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View Full Version : SPELLS FOR EVERYONE!!! (d20 System Re-Write)



wayfare
2013-05-25, 01:08 AM
A while back, I proposed modifying existing 3.5 by basically axing all casting classes and turning everyone else into a 5/9 caster (you can find that post here: http://www.giantitp.com/forums/showpost.php?p=13756961&postcount=1 ).

In keeping with the response I got, I've decided to do a re-write of 3.5, incorporating universal spellcasting while still maintaining a class-based system. Here is how I aim to do that:


All spells have linked attributes. To cast a spell you need a linked attribute modifier equal to the spell-level (casting a 3rd level spell requires a 16 in the linked attribute)
Characters gain access to level 1 spells at character level 1, and gain access to higher level spells every 5 levels
Any time the character gains a new spell level, he also gains 1 free spell of that level or lower. All other spells must be learned.
The saving throws for all spells are (10 + 1/2 level + linked attribute modifier)
Spells cost Mana equal to the spell level to cast. Characters begin play with a per-day pool of 5 mana + 1 mana/level


My first step in that effort is to attach linked attributes to all spells available through the SRD.

Here are the Level 1 spells i've done so far


Charisma (12)

• Bane (cha): Enemies take -1 on attack rolls and saves against fear.
• Bless (cha): Allies gain +1 on attack rolls and saves against fear.
• Cause Fear (cha): One creature of 5 HD or less flees for 1d4 rounds.
• Command (cha): One subject obeys selected command for 1 round.
• Doom (cha): One subject takes -2 on attack rolls, saves, and checks.
• Remove Fear (cha): Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
• Charm Person (cha): Makes one person your friend.
• Hypnotism(cha): Fascinates 2d4 HD of creatures.
• Disguise Self (cha): Changes your appearance.
• Ventriloquism (cha): Throws voice for 1 min./level.
• Calm Animals (cha): Calms (2d4 + level) HD of animals.
• Charm Animal (cha): Makes one animal your friend.

Intelligence (13)

• Comprehend Languages (int): You understand all spoken and written languages.
• Summon Monster I (int): Calls extraplanar creature to fight for you.
• Grease (int): Makes 10-ft. square or one object slippery.
• Unseen Servant (int): Invisible force obeys your commands.
• Identify (int): Determines properties of magic item.
• Sleep (int): Puts 4 HD of creatures into magical slumber
• Burning Hands (int): 1d4/level fire damage (max 5d4).
• Color Spray (int): Knocks unconscious, blinds, and/or stuns weak creatures.
• Silent Image (int): Creates minor illusion of your design.
• Faerie Fire (int): Outlines subjects with light, canceling blur, concealment, and the like.
• Produce Flame (int): 1d6 damage +1/level, touch or thrown.
• Speak with Animals (int): You can communicate with animals.
• Obscuring Mist (int): Fog surrounds you.

Wisdom (15)

• Bless Water (wis): Makes holy water.
• Cure Light Wounds (wis): Cures 1d8 damage +1/level (max +5).
• Curse Water (wis): Makes unholy water.
• Deathwatch (wis): Reveals how near death subjects within 30 ft. are.
• Detect Chaos/Evil/Good/Law (wis): Reveals creatures, spells, or objects of selected alignment.
• Detect Undead (wis): Reveals undead within 60 ft.
• Hide from Undead (wis): Undead can’t perceive one subject/level.
• Inflict Light Wounds (wis): Touch deals 1d8 damage +1/level (max +5).
• Sanctuary (wis): Opponents can’t attack you, and you can’t attack.
• Alarm (wis): Wards an area for 2 hours/level.
• Detect Secret Doors (wis): Reveals hidden doors within 60 ft.
• Detect Animals or Plants (wis): Detects kinds of animals or plants.
• Detect Snares and Pits (wis): Reveals natural or primitive traps.
• Goodberry (wis): 2d4 berries each cure 1 hp (max 8 hp/24 hours).
• Summon Nature’s Ally I (wis): Calls creature to fight.

Strength (7)

• Divine Favor (str): You gain +1 per three levels on attack and damage rolls.
• Hold Portal (str): Holds door shut.
• Floating Disk (str): Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
• Enlarge Person (str): Humanoid creature doubles in size.
• Jump (str): Subject gets bonus on Jump checks.
• Entangle (str): Plants entangle everyone in 40-ft.-radius.
• Shillelagh (str): Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.

Dexterity (11)

• Entropic Shield (dex): Ranged attacks against you have 20% miss chance.
• True Strike (dex): +20 on your next attack roll
• Magic Missile (dex): 1d4+1 damage; +1 missile per two levels above 1st (max 5).
• Shocking Grasp (dex): Touch delivers 1d6/level electricity damage (max 5d6).
• Animate Rope (dex): Makes a rope move at your command.
• Expeditious Retreat (dex): Your speed increases by 30 ft.
• Feather Fall (dex): Objects or creatures fall slowly.
• Reduce Person (dex): Humanoid creature halves in size.
• Hide from Animals (dex): Animals can’t perceive one subject/level.
• Longstrider (dex): Your speed increases by 10 ft.
• Pass without Trace (dex): One subject/level leaves no tracks.

