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
General Tabletop Discussion
*Pathfinder & Starfinder
Who Needs Classes? Just in case you dont . . .
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="Jeph" data-source="post: 316029" data-attributes="member: 6738"><p>You get jme all wrong: the system i have does not even use spells per day. Instead, magic-using characters spend fatigue points to cast completely customized spells. I have three pages of tables on spell perameters, the tab function used to space the tables out right messes up when I try to post it so it will be a while before I get that part up and running. </p><p></p><p>Let me go in depth anyway: A few things you'll need to know: MP stands for Manifestation Points.</p><p></p><p>Magic:</p><p></p><p>- 1 Caster Level (CL) can be bought for 8 Ability Points, but no more than 1 CL can be gained each level.</p><p>- Concentrating on a spell is a standard action the first round, and a full round action every round you build up power on the same spell after that, and always provokes an attack of opportunity. </p><p>- If a caster has power stored up from concentrating and takes an action other than concentrating or releasing the spell's power, they must make a Concentration check DC 15 (or DC 20 for hurried or stressful actions such as attacking) or lose all stored power.</p><p>- Releasing a spell's power is a free action. </p><p>- When damage is taken durring casting, the caster must make a concentration check (DC damage dealt) or lose the power. If they fail by 5 or more, they still suffer the spell’s backlash.</p><p>- When concentrating on a spell, roll a given number of dice plus your Wisdom modifier times your CL</p><p>- You gain this many MP to spend on spells in the round.</p><p>- If your concentration is ever broken, or you have extra MP not spent at the end of a round, they are lost.</p><p>- When a spell is complete, the caster suffers backlash Fatigue damage equal to the MP cost of the spell divided by 10 (minimum 1, round up).</p><p>- Casters can soak up up to double their CL plus double thier wisdom modifier in Fatigue from spellcasting before it actually affects their Fatigue points.</p><p>- When a spell is cast with an MP cost greater than the caster’s Safety Limit, the caster must make a concentration check (DC 10+MP cost - Safety Limit) or suffer concequences as outlined below.</p><p></p><p>CL: Safety Limit: MP/Round: Spells Known:</p><p>1 9 wis mod + 1d6 5</p><p>2 14 2 x wis mod + 1d6 7</p><p>3 18 3 x wis mod + 1d6 9</p><p>4 24 4 x wis mod + 1d8 11</p><p>5 28 5 x wis mod + 1d8 13</p><p>6 33 6 x wis mod + 1d8 14</p><p>7 39 7 x wis mod + 1d10 15</p><p>8 44 8 x wis mod + 1d10 16</p><p>9 48 9 x wis mod + 1d10 17</p><p>10 52 10 x wis mod + 1d12 18</p><p>11 59 11 x wis mod + 1d12 19</p><p>12 63 12 x wis mod + 1d12 20</p><p>13 69 13 x wis mod + 2d8 21</p><p>14 74 14 x wis mod + 2d8 22</p><p>15 78 15 x wis mod + 2d8 23</p><p>16 84 16 x wis mod + 3d6 24</p><p>17 89 17 x wis mod + 3d6 25</p><p>18 93 18 x wis mod + 3d6 26</p><p>19 99 19 x wis mod + 3d8 27</p><p>20 104 20 x wis mod + 3d8 28</p><p></p><p>Note that a "spell" is a general description of the affect, such as "Fireball: sphere of fire within sight, reflex half." This leaves exact range, radious, damage, and DC up to the caster to decide at the time of casting.</p><p></p><p>Safety Limit Failure Consequences:</p><p>Failed by: Consequence:</p><p>1-3 Backlash damage increased by half</p><p>4-6 Backlash damage dealt to HP</p><p>7-9 Backlash damage increased by half and dealt to HP</p><p>10-12 Backlash damage x1d4 fire in 5' radious</p><p>13-15 Backlash damage x1d6 fire in 10' radious</p><p>16+ Caster destroyed, backlash damage x1d8 fire in 15' radious</p><p></p><p></p><p>- A caster may counterspell if they ready an action or make an initiative check DC 20.