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2011-06-27, 10:05 PM (ISO 8601)
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Words of Power Handbook (WIP) (Help wanted) (PF)
This is your wizard...
This is your wizard using WYRDZ!
Now then, since I've gotten that out of the way, the actual point of the thread.
A handbook on Words of Power, an OGL variant from the Pathfinder supplement "Ultimate Magic".
Why use wordcasting?
Do you dislike the lack of complexity in the standard Vanacian spellcasting system? Would you prefer some more flexibility with your spells? Look no further than the Words of Power variant! You have a pool of words that you know and can combine on the fly to create spells suited for the situation at hand*.
With more than one hundred words available to learn, you can create almost any type of spell you can imagine.
Why to not use it?
Some people like to keep things simple, and find the standard spellcasting system just fine. These people are still cool, despite being squares who dislike the hip new thing.
If you're on the edge....
There's a feat to allow normal spellcasters to pick up a few Words of Power for use. It's called Experimental Spellcaster. Basically, you learn all of the target words, the boost word, and one effect word of any level you can cast. The best thing is that, if you say "Hey, I like this!", you can take this feat more times, picking up two additional effect or meta words of up to your highest level of spell each time you do. You get the familiar spellcasting system and a flexible variant, combined. Win/win, right?
Classes for words of power use
Any of the following caster classes can use words of power, at the cost of not being able to use regular spells.
Sorcerer: One of the best classes for use with this variant. They can use any of the words they know to create a wordspell on the spot. It gives them a primal feel, as though they were manipulating the raw arcane energy when casting, something that they need. They also learn their bloodline's spells, even if they're wordcasters, so you have some premade spells to work with, too.
Oracle: Another of the better classes for this subsystem. Like the sorcerer, they can use any of the words they know to make a wordspell on the spot. They also learn the spells from their Mysteries, so there's a fallback plan.
Wizard: As usual, wizards can potentially learn all of the words on their list. However, unlike the sorcerer, they have to arrange wordspells daily, and can't change them later on. Still, this gives them a bit more versatility, because even if they use the exact same effects, the targeting can change each day.
Cleric: It's a cleric. It knows all of the wordspells for the class, but has to arrange them and can't change them until resting for 8 hours. And they have to prepare their normal domain spells in their domain slots, still. Minor spontaneous casting from the Healing or Wounding group, depending on their alignment.
Druid: Well, pretty much the same as the Cleric, but only if they choose a domain over an animal companion (unlikely as it may be), and only from the Summoning group for the spontaneous casting. Still good with this in play.
Bard: A bit closer to the Sorcerer now. They cast spontaneously, so can make up wordspells on the fly. Unfortunately, they don't have a way to learn regular spells too, other than one feat. Not bad.
Alchemist: Yeah, you read that right. The Alchemist can learn wordspells. Unlike the rest of these guys, he only learns the personal and selected target words. They, like the Wizard, can potentially learn all of the words on their list.
Summoner: Another spontaneous caster, limited by his spells known list for words known. Nothing new here.
Magus: A prepared caster with a spellbook. Can learn any and all words from their list.
Ranger and Paladin: Let's face it, we don't really care about these two, do we? Prepared casters.
Witch: Replace "Spellbook" with "Familiar", and it's the same as the wizard. Plus they get to keep their patron spells, which is a nice addition.
* Assuming spontaneous caster
____________________________________
To the meat of the thread: the words themselves.
Now, there are far too many specific words to do a complete write up on all of them, so I'll just list them by their "group", then pick out the better choices for each level of them.
Format:
Word (Level/level if appearing at two different levels on different lists)- Comments
Effect Words
Acid words
Acid Burn (0)- What can I say? Effectively Acid Splash which can have its target changed. Not too bad of a choice, honestly.
Corrosive Bolt (2)- Acid Arrow with changeable target. Kinda useful, but there are better effects to use..
Acid Wave (4)- Ding ding ding! Orb of Acid, anyone? A good choice for a wizard or sorcerer who isn't crazy enough to ban Conjuration/ignore it.
Caustic Cloud (6/7)- Acid fog, anyone? Because that's what it is, basically.