Constitution (7)

• Endure Elements (con): Exist comfortably in hot or cold environments.
• Protection from Chaos/Evil/Good/Law (con): +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
• Shield of Faith (con): Aura grants +2 or higher deflection bonus.
• Shield (con): Invisible disc gives +4 to AC, blocks magic missiles
• Mage Armor (con): Gives subject +4 armor bonus.
• Chill Touch (con): One touch/level deals 1d6 damage and possibly 1 Str damage.
• Ray of Enfeeblement (con): Ray deals 1d6 +1 per two levels Str damage.

???

• Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
• Magic Weapon: Weapon gains +1 bonus.
• Mount: Summons riding horse for 2 hours/level.
• Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.


Level 2 Spells

CHARISMA (12)

• Aid +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
• Calm Emotions (Cha): Calms creatures, negating emotion effects.
• Sound Burst (Cha): Deals 1d8 sonic damage to subjects; may stun them.
• Eagle’s Splendor (Cha): Subject gains +4 to Cha for 1 min./level.
• Enthrall (Cha): Captivates all within 100 ft. + 10 ft./level.
• Animal Messenger (Cha): Sends a Tiny animal to a specific place.
• Animal Trance (Cha): Fascinates 2d6 HD of animals.
• Hideous Laughter (Cha): Subject loses actions for 1 round/level.
• Hypnotic Pattern (Cha): Fascinates (2d4 + level) HD of creatures.
• Command Undead (Cha): Undead creature obeys your commands.
• Scare (Cha): Panics creatures of less than 6 HD.
• Whispering Wind (Cha): Sends a short message 1 mile/level.

WISDOM (17)
• Augury (Wis): Learns whether an action will be good or bad.
• Consecrate (Wis): Fills area with positive energy, making undead weaker.
• Cure Moderate Wounds (Wis): Cures 2d8 damage +1/level (max +10).
• Desecrate (Wis): Fills area with negative energy, making undead stronger.
• Find Traps (Wis): Notice traps as a rogue does.
• Inflict Moderate Wounds (Wis): Touch attack, 2d8 damage +1/level (max +10).
• Owl’s Wisdom (Wis): Subject gains +4 to Wis for 1 min./level.
• Restoration, Lesser (Wis): Dispels magical ability penalty or repairs 1d4 ability damage.
• Status (Wis): Monitors condition, position of allies.
• Zone of Truth (Wis): Subjects within range cannot lie.
• Summon Nature’s Ally II (Wis): Calls creature to fight.
• Summon Swarm (Wis): Summons swarm of bats, rats, or spiders.
• Detect Thoughts (Wis): Allows “listening” to surface thoughts.
• Locate Object (Wis): Senses direction toward object (specific or type).
• See Invisibility (Wis): Reveals invisible creatures or objects.
• Magic Mouth (Wis): Speaks once when triggered.
• Darkvision (Wis): See 60 ft. in total darkness.

INTELLIGENCE (21)
• Darkness (Int): 20-ft. radius of supernatural shadow.
• Silence (Int): Negates sound in 20-ft. radius.
• Summon Monster II (Int): Calls extraplanar creature to fight for you.
• Undetectable Alignment (Int): Conceals alignment for 24 hours.
• Chill Metal (Int): Cold metal damages those who touch it.
• Fire Trap (Int): Opened object deals 1d4 +1/level damage.
• Flaming Sphere (Int): Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
• Fog Cloud (Int): Fog obscures vision.
• Gust of Wind (Int): Blows away or knocks down smaller creatures.
• Heat Metal (Int): Make metal so hot it damages those who touch it.
• Wood Shape (Int): Rearranges wooden objects to suit you.
• Obscure Object (Int): Masks object against scrying.
• Daze Monster (Int): Living creature of 6 HD or less loses next action.
• Touch of Idiocy (Int): Subject takes 1d6 points of Int, Wis, and Cha damage.
• Minor Image (Int): As silent image, plus some sound.
• Misdirection (Int): Misleads divinations for one creature or object.
• Phantom Trap (Int): Makes item seem trapped.
• Blindness/Deafness (Int): Makes subject blinded or deafened.
• Pyrotechnics (Int): Turns fire into blinding light or choking smoke.
• Rope Trick (Int): As many as eight creatures hide in extradimensional space.
• Fox’s Cunning (Int): Subject gains +4 Int for 1 min./level.

