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Re: Spells Needed
Posted: Wed Aug 15, 2012 4:57 pm
by SmootRK
closest thing to actual art that I can do is emulate the graphics style of Giant In The Playground's art. But this is all computer graphics, not drawing skill. Here is a sample from our group some time ago:
Re: Spells Needed
Posted: Wed Aug 15, 2012 5:11 pm
by Steveman
1. Computer Graphics is still art. This is being done with computer graphics:

- Filler Mahotsukai.jpg (58.79 KiB) Viewed 3550 times
2. Graphic art does not require some mysterious talent, simply the two P's. Patience and Practice.
3. You've already shown you have a strong understanding of color relation and design. Put pencil to paper and just try.
Re: Spells Needed
Posted: Wed Aug 15, 2012 6:00 pm
by SmootRK
Steveman wrote:1. Computer Graphics is still art. This is being done with computer graphics:
2. Graphic art does not require some mysterious talent, simply the two P's. Patience and Practice.
3. You've already shown you have a strong understanding of color relation and design. Put pencil to paper and just try.
True enough. Strangely, I do have rudimentary skills in graphics arts from a portion of my life where I worked in Advertising Specialties. Mostly having to clean up logos to make 'camera ready' for screen printing jobs or basic text layout (ad work). When it comes to that narrow field, I am actually quite proficient... although I am unpracticed over last several years.
Re: Spells Needed
Posted: Wed Aug 22, 2012 7:21 am
by SmootRK
Here is the text that covers the use of Cantrips/Orisons (zero-level spells) and Seventh-level spells:
ZERO AND 7TH LEVEL SPELLS
While completely optional, some Game Masters allow the use of zero-level spells, called Cantrips for Magic-Users (including Illusionists & Necromancers), or Orisons for Clerics (or Druids). Also optional, seventh level spells are sometimes utilized in high level campaigns. Both are included in this libram for completeness, but neither is necessary for play.
Zero-Level Spells
A spell caster may cast a number of 0-level spells per day equal to one more than his or her first level spell allotment plus spell-casting ability bonus (generally Intelligence for arcane casters, Wisdom for divine spell casters). Because Clerics and Druids do not normally acquire spell casting ability until 2nd level, their first level allotment should be treated as zero first level spells; in effect giving them 1 orison (from 0+1) at first level (more if they have wisdom ability bonus). Unlike normal spells, zero-level spells do not require preparation, instead being spontaneously chosen at the time of casting from the zero-level spells known. They are otherwise just like other spells.
A first level spell caster, (assuming they are used) knows 3 zero-level spells chosen or randomly determined by the Game Master. They can be taught or learned as described above at half the cost of a first level spell. For arcane casters, the cost to record such minor magics into their spellbooks is only 100 gp each.
Seventh Level Spells
Seventh level spells function exactly like other spells of lesser levels, only more powerful as one would expect. The progressions to acquire such spells follows the same mathematical flow as previous spell levels.
Re: Spells Needed
Posted: Thu Aug 23, 2012 8:03 am
by SmootRK
I have been compiling the Spell Lists for the various classes. While doing this, I realize that there are some gaping holes in the offerings. Some new stuff is needed for various classes in certain level ranges. In some of these areas, some spells can be expanded to include other classes to be able to cast them.
Cleric:
2 new 6th level spells (there are no new spells for this level at all)
More 7th level spells (there are only 2 such 7th level cleric spells)
Druid:
5, 6, and 7th level spells, stuff that ought to be considered 'rare' (as technically all druid stuff is 'not in core', some arbitrary choices need to be made to determine common/rare amongst their spell lists.
MU:
not so much needed in the MU lists
Illusionist:
There are currently NO 7th level Illusionist spells at all
also, the arbitrary decisions on common vs rare need to be made.
Necromancer:
not so much needed in the Necromancer lists (although some arbitrary decisions on common/rare need to be made)
Re: Spells Needed
Posted: Thu Aug 23, 2012 8:06 am
by SmootRK
Here is the Spell Lists so far (not alphabetized)
Re: Spells Needed
Posted: Thu Aug 23, 2012 11:09 am
by MedievalMan
Smoot, did you ever get a chance to look at the updated Death Coil?
Re: Spells Needed
Posted: Thu Aug 23, 2012 11:42 am
by Metroknight
SmootRK wrote:Here is the Spell Lists so far (not alphabetized)
That is what I was hoping for. That will make using the libram so much easier now when it is included. This list will allow GM's to be able to just look up that specific level spells when they are wanting to include them in their games instead of having to flip through the whole pdf. Thank you for all your hard work.
Re: Spells Needed
Posted: Thu Aug 23, 2012 11:55 am
by SmootRK
MedievalMan wrote:Smoot, did you ever get a chance to look at the updated Death Coil?
I thought it overlapped too much with simple 'cause' effects... just at range. So, I just kinda skipped over it; did that with a couple of things. And, deleted some stuff I did that were not even up to par. Also, simply deleted/omitted/or changed things that were specific to Fey Mage and Priest.
I am at the point where I need some specific sorts of things to fill in 'holes' in the class lists, or so that each level of each class gets a couple of new things. I have been doing a bunch of garage cleaning this morning to find space with the byproduct of getting my various books/magazines easily accessible so that I can research some ideas for these holes. Of course anything is still fair game, but I would just assume get those holes filled before just letting my imagination run wild again... saving the imagination for when I jump back into the Field Guide.
I'd like each level of each class spell list to have (criteria I am trying to follow)
even number of entries
die roll-able number of entries
at least 6 overall choices (thinking of 7th levels spells primarily)
at least 2 rares (new) of each level
Decreasing numbers of spells/level... ie. More lower level spells before higher level spells. For instance 30 1st level MU spells on list, 24 2nd level spells, 20 3rd level spells, etc. MU obviously needs work here.
And...
All Cantrips/Orisons are Common
All Seventh level spells are Rares
Re: Spells Needed
Posted: Thu Aug 23, 2012 11:57 am
by SmootRK
Metroknight wrote:SmootRK wrote:Here is the Spell Lists so far (not alphabetized)
That is what I was hoping for. That will make using the libram so much easier now when it is included. This list will allow GM's to be able to just look up that specific level spells when they are wanting to include them in their games instead of having to flip through the whole pdf. Thank you for all your hard work.
Yes, and when I get these combined into one document, I will hyperlink each and every spell on the lists to make quick jumps right to the spell wanted (and each page will have hyperlinks back to the various spell lists and index).