Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
New magic system...(long)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EarthsShadow" data-source="post: 287624" data-attributes="member: 3531"><p><strong>Additional details...</strong></p><p></p><p>Element </p><p>Single Element Spell - This is a spell the mage is casting that is composed of a single element. Casting a single element spell does not add any Mana to the Mana Threshold. </p><p>Dual Element Spell - This is a spell that is composed of two elements. In order for a mage to cast a spell with two elements, he must have taken mage levels of both elements. </p><p>The four dual element spell categories are: Weather, Plant, Lightning/Electricity, and Animal. Casting a dual element spell adds 15 to the total MT of the spell. </p><p>Range: </p><p>This is how far away the spell's target is, or where it's effects start. </p><p>Personal/Self - This spell only effects the caster of the spell. </p><p>Touch - This spell is cast by a mage and it targets someone that the mage has to touch. This kind of spell requires a touch attack made by the mage. </p><p>Close - This spell has a range of 25 ft. + 5ft/2 mage levels of the mage. </p><p>Medium - This spell has a range of 100 ft. + 10ft/level.</p><p></p><p>Long - This spell has a range of 400 ft. + 10 ft/level.</p><p></p><p>Extreme - This spell has no range requirements. Note: This only works for non-damaging spells. Spells that do damage can have a maximum range requirement of Long.</p><p></p><p>Duration I: This type of duration is used for non-damaging spells. Most appropriate for spells that involve illusions, enchantment or scrying types of spells. </p><p></p><p>Duration II: This type of duration is used for damaging spells. Spells that do damage over the course of more than Instand duration do 1 less die of damage per round after the initial damage is</p><p>dealt, until the duration of the spell ends.</p><p></p><p>Senses Affected: This is used for non-damaging spells. Mainly used for illusions that effect the senses. Could also be used in other ways also. </p><p></p><p>Attack Roll: This is used for damage dealing spells. The kind of attack roll included in the spell is either a Normal Touch Attack, Normal Ranged Attack, Ranged Touch Attack, or Automatic Hit.</p><p>This is not used for damage dealing spells that target a area vs. a target. So, if you are creating a blast dealing spell, then there is no Attack Roll necessary because your targeting a square and</p><p>area and not a specific person. In other words, only use this if you are casting a spell that targets specific people.</p><p></p><p>Dice: This is the type of die used in a damage dealing spell. </p><p></p><p>Number of Dice: This is used to determine how many dice are involved in a damage dealing spell. Combined with Dice above, this dictates how many dice of what kind are used in the spell.</p><p></p><p>Effects:</p><p>Targeted - This type of spell targets a specific individual. For each target you wish to target with the spell, it adds +2 to the Mana Treshold. </p><p></p><p>Burst - With this effect you select the point of origin, then the spell burst's out from this point, affecting whatever it catches in its area. </p><p>Cone - A cone effect shoots out from the caster's hands, starting just in front of the caster and it widens out as it goes. The width at the end of the cone is equal to the distance selected under</p><p>area for the spell.</p><p></p><p>Cylinder - As with a burst, you select the spell's point of origin. This point is the center of a horizontal circle, and the spell shoots down from the circle, filling the cylinder.</p><p></p><p>Spread - This is best used for effects that are like fogs and clouds. You select a point of origin, The spread does spread out around corners and walls, and it can spead to areas not visible</p><p>to the spell caster. </p><p></p><p>Emanation - This is like a burst except the effect continues to radiate from the point of origin for theduration of the spell. Best examples are silence fields.</p><p></p><p>Stream - This is like a cone, as it starts in front of the caster, except it surges forward from the caster in a 5 foot wide stream a number of feel equal to the area requirement.</p><p></p><p>Wall - This is a wall effect, and it looks like a wall. You select a point of origin, and from the point of origin it is 5 feet wide and a length equal to the area requirement.</p><p></p><p>Area: This is either the radius involved in a spell with a burst, cone, cylinder, spread or emanation, or the length a stream or wall effect is. </p><p></p><p>Save DC: All spells can offer a target a chance to save or not. For damaging spells, its appropriate for a Reflex save to see if they can move out of the way. For spells that damage the body, like poisons, then a Fortitude save is appropriate. For spells that affect the mind, the a Will save is appropriate. </p><p>The base DC is 10. The DC of the spell can be increased +1 for each +2 MT you wish to put into the spell. So, if you want a spell with a spell DC of 16, then the additional MT is +12.</p><p>After you put in the mana you wish, then you add in your INT modifier to the final DC of the spell.</p><p></p><p>You also must select if the target either takes half damage or no damage if a damage dealing spell, or no effect for any other spell. </p><p></p><p>Animating Undead: Special for Void casters.</p><p>Type - this is the type of undead available for void casters. When you want to animate an undead you first select the type involved. So, if you are raising skeletons, then you add a one time modifier of +3 to the MT. </p><p></p><p>Number of Undead - Once you select the type of undead, you then figure out how many total you are trying to animate. For each you are animating, you add +1 to your MT.</p><p></p><p>Duration - Void casters use a different Duration chart specific for them animating undead.</p><p></p><p>Size - You also must add in a one time addition depending on the size of the Undead you are trying to animate.</p></blockquote><p></p>
