Mana point spell casting system

craftyrat

First Post
I've been working on a mana point spell casting system, and I thought I would throw it out here for comments. The system is designed to be both more flexible and yet not give higher level spell casters such a huge number of spells to choose from. It is somewhat similar to the WoT weave system. It is math-heavy.

I'm including just a few of the spells (weaves?):
(mp = mana points)

All
Focus (+1 to save DC, +15%; +2 to save DC, +30%)
Penetrating (-2 to SR, +15%; -4 to SR, +45%)
Quickened (+100%)
Silent (+50%)
Still (+50%)

Detect (evil, good, undead, poison, magic, secret doors)
Casting Time: Standard Action; Full Round Action (-10%); 1 Turn (-15%)
Range: Close; Medium (+25%); Long (+50%)
Duration: 1 round; 1 round/level (+20%); 1 minute/level (+40%); 1 hour/level (+100%)
Area of Effect: 1 creature/object/5' square
2 mp
Any one type of detection
Saving Throw: Will save to negate
Additional type of detection (+50%)
Area Effect (+25% per 5' radius)

Elemental Attack (fire, acid, cold, lightning, sonic)
Casting Time: Standard Action; Full Round Action (-10%); 1 Turn (-25%)
Range: Close; Medium (+20%); Long (+40%)
Saving Throw: Reflex save for half
1 mp per 1d4 damage, 2 mp per 1d6 damage, 3 mp per 1d8 damage (max 1 die per caster level)
Area Effect (+20% per 5' radius)
Bolt (as lightning bolt; +25%)
Cone Effect (all range costs are tripled) (+25%)
Delayed (up to 5 rounds) (+35%)
Maximized (+50%)
Piercing (half appropriate resistance, +30%; quarter resistance 75%)
Ranged Touch Attack required (-50%)
Specials: Cold (Slow for 1d6 rounds, Fort to resist, +20%); Fire (continue burning doing 2 hd of damage less each round, with a Reflex save allowed each round to end the burning, +50%), Sonic (deafen for 2d6 rounds, Fort to resist, +15%)

Elemental Resistance (fire, acid, cold, lightning, sonic)
Casting Time: Standard Action; Full Round Action (-5%); 1 Turn (-10%)
Duration: 1 round/level; 1 minute/level (+20%); 1 hour/level (+75%)
Range: Touch; Close (+10%); Medium (+15%); Long (+20%)
1 mp per 5 points of resistance (max 5 points per two caster levels, round up)
Area Effect (+25% per additional target; all targets must be within 30' of each other; for an additional +40% targets can be anywhere in vision of the caster)
Hardened (+50%; defeats Piercing)
Protect against more than one elemental type simultaneously (+75% for each additional type, or +250% for universal resistance)

Flight
Casting Time: Standard Action; Full Round Action (-5%); 1 Turn (-15%)
Duration: 1 round/level; 1 minute/level (+20%); 10 minutes/level (+40%); 1 hour/level (+75%)
Range: Touch; Close (+15%); Medium (+30%); Long (+50%)
3 mp for Levitation
6 mp for Flight, Speed 90, Average maneuverability
Flight speed reduced by 1/3 in medium or heavy armor, 1/2 speed going up, 2x speed descending
If flight is dispelled, fall at 60' per round for 1d6 rounds
Add feather fall for 10 rounds after flight ends or is dispelled (+10%)
Increase maneuverability by one level (+30%)
Increase speed by 10 (+20%)

Mage Armor
Casting Time: Standard Action; Full Round Action (-5%); 1 Turn (-10%)
Range: Self only
Duration: 1 round/level; 1 minute/level (+10%); 1 hour/level (+20%)
1 mp per +1 of Deflection bonus to AC (maximum +5)
Add a reflex save bonus (Cover) equal to the Deflection bonus (+40%)

Poison
Casting Time: Standard Action; Full Round Action (-10%); 1 Turn (-25%)
Range: Touch; Close (+15%); Medium (+30%); Long (+60%)
Duration: Instantaneous
6 mp for 1d4/1d4 Str
Area Effect (+10% per 5' radius)
Change Damage to Con (+50%)
Change Damage to Death (+250%)
Change Damage to Dex (+10%)
Change Damage to Paralyze (1 minute)/Paralyze (1 minute/level) (+50%)
Increase Damage to 1d6 (+20%), 1d8 (+40%), 1d10 (+60%)
Maximized (+120%)

Resistance (Fort, Ref, Will)
Casting Time: Standard Action; Full Round Action (-5%); 1 Turn (-10%)
Duration: 1 round/level; 1 minute/level (+20%); 1 hour/level (+75%)
Range: Touch; Close (+10%); Medium (+15%); Long (+20%)
3 mp for +1 Resistance bonus to any one type of saving throw (maximum +5)
Area Effect (+75% per additional target, all must be within 30' of each other; for an additional +40% targets can be anywhere in vision of the caster)
Change type of bonus to Luck (+100%)
Extra Saving Throw type (+100%)

Skill Bonuses
Casting Time: Full Round Action; Standard Action (+10%); 1 Turn (-5%)
Duration: 1 round; 1 round/level (+10%); 1 minute/level (+25%); 1 hour/level (+100%)
Range: Touch; Close (+10%); Medium (+20%); Long (+30%)
1 mp per point of increase (maximum +10)
Additional Skill (+90% per additional skill raised by the same amount)
Area Effect (+75% per additional target, all must be within 30' of each other; for an additional +40% targets can be anywhere in vision of the caster)
Untrained (use for a skill normally not usable untrained, and for which the character has no ranks) (+35%)


craftyrat
 

log in or register to remove this ad

Remove ads

Top