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Skill-based spellcasting help me make this system!
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<blockquote data-quote="willpax" data-source="post: 318462" data-attributes="member: 1602"><p>Here are two sample skills: </p><p></p><p></p><p><strong>Compulsion</strong> (cha) (requires enchantment feat). These spells use magical force to override the personality of the target. Many of these spells carry a risk of corruption with them, depending on their use. </p><p></p><p><strong>Minor command</strong> The caster compels one target to obey one specific, simple command (usually one or two words) that is not obviously dangerous to the target. The caster need not actually verbally command the target. Common examples of commands include sleep, look in a particular direction, stop attacking, and so on. Save: will negates (based on level rather than VP cost; low progression). Range: short. Duration: # of rounds equal to margin of save failure. </p><p></p><p><strong>Command</strong> The caster compels one target to obey one specific command immediately. Sample commands include hold (which paralyzes the target), panic (which causes fear), and other such commands. Save: will negates (saving throw is against level of spell using moderate progression rather than VP used). Range: short. Duration: # of rounds equal to the margin of failure on the will save. </p><p></p><p><strong>Major Command</strong> The caster compels the target to obey one command, which may include several steps. The target will use all means in her or his power to obey the command, but it must be completed within an extended duration period. Save: will negates (saving throw is against level of spell using high progression rather than VP used). Range: short. Duration: Extended. </p><p></p><p><strong>Geas</strong> The caster compels the target to undertake an extended quest or obey a particular injunction indefinitely. If on a quest, the target must attempt to make some progress toward the goal given in the geas every day; if the target does not attempt to make progress, then he or she suffers a –2 to all attributes, attack rolls, saving throws, and skill rolls unless he or she makes a separate will save. If the geas represents an injunction (such as "do not leave the temple grounds") then the target suffers those penalties unless he or she makes a separate will save. The geas can only be ended by being dispelled, having a resisting character make seven succecssful will saves to resist the bad effects of the geas in a row (characters who willingly took on their geas cannot escape through this means), or death. Save: will negates (saving throw is against level of spell using high progression rather than VP used). Range: short. Duration: special. </p><p></p><p></p><p></p><p></p><p><strong>Forces</strong> (int) (requires conjuring feat). This magic uses pure arcane force to manipulate objects and cause damage. </p><p></p><p><strong>Force Fist</strong> Bolt of pure invisible force (visible to those with arcane awareness) strikes one target for damage. 1d6 (+low progression * 3 for additional dice of damage). Save: reflex negates. Range: medium. Duration: instantaneous. </p><p></p><p><strong> Force Hand</strong> Creates a field of arcane force that has two attributes: strength and dexterity. Each attribute must be increased separately (moderate progression for each bonus). Strength bonus is used to determine lifting capacity, grappling strength, and so on. Dexterity is used to determine avoidance saves, to hit rolls, and skill checks for telekinetic manipulation. Save: varies, but usually a reflex save based on the dexterity level of the telekinetic force. Range: medium. Duration: concentration/ short (can be made long with doubled VP). </p><p></p><p><strong> Force Wall</strong> Creates a wall of arcane force that stops most normal and magical attacks. Each VP equals 1 point of hardness in a 10'x10' 2-dimensional square (low progression). Any attack must deal that much damage in one blow (or, if magical, channel more than that amount of vitality) in order to break the barrier. Save: none. Range: close. Duration: moderate (long for double VP).</p></blockquote><p></p>
[QUOTE="willpax, post: 318462, member: 1602"] Here are two sample skills: [B]Compulsion[/B] (cha) (requires enchantment feat). These spells use magical force to override the personality of the target. Many of these spells carry a risk of corruption with them, depending on their use. [B]Minor command[/B] The caster compels one target to obey one specific, simple command (usually one or two words) that is not obviously dangerous to the target. The caster need not actually verbally command the target. Common examples of commands include sleep, look in a particular direction, stop attacking, and so on. Save: will negates (based on level rather than VP cost; low progression). Range: short. Duration: # of rounds equal to margin of save failure. [B]Command[/B] The caster compels one target to obey one specific command immediately. Sample commands include hold (which paralyzes the target), panic (which causes fear), and other such commands. Save: will negates (saving throw is against level of spell using moderate progression rather than VP used). Range: short. Duration: # of rounds equal to the margin of failure on the will save. [B]Major Command[/B] The caster compels the target to obey one command, which may include several steps. The target will use all means in her or his power to obey the command, but it must be completed within an extended duration period. Save: will negates (saving throw is against level of spell using high progression rather than VP used). Range: short. Duration: Extended. [B]Geas[/B] The caster compels the target to undertake an extended quest or obey a particular injunction indefinitely. If on a quest, the target must attempt to make some progress toward the goal given in the geas every day; if the target does not attempt to make progress, then he or she suffers a –2 to all attributes, attack rolls, saving throws, and skill rolls unless he or she makes a separate will save. If the geas represents an injunction (such as "do not leave the temple grounds") then the target suffers those penalties unless he or she makes a separate will save. The geas can only be ended by being dispelled, having a resisting character make seven succecssful will saves to resist the bad effects of the geas in a row (characters who willingly took on their geas cannot escape through this means), or death. Save: will negates (saving throw is against level of spell using high progression rather than VP used). Range: short. Duration: special. [B]Forces[/B] (int) (requires conjuring feat). This magic uses pure arcane force to manipulate objects and cause damage. [B]Force Fist[/B] Bolt of pure invisible force (visible to those with arcane awareness) strikes one target for damage. 1d6 (+low progression * 3 for additional dice of damage). Save: reflex negates. Range: medium. Duration: instantaneous. [B] Force Hand[/B] Creates a field of arcane force that has two attributes: strength and dexterity. Each attribute must be increased separately (moderate progression for each bonus). Strength bonus is used to determine lifting capacity, grappling strength, and so on. Dexterity is used to determine avoidance saves, to hit rolls, and skill checks for telekinetic manipulation. Save: varies, but usually a reflex save based on the dexterity level of the telekinetic force. Range: medium. Duration: concentration/ short (can be made long with doubled VP). [B] Force Wall[/B] Creates a wall of arcane force that stops most normal and magical attacks. Each VP equals 1 point of hardness in a 10'x10' 2-dimensional square (low progression). Any attack must deal that much damage in one blow (or, if magical, channel more than that amount of vitality) in order to break the barrier. Save: none. Range: close. Duration: moderate (long for double VP). [/QUOTE]
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