</p><p>- They must then make a Spellcraft check DC 10+ their opponent’s CL.</p><p>- The counterer then has 2 options:</p><p> a: The counterer rolls MP/Round at -1 / level. This is then subtracted from the spell thier opponent is trying to cast. The opponent then may cast the spell with reduced efectiveness.</p><p> b: The counterer rolls MP/Round. They then cast a spell as similar to their opponent’s as possible. Then both casters make opposed concentration checks. If the counterer wins, their opponent’s spell fails.</p><p></p><p></p><p>(pant, pant, pant......fingers ache, neck aches, shoulders ache, eyes ache, wrists developing arthuritus.....must.....go....on......keep......typing......)</p><p></p><p>And now for just a bit of my custom spell table</p><p></p><p>Ability: MP description</p><p>change ability score 13 Alters physical score by 1 point</p><p> 10 Alters mental score by 1 point</p><p>alter skill 30 Alters all skills by 1 point</p><p> 1 Alters specific skill by 2 points</p><p> 20 makes specific skill unaccesable</p><p> 9 alters strength based skill s by 1 point</p><p> 9 alters dex based skill s by 1 point</p><p> 5 alters con based skill s by 1 point</p><p> 7 alters int based skill s by 1 point</p><p> 7 alters wis based skill s by 1 point</p><p> 7 alters cha based skill s by 1 point</p><p>Speed 20 alters ground speed by 5 feet</p><p> 20 alters existing fly speed by 5 feet</p><p> 50 grants creature 60 fly speed, avg manueverability</p><p> 20 alters manueverability by 1 category</p><p> 25 alters existing swim speed by 5 feet</p><p> 45 grants swim speed of 35 feet</p><p> 45 alters existing burrow speed by 5 feet</p><p> 60 grants burrow speed of 10 feet</p><p>Destruction 2 deals 1d6 damage</p><p> 2 deals 1d8 fatigue damage</p><p> 80 destroys 10 cubic feet of anything</p><p> 65 destroys/kills 10 cubic feet of living matter</p><p> 40 destroys 10 cubic feet of unliving matter</p><p> +5 adds elemental descriptor</p><p> +0 adds energy descriptor</p><p> +7 adds force descriptor</p><p> +0 adds weapon damage type</p><p> +4 damage has no descriptor</p><p></p><p></p><p>This is just a sample. In the main thingamabob is also teleportation, influence, illusion, healing, alignment, conjur object, light source, invisibility, and ad hoc.</p><p></p><p>Now for stuff like DC and range:</p><p></p><p>Perameter MP Description</p><p>Range -5 Touch</p><p> +10 anywhere caster can see without assistance</p><p> +20 magically/artificially assisted sight</p><p> +10 unlimited by sight</p><p> +25 only description of location available (int DC 20)</p><p> +30 not even that available (int DC 25)</p><p> -2 up to 10 feet away</p><p> +0 up to 100 feet away</p><p> +5 up to 500 feet away</p><p> +10 up to 1000 feet away</p><p> +3 +100 feet</p><p>Area +0 linear area (line extending from caster)</p><p> +0 up to 3 5-foot cubes</p><p> +5 per aditional 5-foot cube</p><p> +1 circular area</p><p> +0 column/tube</p><p> -5 flat plane</p><p> +0 sphere</p><p> +0 up to 10' radious</p><p> +(X^2) per "X" extra 5-foot units of radious</p><p> +0 Conical area</p><p> +0 first three (length x width)/5' units</p><p> +5 per each aditional (length x width)/5' unit</p><p> +10 Custom area</p><p> +3 per 5-foot cube</p><p> +10 consists of multiple unconnected sections</p><p>Target +0 Single target (or 10-foot cube)</p><p> +5 each extra target/10-foot cube</p><p> -5 all targets must be within 20' of each other</p><p> +0 targets must be within 40' of each other</p><p> +5 targets do not have to be close to each other</p><p>Duration +5X per durative unit</p><p> /5 X= round</p><p> x1 minute</p><p> x1.5 10 minutes</p><p> x2 hour</p><p> x3 day</p><p> x4 week</p><p> x5 month</p><p> x6 year</p><p> end when....