Libram Magica
- MedievalMan
- Posts: 1296
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Re: Spells Needed
Well you have permission to use any monsters I made, just let me know beforehand.
Re: Spells Needed
I will look at them more closely when I get around to it... don't exactly want to get completely side-tracked from finishing up the Spells Doc but trying to set my priorities as to what I should put my energies towards next.MedievalMan wrote:Well you have permission to use any monsters I made, just let me know beforehand.
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Re: Spells Needed
While I agree that this sort of spell appears in about every game, I prefer that each sort (energy) have its own spell (or in opposite pairs on occasion for fire/cold) with unique quirks or qualities. It is just a matter of flavor or character of the spell. BFRPG needs more individual character, not less character by generic-izing things down to Bolt (just choose your flavor).MedievalMan wrote:Alright I have another, a spell you see in just about every video game RPG of fantasy bent.
Elemental Blast Range: 20' + 10'/level
D 1, MU 1 Duration: Instantaneous
The caster calls forth a blast of energy from the elemental planes. They must choose one energy type when casting this spell; fire, cold, acid, electricity. The caster must make a normal ranged attack roll to hit and the spell deals 1d8 points of the appropriate damage per 2 caster levels (max 5d8).
But that is just my take on it.
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- Joe the Rat
- Posts: 1242
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Re: Spells Needed
The HERO system approach would cut down on writing, but it tends to lack flavor in reading.
From a "put in the spell book" perspective, you ought to do separate spells(even if you make it a single listing), or go up a level for on-the-fly versatility (which has an appeal).
From a "put in the spell book" perspective, you ought to do separate spells(even if you make it a single listing), or go up a level for on-the-fly versatility (which has an appeal).
- Dimirag
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Re: Spells Needed
Maybe for the Elemental Blast the character must choose an element when first learns the spell, if he wants to add another element to the blast he must learn again the spell, or simply say that it exist one spell per possible element (some GMs will use the four classic while others can add more elements).
Sorry for any misspelling or writing error, I am not a native English speaker
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Re: Spells Needed
I think we are moving on to an interesting line of thought.Dimirag wrote:Maybe for the Elemental Blast the character must choose an element when first learns the spell, if he wants to add another element to the blast he must learn again the spell, or simply say that it exist one spell per possible element (some GMs will use the four classic while others can add more elements).
Perhaps, each spell is individual but related, so that once each is learned (entered into one's spellbook) and subsequently the spell is memorized, then the MU can cast whichever variant (of those he knows) he wants at the time of casting.
thoughts?
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- Dimirag
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Re: Spells Needed
I would go with making each spell individual, same description but different element, so you can find an Elemental Blast, Fire wand, an Elemental Blast, Ice scroll or an Elemental Blast, Void spell inside a spellbook.
So each MU can learn the spell multiple times, once for each available element, and then prepare the ones he choose from his repertoire.
Elemental Blast, Type
Range: 20' + 10'/level
D 1, MU 1 Duration: Instantaneous
N 1, Cl 1, P 1
The caster calls forth a blast of energy from the elemental planes. It exist one spell per available element.
The caster must make a normal ranged attack roll to hit and the spell deals 1d8 points of the appropriate damage per 2 caster levels (max 5d8).
Note that not every element will be available to every class and the following table gives some suggestions:
Druid--------------Fire, Water, Ice, Earth, Wind, Lighting, Plant, Life
Magi User---------All
Necromancer-----Negative, Death
Cleric/Priest------Light, Life
So each MU can learn the spell multiple times, once for each available element, and then prepare the ones he choose from his repertoire.
Elemental Blast, Type
Range: 20' + 10'/level
D 1, MU 1 Duration: Instantaneous
N 1, Cl 1, P 1
The caster calls forth a blast of energy from the elemental planes. It exist one spell per available element.
The caster must make a normal ranged attack roll to hit and the spell deals 1d8 points of the appropriate damage per 2 caster levels (max 5d8).
Note that not every element will be available to every class and the following table gives some suggestions:
Druid--------------Fire, Water, Ice, Earth, Wind, Lighting, Plant, Life
Magi User---------All
Necromancer-----Negative, Death
Cleric/Priest------Light, Life
Sorry for any misspelling or writing error, I am not a native English speaker
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Re: Spells Needed
OK, here is what I came up with on Energy Blast:
Energy Blast
MU 1
Range: 20 feet +5'/level
Duration: instantaneous
This caster draws energy from elemental forces to send out a blast or bolt of energy to damage an opponent. Each energy type is a separate spell to be learned and should be denoted as “Energy Blast (type)”. The damage (of the appropriate type) equals 1d8 per 2 levels rounded down; 1d8 at 1st level, 2d8 at 3rd, 3d8 at 5th, to a maximum of 5d8 at 9th level. A save vs. Spells will reduce damage by half. Any creature immune to the appropriate type of energy is likewise immune to its bolt. Resistant (but not immune) creatures may have saving throw bonuses (see appropriate ability, spell, or monster entry) and take half damage from the effect on a failed save, 1/4 damage if successful.
