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Power Components
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<blockquote data-quote="Vhane" data-source="post: 147176" data-attributes="member: 1198"><p>Rough Draft:</p><p></p><p>Power components for spells could have a variety of effects, all of which would be a DMs call.</p><p></p><p>Examples of effect types:</p><p></p><p>+1-4 caster levels for effect determination</p><p>+ bonus to DC</p><p>+ bonus to dice rolled in spell resolution</p><p>+ number of extra dice</p><p>changes in area of effect, range, duration, other all DMs call</p><p>Some could add to one aspect but subtract from others (duration Halved effect at +4 caster levels)</p><p></p><p>Samples</p><p></p><p>Fire bat Guano: increases potency of fire spells of the damaging sort. Adds +1 per die of damage SDM=5</p><p></p><p>Effreet Ichor: Increases fire spell potency by +2 to DC for saves SDM=10</p><p></p><p>Use of Power components </p><p></p><p>Spell Craft check (or Know Arcana?) DC 10 + Spell Level + Substance difficulty modifier(SDM)</p><p></p><p>Substance difficulty mod should be from 5-20. 5 being readily usable and 20 being very difficut to work with.</p><p></p><p>You could add as many substances as you are willing to add SDMs for. </p><p></p><p>Failure of the Spell Craft check ruins the spell.</p><p></p><p>Example from Samples:</p><p></p><p> Larry the Archmage wishes to cast a fire ball with Power Components. Being high level he has an empowered Fireball in memory, and some fresh Firebat guano and Effreet Ichor. Larry is 17th level. </p><p></p><p>Larrys player must hit a DC 30 to cast this spell using both of the power components </p><p></p><p>10+Spell Level 3 +2(empower) + 5 (Guano) +10(Ichor) = 30</p><p></p><p>If he makes it he gets 10d6 + 5d6(empower) +15(Guano) points of damage and the Save DC for his spell is +2 over what it would have been.</p><p></p><p>How does this system look? As long as a DM pays attention to what he gives his players it shouldn't be broken in that manner.</p><p>Until I come up with an idea to balance this in enchanting you cant. But if anyone sees a way please share.</p></blockquote><p></p>
[QUOTE="Vhane, post: 147176, member: 1198"] Rough Draft: Power components for spells could have a variety of effects, all of which would be a DMs call. Examples of effect types: +1-4 caster levels for effect determination + bonus to DC + bonus to dice rolled in spell resolution + number of extra dice changes in area of effect, range, duration, other all DMs call Some could add to one aspect but subtract from others (duration Halved effect at +4 caster levels) Samples Fire bat Guano: increases potency of fire spells of the damaging sort. Adds +1 per die of damage SDM=5 Effreet Ichor: Increases fire spell potency by +2 to DC for saves SDM=10 Use of Power components Spell Craft check (or Know Arcana?) DC 10 + Spell Level + Substance difficulty modifier(SDM) Substance difficulty mod should be from 5-20. 5 being readily usable and 20 being very difficut to work with. You could add as many substances as you are willing to add SDMs for. Failure of the Spell Craft check ruins the spell. Example from Samples: Larry the Archmage wishes to cast a fire ball with Power Components. Being high level he has an empowered Fireball in memory, and some fresh Firebat guano and Effreet Ichor. Larry is 17th level. Larrys player must hit a DC 30 to cast this spell using both of the power components 10+Spell Level 3 +2(empower) + 5 (Guano) +10(Ichor) = 30 If he makes it he gets 10d6 + 5d6(empower) +15(Guano) points of damage and the Save DC for his spell is +2 over what it would have been. How does this system look? As long as a DM pays attention to what he gives his players it shouldn't be broken in that manner. Until I come up with an idea to balance this in enchanting you cant. But if anyone sees a way please share. [/QUOTE]
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