</p><p> +5 (beneficial circumstance)</p><p> -10 (unbeneficial circumstance)</p><p> +10 (caster's/3rd party's discretion)</p><p> +7 (subject's discretion)</p><p>DC +0 10 + (MP/10)+wis modifier</p><p> -5 sace negates</p><p> +0 save for half/partial</p><p> +7 +1 to DC</p><p> -3 -1 to DC</p><p></p><p></p><p>Wow. done. finally. you might just possibly expect a more extensive list of spell abilities next week on friday or saturday. I'm exhausted, this took like an hour and a half and was just copying.</p><p></p><p>Hope this answers some questions,</p><p></p><p>- Jeph</p><p></p><p></p><p>PS: darn this dern posting thingy to heck! it screwed u0p the tables even when I didn't use tab! anyone know a way around this?</p></blockquote><p></p>
[QUOTE="Jeph, post: 316029, member: 6738"] You get jme all wrong: the system i have does not even use spells per day. Instead, magic-using characters spend fatigue points to cast completely customized spells. I have three pages of tables on spell perameters, the tab function used to space the tables out right messes up when I try to post it so it will be a while before I get that part up and running. Let me go in depth anyway: A few things you'll need to know: MP stands for Manifestation Points. Magic: - 1 Caster Level (CL) can be bought for 8 Ability Points, but no more than 1 CL can be gained each level. - Concentrating on a spell is a standard action the first round, and a full round action every round you build up power on the same spell after that, and always provokes an attack of opportunity. - If a caster has power stored up from concentrating and takes an action other than concentrating or releasing the spell's power, they must make a Concentration check DC 15 (or DC 20 for hurried or stressful actions such as attacking) or lose all stored power. - Releasing a spell's power is a free action. - When damage is taken durring casting, the caster must make a concentration check (DC damage dealt) or lose the power. If they fail by 5 or more, they still suffer the spell’s backlash. - When concentrating on a spell, roll a given number of dice plus your Wisdom modifier times your CL - You gain this many MP to spend on spells in the round. - If your concentration is ever broken, or you have extra MP not spent at the end of a round, they are lost. - When a spell is complete, the caster suffers backlash Fatigue damage equal to the MP cost of the spell divided by 10 (minimum 1, round up). - Casters can soak up up to double their CL plus double thier wisdom modifier in Fatigue from spellcasting before it actually affects their Fatigue points. - When a spell is cast with an MP cost greater than the caster’s Safety Limit, the caster must make a concentration check (DC 10+MP cost - Safety Limit) or suffer concequences as outlined below. CL: Safety Limit: MP/Round: Spells Known: 1 9 wis mod + 1d6 5 2 14 2 x wis mod + 1d6 7 3 18 3 x wis mod + 1d6 9 4 24 4 x wis mod + 1d8 11 5 28 5 x wis mod + 1d8 13 6 33 6 x wis mod + 1d8 14 7 39 7 x wis mod + 1d10 15 8 44 8 x wis mod + 1d10 16 9 48 9 x wis mod + 1d10 17 10 52 10 x wis mod + 1d12 18 11 59 11 x wis mod + 1d12 19 12 63 12 x wis mod + 1d12 20 13 69 13 x wis mod + 2d8 21 14 74 14 x wis mod + 2d8 22 15 78 15 x wis mod + 2d8 23 16 84 16 x wis mod + 3d6 24 17 89 17 x wis mod + 3d6 25 18 93 18 x wis mod + 3d6 26 19 99 19 x wis mod + 3d8 27 20 104 20 x wis mod + 3d8 28 Note that a "spell" is a general description of the affect, such as "Fireball: sphere of fire within sight, reflex half." This leaves exact range, radious, damage, and DC up to the caster to decide at the time of casting. Safety Limit Failure Consequences: Failed by: Consequence: 1-3 Backlash damage increased by half 4-6 Backlash damage dealt to HP 7-9 Backlash damage increased by half and dealt to HP 10-12 Backlash damage x1d4 fire in 5' radious 13-15 Backlash damage x1d6 fire in 10' radious 16+ Caster destroyed, backlash damage x1d8 fire in 15' radious - A caster may counterspell if they