Alignment words
Alignment Shield (1)- Protection from (Alignment), basically. No, entirely. At least you can combine it with a bigger buff.
Alignment Assault (4/5)- Smite me, oh mighty smiter! This is probably not that bad of a choice for an oracle, because they make up their words on the fly, and once they figure out their foes' alignment... Well, it's smitin' time, possibly with fire added.
Alignment Aura (8)- A bigger alignment shield. Woo. Gives SR, though.
Animal words
Nature's Calm (1)- Calm animal. Woo. Though it does affect magical beasts, too, so if the wizard's dire badger familiar starts raging, you can calm it down.
Wild Lure (2)- Charm Animal. Yay. Though, again, it also affects magical beasts.
Nature's Command (4/5)- Dominate animal. Woo. Also affects magical beasts.
Armor words
Force block (0)- Well, it gives a minor bonus to AC against incorporeal opponents as a standard action with no real cost to you. Not that bad. *Snerk* Yeah, right. At least you can combine it with some other buffs.
Force Shield (1)- So.... Mage Armor? Alright. I wouldn't spend a spell known slot on it, though.
Force Armor (3)- Better than Force Shield. Might be worth giving up a spell known slot for. Wait, if the target already has a better armor bonus, you add 1 to it and it can protect against incorporeal opponents? Yeah, perfect for a party buffing sorc or wizard. Or a Magus. Use this in either case.
Force Ward (6)- The same as the last, but with more plusses. I'd avoid.
Binding words
Lock Ward (1)- So you lock something, and can add another word to it to make something happen to anyone who opens it. Not that bad.
Paralyze Humanoid (2/3)- Hold Person. You can combine it with other stuff, though.
Paralyze Creature (4/5)- Hold Monster.
Permanent Paralysis (6/8)- This... Is kinda bad. See, it's an Enchantment (compulsion). Know what that means? Mind Blank. Don't bother trying, unless you can overcome SR easily and have a way to boost the save DC by a bit.
Body words
Fortify (1)- Oh, hell yes. A wizard wordspell that gives HP, even just temporary ones? Just what they always wanted. A good choice.
Energy Resistance (1/2)- Meh. It's resistance 10 to any energy type. At least you can boost it to 20.
Enhance Form (2)- Oh, I like this. +4 to any physical ability, and you can burn a swift action to make it +8 until your turn ends? Nice.
Perfect Form (4)-Wat. This is worse than its 2nd level counterpart. Avoid.I have been corrected. +4 to all physical abilities. Very nice, though it lacks the clause of Enhance Form.
Energy Immunity (6)- Gives Energy Immunity. Duh. Maybe good.
Change words
Altered Form (3)- Well, a minor boost to melee for you is sometimes nice. Not that bad. And you can boost it to help the fighter out, too.
Bestial Form (4)- A better version of the last one. If you can retrain, upgrade to this one ASAP.
Monstrous Form (5)- Rawr. I'm a monster. Again, a better version of the last one. Not much else to say.
Cold words
Cold Snap (0)- Oh, wow. Freezing Ray. Avoid.
Frost Fingers (2)- Kinda meh. The fact that creatures that fail their saves are staggered is ice, though.
Ice Blast (4)- Again, meh. The entange addition could make for a chilling spell combo.
Winter's Wrath (8)- This is kinda cool. Dex damage on a failed save? Nifty. And a blizzard? Very ice.
Command words
Friendship (1)- Charm person. Yay?
Simple Order (1)- basically, lesser suggestion. Not that bad.
Complex order (3/4)- Kinda meh, but useful.
Crush will (4/5)- Dominate Person, basically.
Concealing words
Fade (1)- One round of invisibility. Not bad. Might be useful with a rogue who needs SA activations in the party.
Disappear (2)- Normal invisibility. You can boost it to greater invis, though.
Unseen Shell (4)- Creates a sphere of invisibility. Again, you can boost it to greater invis strength.
Death words
Undeath (2/3)- Holy moley. This is great for necromancers. Create 2HD skeletons or zombies/CL, and it's level 3 for sorcs/wizards. Not bad. And a level earlier than Animate Dead, to boot!
