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.
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Publisher Forums
Eternity Publishing Hosted Forum
Power potions & Resonance
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="paradox42" data-source="post: 4927701" data-attributes="member: 29746"><p>So what do you do about the <em>Creation</em> series of spells? <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=":)" /> Particularly the 9th-level one, <em>True Creation</em>, which creates pretty much anything? Admittedly, the caster's supposed to pay XP for creating anything valuable, but even so- stuff like food, water, ordinary soil... trivial. One could create a whole world with that, done long enough- all it takes is patience.</p><p></p><p>And anyway, the way it worked was that temporary Primal was gained on a daily basis, and as a percentage of your permanent pool. So basically it was similar to another spell-points system. If you reduced the size of the permanent pool, that would likewise reduce the amount of temporary Primal you had in following days, though the system also postulates that you can sort of "push" your temp stuff back into the main pool to eventually grow it. They even had tables in the book showing examples of deities using this mechanism over years, decades, or centuries, and how big they get as a result.</p><p></p><p></p><p>That is essentially what I did actually- I reverse-engineered the Epic Spells system and tried to relate it back to the system for costing magic items on spell level. Items based on the Fortify Seed are probably a bit too cheap, but since people using the SRD Epic Spells system have long complained that the Fortify Seed is <em>itself</em> too cheap, I'd like to think that isn't a strike against the system I came up with. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Anyway, the best thing is to just put it out there and let people draw their own conclusions for what works best in their own games.</p><p></p><p>I'm going to cut out most of the text I had written up for this, since my own game has several special rules changes regarding creation of Epic items; the relevant section for this thread is the costing of Epic spells. The text for my system doesn't mention it, but it assumes that the usual rule for "Epic items cost x10" still applies here- so don't forget to multiply the final cost for any artifact you come up with using this system by 10, before using it in game. I've also slightly reformatted the text to make it easier to read, and call out important points with emphasis (such as the fact that I based everything on limiting the number of uses per day of any Epic effect put into an item).</p><p></p><p></p><p>Hopefully that proves useful to people.</p></blockquote><p></p>
[QUOTE="paradox42, post: 4927701, member: 29746"] So what do you do about the [I]Creation[/I] series of spells? :) Particularly the 9th-level one, [I]True Creation[/I], which creates pretty much anything? Admittedly, the caster's supposed to pay XP for creating anything valuable, but even so- stuff like food, water, ordinary soil... trivial. One could create a whole world with that, done long enough- all it takes is patience. And anyway, the way it worked was that temporary Primal was gained on a daily basis, and as a percentage of your permanent pool. So basically it was similar to another spell-points system. If you reduced the size of the permanent pool, that would likewise reduce the amount of temporary Primal you had in following days, though the system also postulates that you can sort of "push" your temp stuff back into the main pool to eventually grow it. They even had tables in the book showing examples of deities using this mechanism over years, decades, or centuries, and how big they get as a result. That is essentially what I did actually- I reverse-engineered the Epic Spells system and tried to relate it back to the system for costing magic items on spell level. Items based on the Fortify Seed are probably a bit too cheap, but since people using the SRD Epic Spells system have long complained that the Fortify Seed is [I]itself[/I] too cheap, I'd like to think that isn't a strike against the system I came up with. ;) Anyway, the best thing is to just put it out there and let people draw their own conclusions for what works best in their own games. I'm going to cut out most of the text I had written up for this, since my own game has several special rules changes regarding creation of Epic items; the relevant section for this thread is the costing of Epic spells. The text for my system doesn't mention it, but it assumes that the usual rule for "Epic items cost x10" still applies here- so don't forget to multiply the final cost for any artifact you come up with using this system by 10, before using it in game. I've also slightly reformatted the text to make it easier to read, and call out important points with emphasis (such as the fact that I based everything on limiting the number of uses per day of any Epic effect put into an item). Hopefully that proves useful to people. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Publisher Forums
Eternity Publishing Hosted Forum
Power potions & Resonance
Top