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New use for Spellcraft
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<blockquote data-quote="Shadeus" data-source="post: 132014" data-attributes="member: 1795"><p>When I made my last wizard, I didn't want to be stereotypical and be throwing fireballs and magic missiles at everything. He was evil and had a sort of demonic twist, so I wanted my magic missile to appear as ghosts or spikes. We toyed around with using a feat, but figured: who would waste a feat on "favor" magic.</p><p></p><p>So instead we came up with a Spellcraft check to alter your spells. It should be noted that this use of the skill only changes the appearance of the spell. It cannot make a fireball do cold damage (there's feats for that already). The basic levels of difficulty were:</p><p>[CODE][COLOR=ORANGE]</p><p> DC Effect</p><p> 10 + spell level change color of spell (blue fireballs)</p><p> 15 + spell level change or add sound to a spell (minor sounds)</p><p> 20 + spell level change appearance of spell</p><p>[/COLOR][/CODE]</p><p>Color change: you can mage your magic missile pink if you wanted to show girl power (*shrug*)</p><p>Sound change: you can make your magic missiles whistle through the air, or make a low cackling noise upon detonating a fireball. It's not meant to immitate speach or anything.</p><p>Appearance change: you can turn your magic missile into a tiny force skull that gnaws on your foe. Or make the fireball appear as a flying dragon (not affecting the area of effect).</p><p></p><p>So they are just interesting things to do with Spellcraft. And you can combine them. So you can make a magic missile spell into green cackling skulls (DC 21). </p><p></p><p>The caster can do this as a free action when casting the spell and does not need to do anything to prepare the spell differently. If you fail, the spell functions normally. None of these modifications effect the spell result in any way (its strictly for flavor). In addition, Spellcraft checks to identify the spell are the same as if the spell was cast normally.</p><p></p><p>This skill doesn't work with all spells, but its just something fun to add to the game. Hope you like it.</p></blockquote><p></p>
[QUOTE="Shadeus, post: 132014, member: 1795"] When I made my last wizard, I didn't want to be stereotypical and be throwing fireballs and magic missiles at everything. He was evil and had a sort of demonic twist, so I wanted my magic missile to appear as ghosts or spikes. We toyed around with using a feat, but figured: who would waste a feat on "favor" magic. So instead we came up with a Spellcraft check to alter your spells. It should be noted that this use of the skill only changes the appearance of the spell. It cannot make a fireball do cold damage (there's feats for that already). The basic levels of difficulty were: [CODE][COLOR=ORANGE] DC Effect 10 + spell level change color of spell (blue fireballs) 15 + spell level change or add sound to a spell (minor sounds) 20 + spell level change appearance of spell [/COLOR][/CODE] Color change: you can mage your magic missile pink if you wanted to show girl power (*shrug*) Sound change: you can make your magic missiles whistle through the air, or make a low cackling noise upon detonating a fireball. It's not meant to immitate speach or anything. Appearance change: you can turn your magic missile into a tiny force skull that gnaws on your foe. Or make the fireball appear as a flying dragon (not affecting the area of effect). So they are just interesting things to do with Spellcraft. And you can combine them. So you can make a magic missile spell into green cackling skulls (DC 21). The caster can do this as a free action when casting the spell and does not need to do anything to prepare the spell differently. If you fail, the spell functions normally. None of these modifications effect the spell result in any way (its strictly for flavor). In addition, Spellcraft checks to identify the spell are the same as if the spell was cast normally. This skill doesn't work with all spells, but its just something fun to add to the game. Hope you like it. [/QUOTE]
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