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Author Topic: The Spell Research Lab  (Read 1301 times)
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Jovis
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« on: September 08, 2007, 09:52:55 AM »

Hi all.

Welcome to the Spell Research Design Lab, here we are constantly working hard designing the next RPG's game mechanics.

this thread developed from talking with my wife about the Magic system in D&D (all current incarnations), I wanted to create something simple yet flexable and could grow with the chatacter with out having five thousand spells in dozens of books.

My initial idea is you give the player the option to build their spells, (maybe a spell point system of sorts)
choosing damage type (fire, acid, cold, sonic...ect..)
Range (touch,close, med, LOS...ect)
"power level" how much damage will it do.


each choice modifies the DC for creating, casting, resisting....ect

It would also be cool that this would give the player their own flavor (not just another fireball) and get some use out of researching spells, as well as being able to modify the spell on the fly by modifing the casting DC.
and with a little flavor change it could be used for Psionics too.


what do you think .....what are your suggestions......


Jovis
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« Reply #1 on: September 08, 2007, 12:00:33 PM »

Nice tag line.  I think I'm gonna use that in Shadowrun. Grin
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« Reply #2 on: September 08, 2007, 05:53:58 PM »

Good idea, Jovis.
Combat spells are gonna be easy (read:complex tables/charts/graphs[that gamers usually dig anyway]). I would recommend taking a few choice spells from each spell level. Gonna hafta make a graph of sorts, with room for improvement. Spell resistance, wether it has a saving throw, range, type of damage (elemental, holy/unholy, force, physical, etc). Arbitrarily (sp?) assign points to the varying levels of potency. Find the average, and voila! You have a point total to work with for each spell level, and have already determined how expensive in points it is to make the variables better. You may need to have an increasing scale for things like damage codes, and stuff. So you could have a 3rd level spell that does tons of damage, but they get a save, it is a touch attack, is subject to spell resistance, close range, etc.

And non combat spells? I dunno.
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« Reply #3 on: September 09, 2007, 09:41:07 AM »

I will be working on something like that over this week. (the charts and stuff)

After thinking about it this could be really cool, a DM could scale the system to fit a low to no magic campaign by making the DC's of research really high or lower the damage cap so they are not so powerful.
or do just the opposite to make a High magic campaign.

Jovis
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« Reply #4 on: September 12, 2007, 10:03:18 AM »

I love spell point systems.  I've always looked for a way to make it truly work without making higher level mages much more powerful.  I love the idea of researching the spell and being able to modify it on the fly as needed.

I agree that combat spells will be fairly easy to incorporate, as for non-combats, let's see.  Maybe go with a base cost depending on what level the spell is, the number of people it effects, the range, what effect you are going for, if it effects objects, and things of that nature.  I'll be more then happy to help out in whatever way I can Jovis.

I know it will be a lot of work but I think it can be done.  I know that you could also use a system like the old Ars Magica, they used forms and arts of something like that were you power was based on combining an art and a form to get a magical effect.  Like if you wanted a fireball for instance, you would add Creao (sp?) and Ignas.  You could use that to determine the maximum spell/caster level the person can reach.  It also allows for specialization.
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« Reply #5 on: September 12, 2007, 09:21:35 PM »


The basic premise is to build your spell using the spell Matrix.
You should be able to modify the spell on the fly.
What I am trying to do is make a system that can not only be flexible for the player
But also for the GM.

Spell Matrix   DC Modifier
School   
Abjuration   +2
Conjuration   +2
Divination   +1
Enchantment   +2
Evocation   +3
Illusion   +2
Necromancy   +3
Transmutation   +2
Components   
Verbal, Somatic, Focus   -1
Material   -1 per 5  Gp (max -10)
XP cost   -1 per 100 (max 2,000) [-20]
Casting Time   
Standard action   +0
Free Action   +2
Full Round   -2
Preparation Time:    
Effect   
Line   +2
Cone   +2
Energy type   
Force effect   
   
   
Damage dice type   
D2 / D3 / D4   +1
D6   +2
D8   +3
D10   +4
D12   +5
Damage Dice Number   +1 per
Area of Effect   
Per  20 feet area   +1
Personal    +0
Touch   +1
Close   +1
Medium   +2
Long   +3
Duration   
Timed   
Instantaneous   
Permanent   
Concentration   
Save   
Fortitude   
Reflex   
Will   
Save for Partial   
   
   This is just a start.
Jovis

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« Reply #6 on: September 13, 2007, 03:58:43 PM »

Now I'm tracking with you.  I like what you have so far.  Maybe you could make some feats to help mages with spell creation or modification as well since there will be mages that specialize in tweaking spells.

I like the table, it's pretty complete for the most part.  I can see myself wanting to sit down and figure out a few spells as they are in the Player's Handbook to see how they score as a constructed spell.
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