Grave Bane (4/5)- Fairly good. No negative levels, +4 Sacred bonus on saves versus [Death] spells and magic death effects, and you stabilize automatically below 0 hp if you aren't killed.
Life Leech (4)- Enervate. And if you boost it, it gets worse. Those negative levels? Permanent.
Slay (6/7)- standard "Deal a lot of damage if it fails its save, a bit if it doesn't" spell. Maybe useful.
Destruction words
Damage (2/3)-Standard Object destroying spell. Move along
Rumble (8)- Basically? Earthquake.
Catastrophe (9)-Causes a big storm. Next.
Detection words
Sense Magic (0)- Well, they can't leave out detect magic!
Sense alignment (1)- What it says. If you boost it, you can detect two alignments, or all four, if he ups its spell level more. Very good. Combine with the aforementioned smiting spell, and you'll have fun.
Sense Thoughts (2)- What it says on the tin.
Sense Hidden (2)- See invisbility, and if you boost it, True seeing. Very nice.
Dispelling Words
Suppress (2)- Basically, this little thing suppresses a spell affecting one target. Kinda meh.
Resist Arcana (5/6)-Spell Resistance! At 12+ CL! Awesome, though a bit more of a speed bump than an actual defense.
Unmake (5/6)- Dispels all magical effects on the target, with a caster level check. If the target makes a will save, it only dispels the highest level spell.
Negation (6/8)- Antimagic field, basically. Can't be combined with other effect words, for some reason...
Divination Words
Beacon (0/1)-Lets you know which direction it is to the point that you cast this at. Not bad.
Far Sight (3)- Basically, scry location. Boost it to scry a being.
Locate (6)-Let's you know the direction of a location the caster names.
Electricity Words
Spark (0)- Useful, in its way. On the same level as the Cold cantrip.
Shock Arc (1)- Wow. 1d4 points of electricity damage/CL, up to 5d4. Really racking it up, aren't we? [/sarcasm]
Lightning Blast (3)- Basically? The electric Fireball. Useful in some situations.
Ball Lightning (5/6)-MOAR ELECTRICITY! d8s, and up to 15 of them this time.
Thunder Strike (8/9)- Now we're getting somewhere. Shame it's level 8.
Fear Words
Spook (1)- Frightens anything with less than 5 HD. Not too bad, if you can trade it out later.
Terror (3/4)- Better. Shaken is a pretty good effect, to be honest.
Horror (7)- Woah. 10 damage/CL, or 3d6+1/Cl on a successful save. Nice.
Fire Words
Flame Jet (0)- BURN! BURN FOR ME! AHAHAHA! Ahem. A fledgling pyromancer's best friend.
Burning Flash (1/2)- Burning hands, basically.
Fire Blast (3)- Fireball. Yeah.
Cinder Storm (5)- Bigger fireball.
Inferno (8)- Still bigger fireball.
True Fire (9)- PYROMANCER'S BEST FRIEND. No SR. No Save. Single target. When you absolutely, positively, have to kill the rogue with fire, this is your best bet.
Flight Words
Glide (1)- Actually pretty good for its level. Not too shabby.
Float (2)- Basically? Levitate. Not much to say.
Soar (3/4)- Fly. Take it, like usual for the spell Fly.
Force Words
Force Bolt (2)- Strictly worse than the fire stuff. 1d4/level selected, with a max of 5d4? And it counts as Magic Missile? Nope.
Force Blast (5)- Again, it's like Paizo hates Force effects. level 5, and it can only do 10d6? What are they smoking over there?
Gravity Words
Lift (0)- Ooh. Mage Hand.
Unfetter (6/7)- Reverse Gravity on a single target. Not too bad, for messing up melee enemies.
Repulse (6/8/9)- Oh yes. Throw things away from the center of the sphere? Hells yeah! Drop an Unfetter on yourself for lulz as you move with it..
Healing Words
Southing Touch (0/1)-Stops the target from bleeding out. Boosting it removes Shaken, sickened, or fatigued. Not bad.
Lesser Cure (1/2)- Not that good. Slightly worse than Cure Light, in that making it work costs one of your few metaword uses.
