Libram Magica

Creating game materials? Monsters, spells, classes, adventures? This is the place!
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MedievalMan
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Re: Spells Needed

Post Thu Aug 23, 2012 12:18 pm

I checked my books for appropriate spells and couldn't find anything. Sorry.

Also good work with the indexing, that will come in handy.

Also have you thought about maybe bleeding off some of the 2nd level MU spells to 1st and 3rd level? Weakening and strengthening as appropriate? Just an idea.
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SmootRK
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Re: Spells Needed

Post Thu Aug 23, 2012 12:27 pm

MedievalMan wrote:I checked my books for appropriate spells and couldn't find anything. Sorry.

Also good work with the indexing, that will come in handy.

Also have you thought about maybe bleeding off some of the 2nd level MU spells to 1st and 3rd level? Weakening and strengthening as appropriate? Just an idea.
I would rather add more, than go through the process of re-doing the spells, because it is about the same quantity of work, but at least with new items we get a bigger book!

When it comes to that massive 2nd Level MU list, I think some of the new stuff will get ported over to be used by Illusionists, Necromancers, and Druids primarily - and removed from general MU use. Otherwise, I just want to add more stuff to even things out.

Biggest Hole: Illusionists without any 7th level spells !! (at least that is an optional thing anyway).
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MedievalMan
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Re: Spells Needed

Post Thu Aug 23, 2012 12:36 pm

I think I saw a high level illusion spell in one of my books. I will need to double check.

I do have a number of lower level cleric spells I never shared, but I didn't know if wanted more of those or not. Stuff like Devotion Aura and Holy Light (AKA Holy Lance or Lance of Light).

I also tried to find some higher level cleric spells and came up with Big Bad Voodoo, which could be used with an appropriate description and name change.
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Joe the Rat
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Re: Spells Needed

Post Thu Aug 23, 2012 12:53 pm

SmootRK wrote:Biggest Hole: Illusionists without any 7th level spells !! (at least that is an optional thing anyway).
Bah! Everyone knows 7th level illusionist slots are to be filled with first level Magic-User spells!
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SmootRK
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Re: Spells Needed

Post Thu Aug 23, 2012 1:25 pm

Joe the Rat wrote:
SmootRK wrote:Biggest Hole: Illusionists without any 7th level spells !! (at least that is an optional thing anyway).
Bah! Everyone knows 7th level illusionist slots are to be filled with first level Magic-User spells!
lol Yes, forgot about that.

I don't know anyone who did that with their spells. Other than Magic Missile (cast at 14th level), there is just little point.
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Metroknight
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Re: Spells Needed

Post Thu Aug 23, 2012 2:18 pm

is there any recommendations or suggestions on how to create spells? I was trying to find any type of suggested procedure on building a balanced spell. Like if there is a certain recommend damage dice, range, etc per spell level. Is there a guide like that somewhere? It would help me out to have something of a general guideline on what a 1st level spell might do vs what a 5th level could do and keep it game balanced.
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SmootRK
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Re: Spells Needed

Post Thu Aug 23, 2012 2:27 pm

Metroknight wrote:is there any recommendations or suggestions on how to create spells? I was trying to find any type of suggested procedure on building a balanced spell. Like if there is a certain recommend damage dice, range, etc per spell level. Is there a guide like that somewhere? It would help me out to have something of a general guideline on what a 1st level spell might do vs what a 5th level could do and keep it game balanced.
Not really. One of those things where it is an art rather than science. I do lots of comparisons, checking damage that other spells of that level might do, range for similar types of spells, saves working in similar ways, etc., but everything is not so neat.... which is actually good in my mind.

The other hand, having a guide to spell functions and features, would lead to very cookie-cutter mechanics. More of the "Magic Missile... just insert alternate energy type", or "all 3rd level spells do 1d6/level damage", etc. When it gets boiled down to that, we lose loads of quirky coolness. I like a little imbalance, a little oddity, some arbitrary favoritism, and otherwise lots of good variety in this sort of thing.

I hope that comes across the way I mean it to.
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Metroknight
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Re: Spells Needed

Post Thu Aug 23, 2012 3:18 pm

I understand and I'm usually the one that is always playtesting stuff in my games. I've already gutted and tweaked the system to something that is almost not even recognizable as bfrpg. Out of this I will end up keeping one or two changes and scrapping the rest when this campaign is over.

I think you and the others are doing a wonderful job with the work on the supplements so again thank you for all your hard work.
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SmootRK
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Re: Spells Needed

Post Thu Aug 23, 2012 3:22 pm

Metroknight wrote:I understand and I'm usually the one that is always playtesting stuff in my games. I've already gutted and tweaked the system to something that is almost not even recognizable as bfrpg. Out of this I will end up keeping one or two changes and scrapping the rest when this campaign is over.

I think you and the others are doing a wonderful job with the work on the supplements so again thank you for all your hard work.
I have seen your website with the various tweaked versions of items. Altogether seems a lot like my set of preferences.... meaning "I like it and approve!!!" I would be at home in your system (that I have seen... it has been a while since I looked).
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Hywaywolf
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Re: Spells Needed

Post Wed Oct 03, 2012 11:58 pm

I opened the file on the first post. The list of zero level spells for the cleric is not for the cleric. There is no discussion of what a zero level spell is.

go look now, a lot of work that was done to the spell lists
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