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Re: 0 Level Spells: A Basic Fantasy Supplement
Posted: Mon Jun 13, 2011 10:49 am
by Nekron99
Weird, where did I get it then? It plainly has the BFRPG format. But all I have is part of the print copy the file dissapeared from all my caches. Interesting supliment none the less.
Re: 0 Level Spells: A Basic Fantasy Supplement
Posted: Fri Oct 14, 2011 3:00 am
by theancient
In my system, there is no zero lvl spells spell lvl equals spell cost to cast.
Re: 0 Level Spells: A Basic Fantasy Supplement
Posted: Tue Aug 14, 2012 6:11 pm
by SmootRK
In the process of building the massive new spells document, I have incorporated the zero-level spells. Reviewing and taking into account several accounts of using such spells, the current allotment of such cantrips is way out of control.
Currently it is Level + Ability Modifier to determine the number that can be cast each day... which seems fine at first couple of levels, but is ridiculous at median to high levels.
I propose this document be changed to one more than the 1st level allotment of spells for the character, plus the appropriate ability modifier. This change should scale much better.
The only oddity of this change, is that clerics (normally acquiring 1st level spells at 2nd level), should count that first level allotment as 0 (zero) 1st level spells, so that they get 1 (0+1) spell plus any ability modifier. I think this is fair, and gives such minor servants of deities some really minor works that can be done while at first level.
Re: 0 Level Spells: A Basic Fantasy Supplement
Posted: Tue Aug 14, 2012 9:25 pm
by Joe the Rat
That puts the absolute cap at 10 (with 18 in the stat), most likely 8. That actually scales with the, erm, trinary variant of the source material. Given the broader access to more powerful magics (and probably quite a few knick-knacks) that should be sufficient.
I support this proposal
Re: 0 Level Spells: A Basic Fantasy Supplement
Posted: Wed Aug 15, 2012 10:37 am
by SmootRK
Joe the Rat wrote:That puts the absolute cap at 10 (with 18 in the stat), most likely 8. That actually scales with the, erm, trinary variant of the source material. Given the broader access to more powerful magics (and probably quite a few knick-knacks) that should be sufficient.
I support this proposal
Well, once the spells document is produced, since I have incorporated the contents of this supplement into it, we could just remove this one altogether.
Re: 0 Level Spells: A Basic Fantasy Supplement
Posted: Wed Aug 15, 2012 11:07 am
by Joe the Rat
Not having that one in front of me right now, if it's not there already you'd need a section on 0-level spells - as they currently stand, they operate somewhat differently than the standard spell slots (being on-the fly cast vs. prepared casting). Although honestly, unless we need to consolidate for housekeeping, leaving it a separate item isn't a bad thing.
Re: 0 Level Spells: A Basic Fantasy Supplement
Posted: Wed Aug 15, 2012 3:23 pm
by SmootRK
Joe the Rat wrote:Not having that one in front of me right now, if it's not there already you'd need a section on 0-level spells - as they currently stand, they operate somewhat differently than the standard spell slots (being on-the fly cast vs. prepared casting). Although honestly, unless we need to consolidate for housekeeping, leaving it a separate item isn't a bad thing.
I have since added such explanations. The other thing I added, is that they work just like other spells... not as free action things that can be done in addition to other actions. That part did not fly well in actual play... complicated things and made some potential issues (characters doing too much with their turn).
All in all, I think I substantially improved the idea of such cantrips/orisons in the sense of balance and use with those little changes. I even added additional zero-level spells. I don't mind if this document remains; it just becomes a bit of complete redundancy though... as I gathered the materials directly from this one (with only the above tweaks/fixes).
Re: 0 Level Spells: A Basic Fantasy Supplement
Posted: Thu Aug 16, 2012 4:52 pm
by Maliki
Joe the Rat wrote:That puts the absolute cap at 10 (with 18 in the stat), most likely 8. That actually scales with the, erm, trinary variant of the source material. Given the broader access to more powerful magics (and probably quite a few knick-knacks) that should be sufficient.
I support this proposal
I like this as well.
Re: 0 Level Spells: A Basic Fantasy Supplement
Posted: Wed Oct 03, 2012 4:25 pm
by Hywaywolf
What is the general opinion on the orison Mend. Can it be reversed like many of the other orisons and be used to unmend something?
Re: 0 Level Spells: A Basic Fantasy Supplement
Posted: Wed Oct 03, 2012 5:21 pm
by SmootRK
Hywaywolf wrote:What is the general opinion on the orison Mend. Can it be reversed like many of the other orisons and be used to unmend something?
I suppose, but it is such a minor effect... seems like a good ole whack against a table or wall will work to achieve the same effect (or whatever based upon the form of damage desired).
One could say the "unmend" might undo the effects of a previously cast 'mend'... but again, seems like one can achieve this with mundane ways.
Fixing a break is a good magical effect... but it is just too easy to 'break' something if one wants to do that.