ready an action or make an initiative check DC 20. - They must then make a Spellcraft check DC 10+ their opponent’s CL. - The counterer then has 2 options: a: The counterer rolls MP/Round at -1 / level. This is then subtracted from the spell thier opponent is trying to cast. The opponent then may cast the spell with reduced efectiveness. b: The counterer rolls MP/Round. They then cast a spell as similar to their opponent’s as possible. Then both casters make opposed concentration checks. If the counterer wins, their opponent’s spell fails. (pant, pant, pant......fingers ache, neck aches, shoulders ache, eyes ache, wrists developing arthuritus.....must.....go....on......keep......typing......) And now for just a bit of my custom spell table Ability: MP description change ability score 13 Alters physical score by 1 point 10 Alters mental score by 1 point alter skill 30 Alters all skills by 1 point 1 Alters specific skill by 2 points 20 makes specific skill unaccesable 9 alters strength based skill s by 1 point 9 alters dex based skill s by 1 point 5 alters con based skill s by 1 point 7 alters int based skill s by 1 point 7 alters wis based skill s by 1 point 7 alters cha based skill s by 1 point Speed 20 alters ground speed by 5 feet 20 alters existing fly speed by 5 feet 50 grants creature 60 fly speed, avg manueverability 20 alters manueverability by 1 category 25 alters existing swim speed by 5 feet 45 grants swim speed of 35 feet 45 alters existing burrow speed by 5 feet 60 grants burrow speed of 10 feet Destruction 2 deals 1d6 damage 2 deals 1d8 fatigue damage 80 destroys 10 cubic feet of anything 65 destroys/kills 10 cubic feet of living matter 40 destroys 10 cubic feet of unliving matter +5 adds elemental descriptor +0 adds energy descriptor +7 adds force descriptor +0 adds weapon damage type +4 damage has no descriptor This is just a sample. In the main thingamabob is also teleportation, influence, illusion, healing, alignment, conjur object, light source, invisibility, and ad hoc. Now for stuff like DC and range: Perameter MP Description Range -5 Touch +10 anywhere caster can see without assistance +20 magically/artificially assisted sight +10 unlimited by sight +25 only description of location available (int DC 20) +30 not even that available (int DC 25) -2 up to 10 feet away +0 up to 100 feet away +5 up to 500 feet away +10 up to 1000 feet away +3 +100 feet Area +0 linear area (line extending from caster) +0 up to 3 5-foot cubes +5 per aditional 5-foot cube +1 circular area +0 column/tube -5 flat plane +0 sphere +0 up to 10' radious +(X^2) per "X" extra 5-foot units of radious +0 Conical area +0 first three (length x width)/5' units +5 per each aditional (length x width)/5' unit +10 Custom area +3 per 5-foot cube +10 consists of multiple unconnected sections Target +0 Single target (or 10-foot cube) +5 each extra target/10-foot cube -5 all targets must be within 20' of each other +0 targets must be within 40' of each other +5 targets do not have to be close to each other Duration +5X per durative unit /5 X= round x1 minute x1.5 10 minutes x2 hour x3 day x4 week x5 month x6 year end when.... +5 (beneficial circumstance) -10 (unbeneficial circumstance) +10 (caster's/3rd party's discretion) +7 (subject's discretion) DC +0 10 + (MP/10)+wis modifier -5 sace negates +0 save for half/partial +7 +1 to DC -3 -1 to DC Wow. done. finally. you might just possibly expect a more extensive list of spell abilities next week on friday or saturday. I'm exhausted, this took like an hour and a half and was just copying. Hope this answers some questions, - Jeph PS: darn this dern posting thingy to heck! it screwed u0p the tables even when I didn't use tab! anyone know a way around this? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Who Needs Classes? Just in case you dont . . .
Top