Indigo Knight
2019-03-12, 11:25 AM
This is an ongoing project I'm still working on. It's far from finished. At it's current state it's more akin to thought bubbles.
I'll probably update this from time to time. Feel free to comment.
I'd also like to thank PairO'Dice and aimlessPolymath and Lacuna Caster and everyone else I haven't mentioned, for previous discussion on the topic.
Template:
abc
abc
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Every spell starts with the following root;
Use <Standard action> to cast mention <effect>, on up to <1> of <Self>, at casting range of <Melee>, which occurs <Instantaneously> || afflicts up to <1 round>
Destroy:
Deal 1d6 points of damage to target object.
Hurt:
Inflict 1d6 points of damage to target creature.
#####: (vs. Fortitude) opposite of ___
Target creature becomes Fatigued.
Instead of Fatigued, target creature becomes Exhausted.
Instead of Exhausted, target creature becomes Unconscious(Asleep).
#####: (vs. Intelligence) opposite of Clarity.
Target creature becomes Confused.
Instead of Confused, target creature becomes Dazed.
Instead of Dazed, target creature becomes Stunned.
Fright: (vs. Wisdom) opposite of ___
Target creature becomes Shaken.
Instead of Shaken, target creature becomes Terrified.
Instead of Terrified, target creature becomes Panicked.
Compel: (vs. Charisma) opposite of ___
Caster force target <Natural>or self? or hostile? to act a single <Minor> action.
Target save check by charisma.
Instead of a <Minor> action, force target creature to act a <Move> action.
Instead of a <Move> action, force target creature to act both <Minor & Move> actions.
Instead of <Minor & Move> actions, force target creature to act a <Standard> action.
Instead of a <Standard> action, force target creature to act both <Minor & Standard> actions.
Instead of <Minor & Standard> actions, force target creature to act both <Move & Standard> actions.
Instead of <Move & Standard> actions, force target creature to act <Minor, Move & Standard> actions.
Empower:
Target Object/Creature receive +1 bonus to it's main skill/attribute for it's next use within a round.
######: (vs. ______) opposite of Empower
Target Object/Creature receive -1 penalty to it's main skill/attribute for it's next use within a round.
Haste:
Caster grants target <Natural> an extra <Minor> action. Extra action gained will be taken at the target's next initiative.
Instead of <Minor> action, grant extra <Move> action.
Instead of <Move> action, grant extra <Minor & Move> action.
Instead of <Minor & Move> action, grant extra <Standard> action.
Instead of <Standard> action, grant extra <Minor & Standard> actions.
Instead of <Minor & Standard> actions, grant extra <Move & Standard> actions.
Instead of <Move & Standard> actions, grant extra <Minor, Move & Standard> actions.
Jaunt:
Caster can Teleport target <Self>, and equipped items, up to <5> feet from spell target, or up to <25> feet from spell target with danger for off point destination.
Caster must see chosen destination, which also must be on the same plane.
Target teleported could collide with solids at destination.
~Delta between target number and rolled number is off target teleport
Instead of spell target of Self - may target Natural Creature.
Instead of spell target of Natural Creature - may target Hostile Creature.
Double the distance limit for destination by 2.
Instead of having to see target destination, can target destination out of sight.
May teleport to a different plane.
======
Reduce distance of off-point teleportation from true destination.
If jaunt destination is occupied, may swap locations of creatures. Must be willing.
Instead of creature, teleport object – up to 10 pounds per caster level, not in possession. Target destination can be hand or possession of Natural.
Trap/trigger ((this is the 1step to using and creating Portals)) – create triggered effect on Void/Surface. When target steps on target, trigger the spell effect. Trigger exert itself after maximum targets were effected by spell or when 10 minutes per caster level passed. Is considered a magical trap. Up to 1 trap exists at any time.
Instead of destination in line of sight, no longer requires line of sight to spell effect destination. If destination is occupied by solid object – shunt to closest non-solid space, receive dmg differential/100 ft' (100,1d6;1000,2d6;10000,4d6;)
(beacon) cast on object to be teleported to it later.
maybe add function for off destination arrival, function based on distance traveled? Say, for every 200 squares, 5 squares at a random direction.