STRENGTH (9)
• Align Weapon (Str): Weapon becomes good, evil, lawful, or chaotic.
• Bull’s Strength (Str): Subject gains +4 to Str for 1 min./level.
• Hold Person (Str): Paralyzes one humanoid for 1 round/level.
• Hold Animal (Str): Paralyzes one animal for 1 round/level.
• Soften Earth and Stone (Str): Turns stone to clay or dirt to sand or mud.
• Warp Wood (Str): Bends wood (shaft, handle, door, plank).
• Web (Str): Fills 20-ft.-radius spread with sticky spiderwebs.
• Spiritual Weapon (Str): Magic weapon attacks on its own.
• Shatter (any): Sonic vibration damages objects or crystalline creatures.

DEXTERITY (13)
• Cat’s Grace (Dex): Subject gains +4 to Dex for 1 min./level.
• Flame Blade (Dex): Touch attack deals 1d8 +1/two levels damage.
• Spider Climb (Dex): Grants ability to walk on walls and ceilings.
• Arcane Lock (Dex): Magically locks a portal or chest.
• Acid Arrow (Dex): Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
• Glitterdust (Dex): Blinds creatures, outlines invisible creatures.
• Scorching Ray (Dex): Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
• Blur (Dex): Attacks miss subject 20% of the time.
• Invisibility (Dex): Subject is invisible for 1 min./level or until it attacks.
• Mirror Image (Dex): Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
• Spectral Hand (Dex): Creates disembodied glowing hand to deliver touch attacks.
• Knock (Dex): Opens locked or magically sealed door.
• Levitate (Dex): Subject moves up and down at your direction.

CONSTITUTION (14)
• Bear’s Endurance (Con): Subject gains +4 to Con for 1 min./level.
• Death Knell (Con): Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
• Delay Poison (Con): Stops poison from harming subject for 1 hour/level.
• Remove Paralysis: (Con) Frees one or more creatures from paralysis or slow effect.
• Resist Energy (Con): Ignores 10 (or more) points of damage/attack from specified energy type.
• Shield Other (Con): You take half of subject’s damage.
• Barkskin (Con): Grants +2 (or higher) enhancement to natural armor.
• Reduce Animal (Con): Shrinks one willing animal.
• Resist Energy (Con): Ignores 10 (or more) points of damage/attack from specified energy type.
• Tree Shape (Con): You look exactly like a tree for 1 hour/level.
• False Life (Con): Gain 1d10 temporary hp +1/level (max +10).
• Ghoul Touch (Con): Paralyzes one subject, which exudes stench that makes those nearby sickened.
• Alter Self (Con): Assume form of a similar creature.
• Protection from Arrows (Con): Subject immune to most ranged attacks.
???

• Gentle Repose (???): Preserves one corpse.
• Make Whole (???): Repairs an object.
• Continual Flame (???): Makes a permanent, heatless torch.


Any feedback would be appreciated. A lot of these were toss-ups for me, so being able to go over it with folks will be a great help![/QUOTE]

Garryl
2013-05-25, 01:19 AM
Interesting. Are you also removing the distinction between arcane and divine spells for innate magic or otherwise ensuring that Fighters and other heavily armored characters aren't fumbling with ASF? The fact that somatic components exist means that two-handed weapon wielders get a greater benefit than shield users and dual wielders as they can easily free up a hand, which is a bit unfortunate.

Would it be possible to sort the spells by key ability score, rather than just alphabetically, similar to how Sor/Wiz spells are sorted by school?

You mention characters learning spells, but other than the one free spell per spell level, how does one do so?

wayfare
2013-05-25, 09:42 AM
Interesting. Are you also removing the distinction between arcane and divine spells for innate magic or otherwise ensuring that Fighters and other heavily armored characters aren't fumbling with ASF? The fact that somatic components exist means that two-handed weapon wielders get a greater benefit than shield users and dual wielders as they can easily free up a hand, which is a bit unfortunate.

Would it be possible to sort the spells by key ability score, rather than just alphabetically, similar to how Sor/Wiz spells are sorted by school?

You mention characters learning spells, but other than the one free spell per spell level, how does one do so?

Thanks for the feedback!

Spell Failure won't be related to armor, so feel free to wear plate and cast away!

I'll get on reordering the spells, but it may take me day or two.

As for learning spells, i figured that it would either be a training type thing (you learn from somebody who casts the spell), learning from a spell book, or developing the spell on your own. I think it would break down like this:

{table=head]Method|Time|Check DC
Training|1 day/spell level|15 + Spell level
Study|2 days/spell level|20 + Spell level
Innovation|4 days/spell level|25 + Spell level[/table]

At the end of each day you spend trying to learn a spell, you make a (Linked Attribute + Level) check to see if you have made progress learning the spell. If you succeed, you are one day closer to learning the spell, if you fail, nothing bad happens, you just keep training.

These times assume that you can dedicate a significant portion of your day (Spell level + 3 hours) to learning the spell. If you can't devote that much time, increase the number of successful checks needed by 1/day.

wayfare
2013-05-25, 12:55 PM
Ok, just modified the spell list so it displays by linked attribute as well as the number of spells tied to that attribute.

wayfare
2013-05-28, 10:12 PM
Added level 2 spells!