured that the combination of touch and save would give about a 50% increase in damage potential (because about 50% would succeed in their saves). Again, because you don't normally need to both touch and save, the form of the save seemed to be less important (fortitude v. reflex as normal for evoke effects) and then followed the original spell description.</p><p></p><p>This one was hard to write up. It required a lot of fudging which I was kind of uncomfortable with as well. This is just my attempt to similate the spell as written, any suggestions on how to better simulate it would be great.</p><p></p><p></p><p></p><p></p><p>Correct, normally the target wouldn't have to see you, but the existing spell has that limitation, so I left it in.</p><p></p><p>Also, normally you can only attack one creature with Evoke spells (unless you take the discerning and area general enhancments), but I didn't want the spell to allow you to target all the creatures as once (as the area discerning would normally allow), but rather each creature attacked required a standard attack action to target.</p><p></p><p>The rules as written don't state that you can divide duration, but RW indicated in another post that you could do so as long as the total duration wasn't being exceded.</p><p></p><p>Hey, RW, perhaps in the Errata (or LA) you could include either a general enhancement of splitting (like exists in Transform) that explicitly allows you to split damage among multiple targets and/or duration of spells or some text to indicate that it is possible as long as targets are in a small area, like with 30 feet of each other (as is the case in some of the core spells that allow the splitting of attacks among multiple targets, such as magic missile)</p><p></p><p></p><p></p><p>Yes, the spell would be both [Fire] and [Good] and would be weaker in some respects, but might be more effective in some as well. You could then apply other feats that only work on spells with the [Good] descriptor, and some creatures might take more damage from such spells as well.</p><p></p><p>This also is a conversion (from Book of Exalted Deeds), just written up for EoMr spell lists and effects.</p><p></p><p></p><p></p><p></p><p>Good point, we hadn't tried to gain maximum benefit from it, so hadn't considered that it could give a feat every level. I've modified it in the new post. How does the new version sound?</p><p></p><p></p><p></p><p></p><p>Good point, Spell List Familiarity already basically does this, so this feat is not needed anymore. Originally I was trying to get an effect similar to the Magical Calling feat that RW added after the fact. I changed my feat as a result of that feat, but didn't realize that by doing so I was basically just making a different version of the Spell List Familiarity feat.</p><p></p><p>Thanks for the feedback so far!</p><p></p><p>P.S. The spell Aid is listed as a new spell on the wiki site. Shouldn't it be under the d20 conversions section?</p></blockquote><p></p>
[QUOTE="astriemer, post: 1884078, member: 19771"] Not sure what kind of detailed costs you are asking for. Are you just wanting to know what the thinking was behind using the effect that was "paid" for? The spell description is pulled verbatim from the spell as written in the Book of Exalted Deeds. I was just trying to simulate the spell as written. Personlly, I think it doesn't make much logical sense either. I would think that that effect could be used to create the Adamantine Body effect (though at a higher MP cost) similar to the Iron Body spell that exists in the existing d20 products. Again, this is one that has its text taken from the existing d20 spell (that's where the heal check idea came from). I used Create Death instead of Invoke Death because I wanted to use the elemental weapon damage effect. Under the Elemental Weapon enhancement for Create X it states that "You can use this enhancement to add elemental damage to a normal item, including to a weapon created with the Elemental Object enhancement, above" which is what I was trying to do. I spent 8 MP to get +4d6 which is an average of 12 hp. Divided over a minute (10 rounds) is 1.2 hp per round (per hit). Less than the 2 hp described in the spell, but not all creatures will take the damage for the full 10 rounds. So, playing fast and loose with the EoMr rules to simulate the existing d20 spell...you get close to what the spell describes. Again, this is one that is a d20 conversion, so the spell effect and description are from there. I'm just trying to simulate it using the EoMr rules. Let the muchkins abuse the original as well :) What would you use to create an effect such as smoke that someone chokes on (thus taking damage), Evoke Mist? That would probably be just as good a choice. I relized that the rules don't support changing a single charge into double or triple charges, but they don't prohibit it either and it allows us to create an approximation of the spell effect as originally written (actually the original allowed for as many charges as you could hit a target within the duration). 12d4 is more than the normal 8d6 damage, but normally you don't have to succeed at a melee touch attack and then also let the target get a save for 1/2 damage. I figured that the combination of touch and save would give about a 50% increase in damage potential (because about 50% would succeed in their saves). Again, because you don't normally need to both touch and save, the form of the save seemed to be less important (fortitude v. reflex as normal for evoke effects) and then followed the original spell description. This one was hard to write up. It required a lot of fudging which I was kind of uncomfortable with as well. This is just my attempt to similate the spell as written, any suggestions on how to better simulate it would be great. Correct, normally the target wouldn't have to see you, but the existing spell has that limitation, so I left it in. Also, normally you can only attack one creature with Evoke spells (unless you take the discerning and area general enhancments), but I didn't want the spell to allow you to target all the creatures as once (as the area discerning would normally allow), but rather each creature attacked required a standard attack action to target. The rules as written don't state that you can divide duration, but RW indicated in another post that you could do so as long as the total duration wasn't being exceded. Hey, RW, perhaps in the Errata (or LA) you could include either a general enhancement of splitting (like exists in Transform) that explicitly allows you to split damage among multiple targets and/or duration of spells or some text to indicate that it is possible as long as targets are in a small area, like with 30 feet of each other (as is the case in some of the core spells that allow the splitting of attacks among multiple targets, such as magic missile) Yes, the spell would be both [Fire] and [Good] and would be weaker in some respects, but might be more effective in some as well. You could then apply other feats that only work on spells with the [Good] descriptor, and some creatures might take more damage from such spells as well. This also is a conversion (from Book of Exalted Deeds), just written up for EoMr spell lists and effects. Good point, we hadn't tried to gain maximum benefit from it, so hadn't considered that it could give a feat every level. I've modified it in the new post. How does the new version sound? Good point, Spell List Familiarity already basically does this, so this feat is not needed anymore. Originally I was trying to get an effect similar to the Magical Calling feat that RW added after the fact. I changed my feat as a result of that feat, but didn't realize that by doing so I was basically just making a different version of the Spell List Familiarity feat. Thanks for the feedback so far! P.S. The spell Aid is listed as a new spell on the wiki site. Shouldn't it be under the d20 conversions section? [/QUOTE]
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