Moderate Cure (2/3)- See Lesser Cure, replace Light with Moderate
Greater Cure (3/4)- See Lesser Cure, replace Light with Serious
Elder Cure (4/5)- See Lesser Cure, replace Light with Critical
Illusion Words
Echo (0)- Ghost sound. Not much else to say.
Glimmering (2/3)- Minor Image. Meh.
Illumination Words
Radiance (1)- Lights the area like a torch for 10 min/cl. Not bad. Better things could be done, though.
Gloom (2)- So... Darkness. Yay?
Sunshine (3)- Meh. Only there to take out Gloom. And light sensitive creatures.
Language Words
Decipher (0/1)- The ability to read any one language chosen at casting. Not bad.
Translate (2/3/4)- The ability to read/write/speak one language. Nifty.
Far Casting (5)- One creature telepathy. Kinda nice.
Life Words
Purify (4)- So... Restoration, but... different? Odd, but nice.
Revive (5)- 3.5's Revivify, with a less harsh time limit. Me likey. Also, no material component!
Life Touch (8)- Very nice. Note the lack of material component in here as well.
Pain Words
Cramp (0)- For one round, the targets have their move speed halved, with a minimum of 10 feet. And it's a cantrip/orison. So long as you can reliably get someone with it, or just tack it onto a bigger spell you're already casting to add an effect, you've crippled your opponent's mobility. Not too shabby
Wrack (1)- Sickened for 1 round/level on a failed Fort save. Useful for debuffs.
Torture (3)- Note- not actual torture, but instead Nauseated for 1 round/ level on failed Fort save, with another save at the end of each of their turns to end the effect.
Power Words
Blind (7)- Ooookaaaaayyyyyy.... Power Word Blind. NEXT!
Stun (8)- ...Power Word Stun, NEXT!
Kill (9)- ... Was Paizo even trying? Power Word Kill.
Sonic Words
Discordant Note (2)- 1d4/level (max 5d4) sonic damage and a potential staggered condition for a level 2 slot.
Sound Blast (4)- Fireball, with Sonic damage instead of fire. I like it.
Destructive Vibration (6/7)- Up to 15d6 sonic damage with a chance to deafen. Kinda useful.
Summoning Words
Servitor [I-IX] (1-9)- These are basically Summon Monster, unless you're a Druid. Then they're Summon Nature's Ally. With a cooler name. However, you can add buff spells when you cast these, so... Prebuffed monsters!
Teleportation Words
Dimensional Hop (3)- Line of sight teleportation within range. Nifty.
Dimensional Jump (5)- Teleport to a previously visited place, no chance of failing. Nice.
Dimensional Shift (5/7)- Plane Shift, but no longer usable offensively.
Dimensional Gate (8/9)- Holy siht. A non-broken form of Gate.
Time Words
Fleet (1)- +10 foot base land speed for 1 hour/level. Very nice. Not many spells up base land speed, after all.
Dash (1)- +30 foot base land speed for 1 minute/level. So, Expeditious Retreat.
Accelerate (2)- BEST WORD FOR BUFFING. TAKE.
Decelerate (2)- The target is Staggered for 1 round/level or until it makes another Will save. Kinda meh. Boosting it makes that little "until is makes another Will save" go away, though.
Predict (2)- Want to know if something is a good or bad idea? This is your wordspell.
Borrow Future (4)- Dammit, Paizo. We thought that by switching to this, we'd avoid Clerity and it's ilk, not- Wait. Oh. selected target, with the target losing it's entire turn? Less unbalanced than I thought. Still a bit of a no-brainer, though.
Control Time (9)- It's... Less OP than Time stop. 1d4 standard actions instead of 1d4+1 rounds of free movement. Same restrictions, though.
Wall Words
Wind Wall (3)- It's... Wind Wall. But with a built in "no pictsies." clause in the DC 10 Str check to pass through, and a "no" to any missile weapons that aren't better suited for destroying castles.
Fire Wall (4)- While sounding like a fancy term for an arcane defense designed to keep hostile programs out of a computer, this is... Well, Wall of Fire, but worse.
Ice Wall (4)- Wall of Ice, but worse.
Stone Wall (5/6)- Wall of Stone, but... Worse.