Anchor:
Reduce teleportation effect by 10 feet.
Summon:
Banish:
Teleport target creature away from current position.
Animate:
Caster transform <???> amount of a single material. While the caster expend his concentration on this spell, he can control the animated. The awakened material is a construct with the following stats:still need to rephrase this
Size/Type: Medium Construct
Hit Dice: 10+1d10 /per level
Initiative: +2(from dex)
Speed: 30 ft. (6 squares)
Armor Class: +2 dex + (dr' 4/-) touch 12, flat-footed 10
Attack: Hand +2 melee (1d6+2)
Special Qualities:
construct traits, darkvision 60 ft., low-light vision + ability from menu (look at pyramid)
Abilities: Str 14, Dex 14, Con - , Int - , Wis - , Cha -
Double the number of animated creatures created. Double the amount of matter needed.
Instead of using a single matter type. Use two types to form a creature.phrasing is blaaa. also, is it understandable that this is recursive?
abc
Morph:
Gain 10(5?)(2?) on dusguise.
Decrease Target size by 1 category.
Instead of decreasing size by 1 category, decrease Target size by 2 categories or increase by 1 category.
Increase 1 of Target's physical abilities (Str, Dex, Con) by 2.
Target gains darkvision 60 feet, low-light vision, scent, or swim 30 feet.
abc
abc
abc
Augment:
Change the spell accordingly, from the following –
Instead of <Standard action>, use <Move action & Minor action> to cast chosen spell.
Instead of <Move action & Minor action>, use <Move action> to cast chosen spell.
Instead of <Move action>, use <Minor action> to cast chosen spell.
Instead of <Minor action>, use <Immediate action> to cast chosen spell.
Double the number of targets for chosen spell.
Instead of <Self> as target, cast chosen spell on <Natural> target.
Instead of <Natural> as target, cast chosen spell on <Hostile> target.
Instead of casting range of <Melee>, cast chosen spell at <Near> range.
Instead of casting range of <Near>, cast chosen spell at <Sight> range.
Instead of casting range of <Sight>, cast chosen spell at <Unrestricted> range.
I'll probably update this from time to time. Feel free to comment.
I'd also like to thank PairO'Dice and aimlessPolymath and Lacuna Caster and everyone else I haven't mentioned, for previous discussion on the topic.
Template:
abc
abc
abc
Every spell starts with the following root;
Use <Standard action> to cast mention <effect>, on up to <1> of <Self>, at casting range of <Melee>, which occurs <Instantaneously> || afflicts up to <1 round>
Destroy:
Deal 1d6 points of damage to target object.
Hurt:
Inflict 1d6 points of damage to target creature.
#####: (vs. Fortitude) opposite of ___
Target creature becomes Fatigued.
Instead of Fatigued, target creature becomes Exhausted.
Instead of Exhausted, target creature becomes Unconscious(Asleep).
#####: (vs. Intelligence) opposite of Clarity.
Target creature becomes Confused.
Instead of Confused, target creature becomes Dazed.
Instead of Dazed, target creature becomes Stunned.
Fright: (vs. Wisdom) opposite of ___
Target creature becomes Shaken.
Instead of Shaken, target creature becomes Terrified.
Instead of Terrified, target creature becomes Panicked.
Compel: (vs. Charisma) opposite of ___
Caster force target <Natural>or self? or hostile? to act a single <Minor> action.
Target save check by charisma.
Instead of a <Minor> action, force target creature to act a <Move> action.
Instead of a <Move> action, force target creature to act both <Minor & Move> actions.
Instead of <Minor & Move> actions, force target creature to act a <Standard> action.
Instead of a <Standard> action, force target creature to act both <Minor & Standard> actions.
Instead of <Minor & Standard> actions, force target creature to act both <Move & Standard> actions.
Instead of <Move & Standard> actions, force target creature to act <Minor, Move & Standard> actions.
Empower:
Target Object/Creature receive +1 bonus to it's main skill/attribute for it's next use within a round.
######: (vs. ______) opposite of Empower
Target Object/Creature receive -1 penalty to it's main skill/attribute for it's next use within a round.