Normally a spell caster must memorize spells (even related ones) individually in order to call upon its magic, however, Energy Blast is special in that the caster may decide upon which energy type is summoned at the time of casting from those types he has learned. If the caster has not learned a particular type of energy blast, then that type is not available until that spell is first learned.
The energy types are:
Fire/Heat – burns the target with fire
Electrical – shocks the target
Cold/Frost – freezes the target
Negative/Death – drains life away. Undead creatures are immune
Positive/Lifeforce – effectively burns a living target from excessive life energies. Undead creatures take additional 1 point of damage per die.
Energy Blast
MU 1
Range: 20 feet +5'/level
Duration: instantaneous
This caster draws energy from elemental forces to send out a blast or bolt of energy to damage an opponent. Each energy type is a separate spell to be learned and should be denoted as “Energy Blast (type)”. The damage (of the appropriate type) equals 1d8 per 2 levels rounded down; 1d8 at 1st level, 2d8 at 3rd, 3d8 at 5th, to a maximum of 5d8 at 9th level. A save vs. Spells will reduce damage by half. Any creature immune to the appropriate type of energy is likewise immune to its bolt. Resistant (but not immune) creatures may have saving throw bonuses (see appropriate ability, spell, or monster entry) and take half damage from the effect on a failed save, 1/4 damage if successful.
Normally a spell caster must memorize spells (even related ones) individually in order to call upon its magic, however, Energy Blast is special in that the caster may decide upon which energy type is summoned at the time of casting from those types he has learned. If the caster has not learned a particular type of energy blast, then that type is not available until that spell is first learned.
The energy types are:
Fire/Heat – burns the target with fire
Electrical – shocks the target
Cold/Frost – freezes the target
Negative/Death – drains life away. Undead creatures are immune
Positive/Lifeforce – effectively burns a living target from excessive life energies. Undead creatures take additional 1 point of damage per die.
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- MedievalMan
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Re: Spells Needed
Add in acid and it would be complete. I don't know about negative/positive energy as these are not what I would personally consider "elemental" but its your tome not mine. 
Re: Spells Needed
Yes, I switched it from Elemental to Energy
I have never really liked the idea of Acid as energy type. I know cold technically isn't an energy type either (nor negative), being more of a 'lack thereof' state... but there is no plane of Acid and nor does it really (in the physics sense) equate to an energy type. I can overlook cold or negative because both are well represented by creatures and planar stuff... but acid as energy is just a dumb thing that was done in a game mechanics sort of way.
That said, no reason another different sort of spell (for acid) be developed (even being quite similar).
Still, I am torn by the continuing idea that I don't really like things broken down to "spell (insert energy sub-type)" way of doing things. Similar to a line of thought that Solomoriah has mentioned (and that I share), that excessive codification of game mechanics become a constraint (he mentioned this in reference to special materials for weapons/armor/etc). This is also a reason that I don't mention Elemental Planes directly (instead using the term elemental forces), because once we define a subject (such as planes), then that becomes dogma that is inflexible.
Wonder if Solomoriah might chime in on this?
I have never really liked the idea of Acid as energy type. I know cold technically isn't an energy type either (nor negative), being more of a 'lack thereof' state... but there is no plane of Acid and nor does it really (in the physics sense) equate to an energy type. I can overlook cold or negative because both are well represented by creatures and planar stuff... but acid as energy is just a dumb thing that was done in a game mechanics sort of way.
That said, no reason another different sort of spell (for acid) be developed (even being quite similar).
Still, I am torn by the continuing idea that I don't really like things broken down to "spell (insert energy sub-type)" way of doing things. Similar to a line of thought that Solomoriah has mentioned (and that I share), that excessive codification of game mechanics become a constraint (he mentioned this in reference to special materials for weapons/armor/etc). This is also a reason that I don't mention Elemental Planes directly (instead using the term elemental forces), because once we define a subject (such as planes), then that becomes dogma that is inflexible.
Wonder if Solomoriah might chime in on this?
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