[QUOTE="EarthsShadow, post: 287624, member: 3531"] [b]Additional details...[/b] Element Single Element Spell - This is a spell the mage is casting that is composed of a single element. Casting a single element spell does not add any Mana to the Mana Threshold. Dual Element Spell - This is a spell that is composed of two elements. In order for a mage to cast a spell with two elements, he must have taken mage levels of both elements. The four dual element spell categories are: Weather, Plant, Lightning/Electricity, and Animal. Casting a dual element spell adds 15 to the total MT of the spell. Range: This is how far away the spell's target is, or where it's effects start. Personal/Self - This spell only effects the caster of the spell. Touch - This spell is cast by a mage and it targets someone that the mage has to touch. This kind of spell requires a touch attack made by the mage. Close - This spell has a range of 25 ft. + 5ft/2 mage levels of the mage. Medium - This spell has a range of 100 ft. + 10ft/level. Long - This spell has a range of 400 ft. + 10 ft/level. Extreme - This spell has no range requirements. Note: This only works for non-damaging spells. Spells that do damage can have a maximum range requirement of Long. Duration I: This type of duration is used for non-damaging spells. Most appropriate for spells that involve illusions, enchantment or scrying types of spells. Duration II: This type of duration is used for damaging spells. Spells that do damage over the course of more than Instand duration do 1 less die of damage per round after the initial damage is dealt, until the duration of the spell ends. Senses Affected: This is used for non-damaging spells. Mainly used for illusions that effect the senses. Could also be used in other ways also. Attack Roll: This is used for damage dealing spells. The kind of attack roll included in the spell is either a Normal Touch Attack, Normal Ranged Attack, Ranged Touch Attack, or Automatic Hit. This is not used for damage dealing spells that target a area vs. a target. So, if you are creating a blast dealing spell, then there is no Attack Roll necessary because your targeting a square and area and not a specific person. In other words, only use this if you are casting a spell that targets specific people. Dice: This is the type of die used in a damage dealing spell. Number of Dice: This is used to determine how many dice are involved in a damage dealing spell. Combined with Dice above, this dictates how many dice of what kind are used in the spell. Effects: Targeted - This type of spell targets a specific individual. For each target you wish to target with the spell, it adds +2 to the Mana Treshold. Burst - With this effect you select the point of origin, then the spell burst's out from this point, affecting whatever it catches in its area. Cone - A cone effect shoots out from the caster's hands, starting just in front of the caster and it widens out as it goes. The width at the end of the cone is equal to the distance selected under area for the spell. Cylinder - As with a burst, you select the spell's point of origin. This point is the center of a horizontal circle, and the spell shoots down from the circle, filling the cylinder. Spread - This is best used for effects that are like fogs and clouds. You select a point of origin, The spread does spread out around corners and walls, and it can spead to areas not visible to the spell caster. Emanation - This is like a burst except the effect continues to radiate from the point of origin for theduration of the spell. Best examples are silence fields. Stream - This is like a cone, as it starts in front of the caster, except it surges forward from the caster in a 5 foot wide stream a number of feel equal to the area requirement. Wall - This is a wall effect, and it looks like a wall. You select a point of origin, and from the point of origin it is 5 feet wide and a length equal to the area requirement. Area: This is either the radius involved in a spell with a burst, cone, cylinder, spread or emanation, or the length a stream or wall effect is. Save DC: All spells can offer a target a chance to save or not. For damaging spells, its appropriate for a Reflex save to see if they can move out of the way. For spells that damage the body, like poisons, then a Fortitude save is appropriate. For spells that affect the mind, the a Will save is appropriate. The base DC is 10. The DC of the spell can be increased +1 for each +2 MT you wish to put into the spell. So, if you want a spell with a spell DC of 16, then the additional MT is +12. After you put in the mana you wish, then you add in your INT modifier to the final DC of the spell. You also must select if the target either takes half damage or no damage if a damage dealing spell, or no effect for any other spell. Animating Undead: Special for Void casters. Type - this is the type of undead available for void casters. When you want to animate an undead you first select the type involved. So, if you are raising skeletons, then you add a one time modifier of +3 to the MT. Number of Undead - Once you select the type of undead, you then figure out how many total you are trying to animate. For each you are animating, you add +1 to your MT. Duration - Void casters use a different Duration chart specific for them animating undead. Size - You also must add in a one time addition depending on the size of the Undead you are trying to animate. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
New magic system...(long)
Top