Blade Wall (5/6)- Blade Barrier, but... Better? What?
(Commentary completed. Snark directed at individual word lists commencing)
_______________________________________
Hold off on posting for a few so I can get the next few posts reserved.
Pictures were suggested by Rhaegar14. Thanks.Last edited by The-Mage-King; 2011-11-22 at 09:05 PM.
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2011-06-27, 10:07 PM (ISO 8601)
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Re: Words of Power Handbook (WIP) (Help wanted) (PF)
Rating System!
Excellent- You definitely should take this.
Good- You probably should take this.
Standard- a solid choice, but there's better for somethings.
Subpar- Most stuff is a better choice than this
Bad- Ackbar, if you would?
Alchemist Words
The poor alchemist gets no love with these things. Their selections are... sparse, to say the least. At least you can combine them.
Spoiler1st-Level Alchemist Words
Dash
Decipher
Fade
Force Shield
Fortify
Glide
Lesser Cure
2nd-Level Alchemist Words
Accelerate
Disappear
Energy Resistance
Enhance Form
Float
Moderate Cure
Sense Hidden
Sense Thoughts
3rd-Level Alchemist Words
Altered Form
Greater Cure
Soar
Translate
4th-Level Alchemist Words
Bestial Form
Borrow Future
Elder Cure
Perfect Form
Purify
5th-Level Alchemist Words
Monstrous Form
Resist Arcana
6th-Level Alchemist Words
Energy Immunity
Last edited by The-Mage-King; 2011-11-22 at 09:07 PM.
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2011-06-27, 10:08 PM (ISO 8601)
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Re: Words of Power Handbook (WIP) (Help wanted) (PF)
Post reserved for more stuff.
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Re: Words of Power Handbook (WIP) (Help wanted) (PF)
Post reserved for still more stuff.
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Using a different color of text for sarcasm is so original.
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2011-06-27, 10:12 PM (ISO 8601)
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Re: Words of Power Handbook (WIP) (Help wanted) (PF)
And a last one for good measure. Feel free to comment. I figure if I posted that first part now, then I'd be motivated to finish the rest, as opposed to losing interest in it and keeping the file somewhere on my compy. Thoughts, suggestions for formatting, and recommendations?
Last edited by The-Mage-King; 2011-06-27 at 10:15 PM.
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2011-06-28, 01:33 AM (ISO 8601)
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Re: Words of Power Handbook (WIP) (Help wanted) (PF)
Subscribed!
I always wanted to learn about wordcasting still not many people use it.
Maybe use for words a color system (That is commonly used in WotC/BG forums)?
Also good combinations (Wordspells) would be cool at the end of the guide.
Complete Shadow Magic! for Pathfinder Rules. (Google Docs PDF)
Newest: Shadowcaster Archetypes
WIP:Wordcasting Shadowcaster
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2011-06-28, 01:47 AM (ISO 8601)
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Re: Words of Power Handbook (WIP) (Help wanted) (PF)
Wizard:
Spoiler
Wizard with Words:
Spoiler
Suggestions. Accept or ignore at your leisure.Awesome Talon avatar by Ceika.
My Homebrew:
Assassin's Creed Hidden Blade Feats (D&D 3.5e)
Warlock Patron: The Darklord (D&D 5e)
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Pact of the Blade: Expanded (D&D 5e)
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2011-06-28, 07:58 AM (ISO 8601)
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Re: Words of Power Handbook (WIP) (Help wanted) (PF)
I was considering the color system, but I think I'll finish my comments on each word first. As for the wordspells, I was already planning that, with 1 for each class for each level of spell it can learn.
Looking at them, the Time group is going to make some people very happy. Specifically, accelerate. Look at that thing.
These will work. Give me a minute and they'll be up.
Anything else?
Oh, yeah. I'll also edit in the word groups from Binding through Cold.Avatar by Ceika.
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2011-06-28, 10:11 AM (ISO 8601)
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Re: Words of Power Handbook (WIP) (Help wanted) (PF)
I looked at the numbers the other day regarding the magus, post generated no interest though, but I'll quote it here as it seems relevant:
Long and short - the ray/touch flexibility actually hurts the magus by raising the levels of his bread and butter spells, unless I totally misunderstood things, which happens.Last edited by stack; 2011-06-28 at 12:06 PM.
