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Spirited Charge and Critical Hits???
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<blockquote data-quote="Sekhmet" data-source="post: 5646138" data-attributes="member: 97602"><p>Extra damage dice are never applied to critical hits.</p><p>9d6+extras, not everything x 3.</p><p>Spell creation is in the Dungeon Master's Guide(pg35), if I'm not mistaken, and I believe the DMG2 or PH2 also has rules regarding it.</p><p> I remember seeing a 1 week per level time requirement, something around 100 or 500gp per week, and not being able to adventure during that time. </p><p> As well as the end product being entirely able to fail completely.</p><p></p><p>EDIT: Ah, the DMG pg. 198 - one week per spell level, 1,000 gp per week, DC Spellcraft 10+spell level): Requires access to a well stocked library, consultants, abundant material components (part of the 1,000gp cost), etcetera. If the check succeeds, the character learns the new spell <strong>if her research produced a viable spell</strong>, for which your DM is the judge.</p><p> The DM should not tell the player whether or not the spell is viable when research begins, however he should feel free to work with the player before the research to give him loose guidance on acceptable parameters.</p><p> Remember that a spell should always follow the guidelines on page 36 to determine it's maximum damage dice.</p></blockquote><p></p>
[QUOTE="Sekhmet, post: 5646138, member: 97602"] Extra damage dice are never applied to critical hits. 9d6+extras, not everything x 3. Spell creation is in the Dungeon Master's Guide(pg35), if I'm not mistaken, and I believe the DMG2 or PH2 also has rules regarding it. I remember seeing a 1 week per level time requirement, something around 100 or 500gp per week, and not being able to adventure during that time. As well as the end product being entirely able to fail completely. EDIT: Ah, the DMG pg. 198 - one week per spell level, 1,000 gp per week, DC Spellcraft 10+spell level): Requires access to a well stocked library, consultants, abundant material components (part of the 1,000gp cost), etcetera. If the check succeeds, the character learns the new spell [b]if her research produced a viable spell[/b], for which your DM is the judge. The DM should not tell the player whether or not the spell is viable when research begins, however he should feel free to work with the player before the research to give him loose guidance on acceptable parameters. Remember that a spell should always follow the guidelines on page 36 to determine it's maximum damage dice. [/QUOTE]
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