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    Pixie in the Playground
    Join Date
    Jan 2006

    Lightbulb MEAP! (new spell system) Now ready for playtesting!

    Basic Organization:

    Almost all magical effects fit into the following categories:
    Material (Regeneration, Transmutation, Enviromental, trasnformation)
    Energetic (Elemental, Natural, Electro-magnetic/gravitational, Force)
    Astral (Telekinetic, Etherial, Teleportation, Temporal)
    Psionic (Extrasensory, Manipulation, Domination, Precognition)

    Each has a basic learning curve, best described as a skill tree.

    Each has an ability or abilities that are needed to master it:
    Material Effects require a high Wisdom score
    Energetic Effects benefit from both Wisdom and Intelligence
    Astral Effects benefit from Intelligence and Charisma
    Psionic Effects Focus only on Charisma

    Basic rules:

    *One can use any known effect any way one can imagine, with no use limit.

    *Effects (spells) are arranged into 4 main types or essences. These in turn are arranged into 4 schools or spheres that can be trained to a lesser, greater or master skill level.

    *Each essence has a skill tree for its 4 sets of abilities. Learning new spheres only requires certain previous knowledge inside that essence. Each new essence, however, but be trained/learned/RPed.

    *One can only learn as many spheres of knowledge as their total bonus in the related attribute(s).

    *One can learn lesser level skill in a sphere at level 1. Greater skill not until level 10, Mastery not until level 10. Skill level decides the power of any effects cast using that shpere of knowledge.

    *As a basic guideline, Lesser effects cover effects similar to 0, 1, and 2 level spells. Greater: 3, 4, 5. Master, 6, 7, 8, and 9.

    *To cast a spell/effect, the player announces the desired effect, then rolls a D20 to determine success. Every Effect cast earlier that day subracts 1 from the roll.

    * A 20 is automatic success, with similar effects to a critical hit. A 1 is a backfire of some sort. The factors in determining success in a casting are:
    1. dice roll
    2. caster level
    3. number of effects already cast - resistance
    4. circumstance
    5. power of the desired effect
    Basic formula: D20 + (Casterlevel) - (resistance) +/- (circumstance) vs. DC for the desired effect.

    * In addition, a caster with greater skill in the sphere gets a +5 to cast lesser effects; while a master of that sphere gets a +10 on lesser effects and a +5 on greater effects.

    * The number by which the effect is a success can often decide numerical factors of the effect, such as damage die, range, or duration of effect.

    * New skillpoints in any accessable sphere/essence are learned at the following rate:
    Wizards, Druids, Clerics: 1 at first lvl, 1 at each odd level after that.
    Scorcerers: 1 at first level, 1 at each even number after that.
    Rangers, Paladins: none at first level, 1 every 4 levels after. (4,8,12,16,20)
    If in doubt, just add a new point whenever a class would be learning a new spell level.

    * In addition, EVERY casting class gains 1 new skill point at levels 5, 10, 15 and 20. (this was a balance decision, also because 5 and 10 are when one can gain greater/masterful knowledge of already trained skill spheres)

    * The skill trees are as such:

    Material:
    Regeneration is basic and always learned first. After that one may learn Transmutation and Environmental, but only regeneation and transmutation are needed to learn the highest skill: Transformation.

    Energetic:
    Elemental is first, which branches into Natural and Electromagnetic, but all 3 are required to learn the Force sphere of knowledge.

    Astral:
    Telekinesis is first, which grows into Etherial, which is needed for Teleportation, which in turn is needed for learning Temporal skills.

    Psionic:
    Extrasensory is first, which grows into Manipulation, which branches into either Domination or Precognition, though neither of those require knowledge of the other.

    * From this you can see that the spheres requiring the most investment are the manipulation of Force magic, and Temporal Magic.

    * Here is a list of spells from 3.5 and their aproximate place in this system

    fireball
    3.5=level 3
    greater elemental effect (requires 2 skills in elemental sphere)

    time stop
    3.5=level 9
    mastered temporal effect

    mirror image
    3.5=level 2
    greater envoronmental effect, (makes illusions)

    cure serious wounds
    3.5=level 4
    greater regeneration

    implosion
    3.5=level 9
    greater transformation

    hellball
    3.5 level 10/epic
    mastered elemental + greater transmutation + lesser telekinesis effects
    probably need a hell of a d20 roll to pull this off without incinerating oneself

    shapechange
    3.5=level 9
    greater transformation

    lightning storm
    3.5=level 3
    Greater nature effect
    Last edited by Capoeira; 2007-10-18 at 09:51 AM. Reason: title

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