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2011-06-28, 12:34 PM (ISO 8601)
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Re: Words of Power Handbook (WIP) (Help wanted) (PF)
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2011-06-28, 02:29 PM (ISO 8601)
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Re: Words of Power Handbook (WIP) (Help wanted) (PF)
<--is ridiculously excited about this thread. I've got a PF fire sorcerer who'd like some more versatility. Hoping I can convince the DM to let me switch for this system.
Also, was toying with the idea of incorporating a similar system for a Dresden game a friend is working on. I know Dresden already has an RPG, but it uses the Fate system, and we don't think we're gonna like it much. Plus the DM only knows 3.5/PF and really doesn't want to learn an entirely new system. So this might make a good middle ground for him.
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2011-06-28, 04:25 PM (ISO 8601)
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Re: Words of Power Handbook (WIP) (Help wanted) (PF)
Command through Detection are up, with comments. As usual, you can't go wrong with divination.
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2011-06-28, 05:10 PM (ISO 8601)
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Re: Words of Power Handbook (WIP) (Help wanted) (PF)
Ooh! I've had this awesome idea for a blaster sorceror I've been wanting to try out! Using the cross-blooded archetype (Human to make up for spells lost) you can get both the Orc and Dragon bloodline arcanas, netting you a solid +2 to damage for each die in your spell. Combine with Empower metamagic to taste. Profit!
Also quite eager to see where this thread goes, OP, I've been wondering about the Word system.
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2011-06-28, 10:44 PM (ISO 8601)
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Re: Words of Power Handbook (WIP) (Help wanted) (PF)
I've been wondering: Do you think if we scaled up Words of Power, we could use it as a functioning alternative to Epic Spellcasting?
^~Cody T.~^
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2011-06-28, 10:54 PM (ISO 8601)
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Re: Words of Power Handbook (WIP) (Help wanted) (PF)
It might work, though... It'd recieve the "You're just adding more 0s to the end of it!" commentary, most likely.
Maybe if we hashed out the rules for spells of greater than 9th level using multiple effect words...
Anyway, I'm about to go to bed, so I'll continue my critisim in the morning.
And when I'm done with individual effect words, I'll implement the color system (left to right, best to worst). Accellerate will get the Teal, without a doubt. Cast it on a melee dude? Move and full attack.
Wizard? Move and summon.Avatar by Ceika.
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Re: Words of Power Handbook (WIP) (Help wanted) (PF)
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Re: Words of Power Handbook (WIP) (Help wanted) (PF)
I'd be going that route if I'd chosen human instead of gnome (made the character before I knew about the extra spells for humans.)
I really considered it anyway, but I just couldn't take the spell loss as a gnome.
S'okay though, gnome pyromaniac racial +red dragon bloodline + Magical Lineage (burning hands) + Intensify Spell means my burning hands hits for 7d4+7 as a lvl 1 spell.
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2011-07-03, 01:14 AM (ISO 8601)
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Re: Words of Power Handbook (WIP) (Help wanted) (PF)
I finished reading the srd for this but am still kinda confused:
Words of power are like normal spells except that you can mix and match effects, range and etc, right?
Like you can make Forceballs instead of Fireballs, Walls of Acid and that sort of deal, right?
Is there any downside to this other than the more complicated system?
And in the case of the Alchemist I'm guessing he keeps his half-spontaneous way of preparing spells, by requiring to prepare the Extracts before use but being spontaneous until they do, correct?
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2011-07-03, 01:31 AM (ISO 8601)
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Re: Words of Power Handbook (WIP) (Help wanted) (PF)
Basically, a wordspell has the following components:
1) An Effect Word (or two, maybe even three)- This is what it does.
2) A Target Word (everyone but the Alchemist knows all of them)- this is how it does it.
and maybe 3) a Meta Word- this changes what it does by a bit.
Now, Effect words have restrictions on what Target words may be applied.
Let's use Caustic Cloud as an example.
