Need tons of spells

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Shrykull
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Need tons of spells

Post by Shrykull »

Anyone ever wondered with AD&D just how skimpy the spells are, especially for specialists, a 1st level necromancer would only have chill touch as one of his spells, hope if I ever play one I'll have a liberal DM who will let me invent some to use, I think I'll post my ideas here some time of those spells.
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Alyrium Denryle
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Post by Alyrium Denryle »

I may have to use my own casting system... I find the D&D spells to be a little bit inflexible myself. And at least in 3e it is to easy for a person to make the saving throws.

I may have to create a flexible mana casting system....Where the DC of a spell is dependant on how much mana you put into it, and the effect of the spell
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Shrykull
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Post by Shrykull »

Alyrium Denryle wrote:I may have to use my own casting system... I find the D&D spells to be a little bit inflexible myself. And at least in 3e it is to easy for a person to make the saving throws.

I may have to create a flexible mana casting system....Where the DC of a spell is dependant on how much mana you put into it, and the effect of the spell
One thing I'm real happy about in 3E is they changed the magic resistance from a percentage to a AC type thing, where you can roll to break through it depending on how powerful of a mage you are, I know it's a fantasy game, but why should some 80% magic resistance drow get the same 80% to a magic missle as he does to a meteor swarm? Would a person in a fireproof suit survive a nuclear holocaust? Not sure I like the mana system, I do wish there are so spells you could use again and again for some reason, provided certain conditions were met, like the fire whip of a pyrokinesist psion when he has, I believe 8 or more psp's
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Alyrium Denryle
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Post by Alyrium Denryle »

I would base it on a series of modifiers that would add or subtract from the mana cost, much like the epic spell creation table. The mage would have access to more of these modifiers as they gain levels, and will have a "mana threshold" that tells them how much mana they can safely use at a time... any more and they make a fort save Dc 10+ the amount of many they went over. If they make it, they suffer no ill effects... if they fail, they have a seizure and lose 2 points of temporary constitution, and 2 points of temporary intelligence. They will also have a set amount of mana per day. They can go over this, but they must make a fortitude save DC 15+ Amount of mana they go over, or suffer te same effects.. but doubled(-4 con -4 int)

I should post this....
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TheFeniX
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Post by TheFeniX »

For a better listing of spells you have to buy the mage book on your specialist.
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The Yosemite Bear
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Post by The Yosemite Bear »

You have obviously never met my first Bard from the FOrgotten Realms campaign... Jeff Grubb almost fell out of his chair when he heard me explain Spell Hack I (Modify Cantrip through Level II spells) basically allowing you to copy an existing spell into a new spell changing effects or energy/devotion.

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Hendrake
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Post by Hendrake »

For a very good spell system and inspiration for spells for any D&D, I recomand to take a look at Ars Magica 4th edition, on the net legally for free at www.rpgnow.com (you have to register, though). I use it heavily for my own house rules.
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