CRAFTING SPELLS
Instead of using existing spells and powers found in d20 games, you can use the following rules to create your own custom spells. You invest a number of "spell levels" into your spell effects based on its total spell level to determine your effects area, components, duration, potency, range, versatility, and virulence.
Multiple multipliers are added together (x3 and x4 would be x6 rather than x12) and applied after all other levels are combined
Harmful: Harmful effects double the level cost for area, duration, and range.
Communication: Non-harmful effects that are purely mental communication or information exchanges (most Divination and Enchantment effects) cut their level cost for area, duration, and range in half (rounded up).
Levels | Area |
---|
-2 | Personal |
0 | 1 target |
2* | Basic area |
4+ | x2 the previous area size for each +2 |
+0 | x2 area but limited 1 target per area level |
Basic Area: 5-foot emanation, 10-foot burst w/in close range, 15-foot cone, 50-foot cylinder w/in close range, or 50-foot line
*Requires Range 2+
Levels | Casting Time |
---|
+12 | Reaction |
+4 | 1 action |
0 | 2 actions |
-2 | 3 actions |
-6 | 1 minute ritual* |
-12 | 10 minute ritual* |
-20 | 2 hour ritual* |
-30 | 24 hour ritual* |
*Conditional spells cannot be dynamic, only learned spells can have these restrictions.
*Spells requiring 1 minute or longer to cast automatically require 3+ components.
Levels | Components |
---|
x2AR | Requires costly material component (SL x CL x 100 gp)* |
-1 | Requires 1 more component per time applied to a max of 5 |
0 | Requires 3 components |
1 | Requires 2 components |
2 | Requires 1 component |
*Must already have "material" component applied to add this adjustment.
x2AR Cuts the duration and range function as +2 levels higher than they actually are.
Components: Emotion, Focus, Material, Somatic, Thought, Verbal.
Levels | Conditions |
---|
0 | No special conditions to use other than normal spellcasting |
1 | Spell only works on certain common types of targets or only in certain common conditions |
2 | Uncommon |
3 | Rare |
*Conditional spells cannot be dynamic, only learned spells can have these restrictions.
Levels | Duration |
---|
0 | Instant |
1 | 1 round (save ends, 1/round) |
3 | 1 minute (save ends, 1/round) |
6 | 10 minutes (save ends, 1/minute) |
10 | 2 hours (save ends, 1/10 minutes) |
15 | 24 hours (save ends, 1/2 hours) |
21 | Permanent (save ends, 1/24 hours) |
+1 | +1 more save needed to end or +1 action needed to attempt save |
*Non-instant harmful effects means the target is afflicted with the harmful effect every interval. You can double the level investment to change this to every round instead of every interval. For example you could use 6 levels of Duration to make an attack that deals 1d4 lethal damage every round to a target for 2 hours (save ends 1/10 minutes).
Levels | Potency |
---|
0 | 1 effect |
+1 | +1 effect |
+1 | +1 to multiplier of 1 effect |
Example: 3 effects could be damage x2 (2d6) and difficult terrain.
Levels | Range |
---|
0 | Touch |
1 | Melee |
2 | Close |
3 | Medium |
4 | Long |
5 | 1 mile/CL |
6 | 10 miles/CL |
7 | 100 miles/CL |
8 | Planetary |
9 | Solar system |
10 | Galaxy |
11 | Unlimited |
*Range level cost is doubled for attacks, halved for effects that only transfer information/communication
Versatility
The effect has only one damage type or other form of potency. Every +1 level of this adds another +0 type of Potency if it's Instant and allowing +1 potency to apply to all of them. This is every +2 if it's duration is 1 minute, +3 if it's 10 minutes, +4 if it's 2 hours, +5 if it's 24 hours, and +6 if it's permanent.
Virulence
Every +1 level in Virulence adds +1 virulent effect. Virulent effects include the following:
- Contagion: The effect spreads from the target. If they touch any other applicable target while the duration is ongoing, that other target is also afflicted with the effect albeit at a -5 decrease to the DC to resist the effect for all secondary targets.
- Spell Power: The effect functions as 1 spell level and 2 caster levels higher. This can only be applied if one or more conditions are applied. It can be applied only once for a common condition, up to twice for an uncommon condition, and up to three times for a rare condition.
- Destructive: The effect ignores the first 2 points of hardness and 1 point or DR of any kind per time this is added.
- Force: The effect does force damage and affects incorporeal and force effects normally.
- Special Material: The effect is treated as a common special material such as glass, iron, steel, or wood. Adding this a second time can increase this to an uncommon material such as cold iron, gold, or silver. Adding it a third time can increase this to a rare material such as adamantine, mithril, orichalcum, or star steel.
This message was last edited by the GM at 05:13, Sun 14 Jan.