Caustic Cloud (acid)
School conjuration (creation) [acid]; Level sorcerer/wizard 7, witch 6
EFFECT
Duration 1 round/level
Saving Throw: Fortitude half; Spell Resistance no
Target Restrictions Burst
School conjuration (creation); Level cleric/oracle 1, druid 1, sorcerer/wizard 1, witch 1
EFFECT
Duration 1 minute/level (D)
Saving Throw: none; Spell Resistance no
Target Restrictions barrier, burst (emanation)
Unless the effect word allows you to use barrier with it, it won't work.
As for downsides, I think that wordspells won't recieve as much support as normal spells, so there's going to be a lot less variety of them available.
And in the case of the Alchemist I'm guessing he keeps his half-spontaneous way of preparing spells, by requiring to prepare the Extracts before use but being spontaneous until they do, correct?
Any other questions?Avatar by Ceika.
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2011-07-03, 02:04 AM (ISO 8601)
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Re: Words of Power Handbook (WIP) (Help wanted) (PF)
Only a couple:
First, just to be clear: when the Effect Word has no Target restriction written it means that it can use any Target word, right?
Glazing over the list it seems that every spell effect so far can be reproduced (and fairly easily converted in future installments) in words, is that a correct assumption?
The Meta words work as using multiple Effect words right? Bumping the spells' levels due to their usage.
Also, how does one learn them? Normal word learning, everyone simply already knows all of them or is it a feat or something?
And can you apply normal metamagic feats to word spells?
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2011-07-03, 02:15 AM (ISO 8601)
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Re: Words of Power Handbook (WIP) (Help wanted) (PF)
Alright, shoot.
First, just to be clear: when the Effect Word has no Target restriction written it means that it can use any Target word, right?
Glazing over the list it seems that every spell effect so far can be reproduced (and fairly easily converted in future installments) in words, is that a correct assumption?
The Meta words work as using multiple Effect words right? Bumping the spells' levels due to their usage.
Also, how does one learn them? Normal word learning, everyone simply already knows all of them or is it a feat or something?
And can you apply normal metamagic feats to word spells?Avatar by Ceika.
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2011-07-03, 02:20 AM (ISO 8601)
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Re: Words of Power Handbook (WIP) (Help wanted) (PF)
I see, thank you very much for the quick replies, those were all my questions =)
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2011-07-08, 11:52 PM (ISO 8601)
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Re: Words of Power Handbook (WIP) (Help wanted) (PF)
Updated with Electricity through Gravity. Sarcasm is heading off the charts.
Avatar by Ceika.
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2011-07-12, 07:45 PM (ISO 8601)
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Re: Words of Power Handbook (WIP) (Help wanted) (PF)
This stuff is cool. Please continue, I'm fascinated by it.
~ Thanks to Crimmy for Richardtar ~
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2011-07-14, 02:49 PM (ISO 8601)
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Re: Words of Power Handbook (WIP) (Help wanted) (PF)
Are you ever going to list the Divine words (at least the healing ones)?
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2011-07-14, 02:53 PM (ISO 8601)
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Re: Words of Power Handbook (WIP) (Help wanted) (PF)
Avatar by Ceika.
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Using a different color of text for sarcasm is so original.
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2011-07-20, 12:07 PM (ISO 8601)
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Re: Words of Power Handbook (WIP) (Help wanted) (PF)
After you finish the basics, perhaps an analysis of a crossblooded orc/draconic (red) half-orc would be in order. Should get +2 per die +lvl/2 damage to any fire spell, with the orc bloodline also adding +1/die to any other damage effect. Seems potent if you stack three effect words in one spell, each getting bonus damage on all the dice.
Last edited by stack; 2011-07-20 at 12:08 PM.
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2011-07-21, 12:07 AM (ISO 8601)
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Re: Words of Power Handbook (WIP) (Help wanted) (PF)
Last edited by The-Mage-King; 2011-07-21 at 12:08 AM.
Avatar by Ceika.
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Using a different color of text for sarcasm is so original.
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2011-07-21, 08:43 AM (ISO 8601)
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Re: Words of Power Handbook (WIP) (Help wanted) (PF)
Bah...still nice extra damage, but no more abusable than the same combo on a regular sorcerer. Still...nice if you want to blast.