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<blockquote data-quote="DreamChaser" data-source="post: 1106857" data-attributes="member: 1190"><p></p><p></p><p><span style="color: olive"><strong>THE ENERGY SUBTYPES:</strong></span></p><p>The modifications in this section would replace all direct damage spells with an energy subtype. Everything from Fireball and Burning Hands, to Lightning Bold and Cone of Cold.</p><p></p><p>Direct attack spells will all fall into one of eight energy subtypes. These subtypes do more than simply determine what kind of energy resistance affects them but also determines amount of damage and secondary effects.</p><p></p><p>The idea of secondary effects was taken, in part, from the spells Melf's Acid Arrow and Ice Knife (from T&B). Each of these spells has a lingering effect that is related to its energy type. I have always liked these spells and feel that they add a great deal of character to the game. Because some secondary effects are more potent than others, the nature of the secondary effect determines the base die of the primary effect (the damage).</p><p></p><p>The eight energy subtypes, their base damage, and their secondary effects are</p><p><span style="font-family: 'courier new'"></span></p><p><span style="font-family: 'courier new'"><span style="color: red">Energy.......Die......Secondary Effect</span></span></p><p><span style="font-family: 'courier new'">acid........."D"......half damage next round</span></p><p><span style="font-family: 'courier new'">dark........."B"......fear effect: target becomes shaken (area) or takes Str damage (targeted)...cannot harm objects (will negates)</span></p><p><span style="font-family: 'courier new'">cold........."C"......target is entangled (area) or takes Dex damage (targeted) (fort negates)</span></p><p><span style="font-family: 'courier new'">electricity.."C"......target is dazed (area) or stunned (targeted) (fort negates)</span></p><p><span style="font-family: 'courier new'">fire........."B"......none</span></p><p><span style="font-family: 'courier new'">force........"C"......affect incorporeal/ethereal creatures</span></p><p><span style="font-family: 'courier new'">sonic........"C"......target is deafened (area) (fort negates) or bull rushed (targeted) (str check negates)</span></p><p><span style="font-family: 'courier new'">white........"A"......subdual damage except against undead or evil subtype...cannot harm objects</span></p><p><span style="font-family: 'courier new'"></span></p><p></p><p>The Die types are relative. At any given level, a fire spell's die should be one higher than a sonic spell's but one lower than a white spell's. Except for dark and white energy, all the energy types have the ability to cause damage to objects (combustion, shattering, etc).</p><p></p><p>The second part of this unification is the use of the basic spell areas and effects.</p><p>touch, grasp, etc (melee touch attack)</p><p>ray, etc (single ranged touch attack)</p><p>missile, dart, etc (multiple ranged touch attacks)</p><p>line</p><p>cone</p><p>burst</p><p></p><p>So basically, each spell would be a combination of an energy and an effect. It would look something like this.</p><p></p><p>Lesser Energy Ray</p><p>Evocation [varies]</p><p>Level: 0</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Close (25 ft. + 5 ft. / 2 levels)</p><p>Effect: Ray</p><p>Duration: Instantaneous</p><p>Saving Throw: none (see below)</p><p>Spell Resistance: Yes</p><p></p><p>This spell is actually eight spells which must be learned separately. Each time you learn it, you learn a new energy form of the spell.</p><p></p><p>A tiny bolt of energy projects from your finger to strike a single object or creature. You must succeed at a ranged touch attack in order to hit.</p><p></p><p>The a ray of fire or darkness deals 1d4 points of damage, a ray of cold, force, lightning, or sound deals 1d3 points of damage. A ray of acid deals 1d2 points of damage. A ray of white deals 1d6 points of nonlethal damage. Secondary effects apply.</p><p></p><p>---------------------------------------------------------------------</p><p></p><p>Well, there it is. What do you think?</p><p>DC</p></blockquote><p></p>
[QUOTE="DreamChaser, post: 1106857, member: 1190"] [COLOR=blue][/COLOR] [COLOR=olive][B]THE ENERGY SUBTYPES:[/B][/COLOR] The modifications in this section would replace all direct damage spells with an energy subtype. Everything from Fireball and Burning Hands, to Lightning Bold and Cone of Cold. Direct attack spells will all fall into one of eight energy subtypes. These subtypes do more than simply determine what kind of energy resistance affects them but also determines amount of damage and secondary effects. The idea of secondary effects was taken, in part, from the spells Melf's Acid Arrow and Ice Knife (from T&B). Each of these spells has a lingering effect that is related to its energy type. I have always liked these spells and feel that they add a great deal of character to the game. Because some secondary effects are more potent than others, the nature of the secondary effect determines the base die of the primary effect (the damage). The eight energy subtypes, their base damage, and their secondary effects are [FONT=courier new] [COLOR=red]Energy.......Die......Secondary Effect[/COLOR] acid........."D"......half damage next round dark........."B"......fear effect: target becomes shaken (area) or takes Str damage (targeted)...cannot harm objects (will negates) cold........."C"......target is entangled (area) or takes Dex damage (targeted) (fort negates) electricity.."C"......target is dazed (area) or stunned (targeted) (fort negates) fire........."B"......none force........"C"......affect incorporeal/ethereal creatures sonic........"C"......target is deafened (area) (fort negates) or bull rushed (targeted) (str check negates) white........"A"......subdual damage except against undead or evil subtype...cannot harm objects [/FONT] The Die types are relative. At any given level, a fire spell's die should be one higher than a sonic spell's but one lower than a white spell's. Except for dark and white energy, all the energy types have the ability to cause damage to objects (combustion, shattering, etc). The second part of this unification is the use of the basic spell areas and effects. touch, grasp, etc (melee touch attack) ray, etc (single ranged touch attack) missile, dart, etc (multiple ranged touch attacks) line cone burst So basically, each spell would be a combination of an energy and an effect. It would look something like this. Lesser Energy Ray Evocation [varies] Level: 0 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft. / 2 levels) Effect: Ray Duration: Instantaneous Saving Throw: none (see below) Spell Resistance: Yes This spell is actually eight spells which must be learned separately. Each time you learn it, you learn a new energy form of the spell. A tiny bolt of energy projects from your finger to strike a single object or creature. You must succeed at a ranged touch attack in order to hit. The a ray of fire or darkness deals 1d4 points of damage, a ray of cold, force, lightning, or sound deals 1d3 points of damage. A ray of acid deals 1d2 points of damage. A ray of white deals 1d6 points of nonlethal damage. Secondary effects apply. --------------------------------------------------------------------- Well, there it is. What do you think? DC [/QUOTE]
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