Haste:
Caster grants target <Natural> an extra <Minor> action. Extra action gained will be taken at the target's next initiative.
Instead of <Minor> action, grant extra <Move> action.
Instead of <Move> action, grant extra <Minor & Move> action.
Instead of <Minor & Move> action, grant extra <Standard> action.
Instead of <Standard> action, grant extra <Minor & Standard> actions.
Instead of <Minor & Standard> actions, grant extra <Move & Standard> actions.
Instead of <Move & Standard> actions, grant extra <Minor, Move & Standard> actions.
Jaunt:
Caster can Teleport target <Self>, and equipped items, up to <5> feet from spell target, or up to <25> feet from spell target with danger for off point destination.
Caster must see chosen destination, which also must be on the same plane.
Target teleported could collide with solids at destination.
~Delta between target number and rolled number is off target teleport
Instead of spell target of Self - may target Natural Creature.
Instead of spell target of Natural Creature - may target Hostile Creature.
Double the distance limit for destination by 2.
Instead of having to see target destination, can target destination out of sight.
May teleport to a different plane.
======
Reduce distance of off-point teleportation from true destination.
If jaunt destination is occupied, may swap locations of creatures. Must be willing.
Instead of creature, teleport object – up to 10 pounds per caster level, not in possession. Target destination can be hand or possession of Natural.
Trap/trigger ((this is the 1step to using and creating Portals)) – create triggered effect on Void/Surface. When target steps on target, trigger the spell effect. Trigger exert itself after maximum targets were effected by spell or when 10 minutes per caster level passed. Is considered a magical trap. Up to 1 trap exists at any time.
Instead of destination in line of sight, no longer requires line of sight to spell effect destination. If destination is occupied by solid object – shunt to closest non-solid space, receive dmg differential/100 ft' (100,1d6;1000,2d6;10000,4d6;)
(beacon) cast on object to be teleported to it later.
maybe add function for off destination arrival, function based on distance traveled? Say, for every 200 squares, 5 squares at a random direction.
Anchor:
Reduce teleportation effect by 10 feet.
Summon:
Banish:
Teleport target creature away from current position.
Animate:
Caster transform <???> amount of a single material. While the caster expend his concentration on this spell, he can control the animated. The awakened material is a construct with the following stats:still need to rephrase this
Size/Type: Medium Construct
Hit Dice: 10+1d10 /per level
Initiative: +2(from dex)
Speed: 30 ft. (6 squares)
Armor Class: +2 dex + (dr' 4/-) touch 12, flat-footed 10
Attack: Hand +2 melee (1d6+2)
Special Qualities:
construct traits, darkvision 60 ft., low-light vision + ability from menu (look at pyramid)
Abilities: Str 14, Dex 14, Con - , Int - , Wis - , Cha -
Double the number of animated creatures created. Double the amount of matter needed.
Instead of using a single matter type. Use two types to form a creature.phrasing is blaaa. also, is it understandable that this is recursive?
abc
Morph:
Gain 10(5?)(2?) on dusguise.
Decrease Target size by 1 category.
Instead of decreasing size by 1 category, decrease Target size by 2 categories or increase by 1 category.
Increase 1 of Target's physical abilities (Str, Dex, Con) by 2.
Target gains darkvision 60 feet, low-light vision, scent, or swim 30 feet.
abc
abc
abc
Augment:
Change the spell accordingly, from the following –
Instead of <Standard action>, use <Move action & Minor action> to cast chosen spell.
Instead of <Move action & Minor action>, use <Move action> to cast chosen spell.
Instead of <Move action>, use <Minor action> to cast chosen spell.
Instead of <Minor action>, use <Immediate action> to cast chosen spell.
Double the number of targets for chosen spell.
Instead of <Self> as target, cast chosen spell on <Natural> target.
Instead of <Natural> as target, cast chosen spell on <Hostile> target.
Instead of casting range of <Melee>, cast chosen spell at <Near> range.
Instead of casting range of <Near>, cast chosen spell at <Sight> range.
Instead of casting range of <Sight>, cast chosen spell at <Unrestricted> range.