| Post/Author/DateTime | Post |
|---|---|
| Omega the Powerfull03-25-06, 02:54 PM | Hi People! Before all, let me say thanks for helping!! =) Well, Let me explain the situation. I'm now using the spell point system that appears on page 153 of Unearthed Arcana. I wanted to know how do you handle, or would handle if you were using them. I'm handling them like psonics - the spells do a fixed amount of damage, and if you want to do more you have to pay more spell points. The problem is cure spells. They have two variables, the d8 and the +1 per level. If someone augment them they would get only the d8? or the d8 plus +1 per extra point expended? Beyond that I would like to hear any sugestions about the use of this variant spell system |
| Xeviat-DM03-25-06, 04:40 PM | Technically, Cure (a 1st level spell) would heal 1d8+caster level in points. It's augment would be pay 2 sp to heal an additional 1d8 points. I don't think that works perfectly well; it is more economical to cast multiple unaugmented cures than it is to cast a higher level one. While some might say this is because the higher level one is better in combat, I don't particularly like it. So here's my suggestion. First, make a 1st level spell which cures 1d8 hp. Then, Cure is a 2nd level spell which heals 2d8+caster level in hp. Then you have Heal as a 6th level spell which heals 110 hp and heals certain statuses (perhaps heal should be reduced in it's healing ...). I have been working on a mana point spellcasting system, utilizing the XPH augment mechanic, as well. I'm in the process of a second round of editing, ensuring that I've caught all the little mistakes. I should be done with it in about 2 weeks; would you be interested in seeing it? |
| Omega the Powerfull03-25-06, 04:51 PM | For sure!!!! Good ideas are always welcome! When it's done send me axelxrose@gmail.com |
| RaspK FOG03-25-06, 08:42 PM | I would go with standard rules in terms of healing spells: Cure Minor Wounds - 1 hp Cure Light Wounds - 1d8+1 hp, +1 hp/2 sp Cure Moderate Wounds - 2d8+3 hp, +1 hp/2sp Cure Serious Wounds - 3d8+5 hp, +1 hp/2 sp Cure Critical Wounds - 4d8+7 hp, +1 hp/2 sp Heal - 60 hp, +10 hp/2 sp (70 hp, +10/2 sp for druids) |
| Omega the Powerfull03-27-06, 11:12 AM | I would go with standard rules in terms of healing spells: Cure Minor Wounds - 1 hp Cure Light Wounds - 1d8+1 hp, +1 hp/2 sp Cure Moderate Wounds - 2d8+3 hp, +1 hp/2sp Cure Serious Wounds - 3d8+5 hp, +1 hp/2 sp Cure Critical Wounds - 4d8+7 hp, +1 hp/2 sp Heal - 60 hp, +10 hp/2 sp (70 hp, +10/2 sp for druids) Your idea is cool, but it don't stimulate the players to spend SP to boost up cure spells, instead it makes them use many more cure light wounds spell (1 SP) than to use a cure critical wounds. |
| RaspK FOG03-28-06, 01:20 AM | Your idea is cool, but it don't stimulate the players to spend SP to boost up cure spells, instead it makes them use many more cure light wounds spell (1 SP) than to use a cure critical wounds. Well, a cure light wounds spell costs 1 sp, while a cure critical costs 7 sp. The difference would be that, while the players get 3d8 less than for casting the same spell (for an average of 13 to 14 points thus lost, the original range being [3..24]), they would have to do just that in 7 rounds instead of 1. On the other hand, that's how healing spells work, anyway; I can't see a way to work around this... Or can't I? Well, you could make a single spell, Cure Wounds, that would work somewhat like this: you may spend 3 sp (maximum 9 sp) to add 1d8+2 to the number of cured hp. If 3 sp don't seem to work, look for some other number. |
| Omega the Powerfull03-28-06, 03:44 PM | I would stick to the close to the original spell I could get. It would be - Cure light wounds = 1d8 + 1/level (max +5) Clerics have to memorize this spell, because there would be only one cure spell and they have to boost it up. For every 2 extra sp a character spend It cures another 1d8 and pushes the limit to +5. Exemple: 3 SP - 2d8 + 1/level (max +10) 5 Sp - 3d8 +1/level (max +15) 7 SP - 4d8 +1/ level ( max + 20) |
| RaspK FOG03-28-06, 04:51 PM | The problem is that you have to spend sp to get any of the additional benefits for having a higher caster level; I also included this in my earlier estimation of the spells, even if I did not write this down (you understand how this would affect my earlier figures, I assume). |
| Omega the Powerfull03-28-06, 11:18 PM | The problem is that you have to spend sp to get any of the additional benefits for having a higher caster level; I also included this in my earlier estimation of the spells, even if I did not write this down (you understand how this would affect my earlier figures, I assume). It depends - it's not always necessarily to spend extra SP to get aditional benefits. I'm using as a base the expanded psonic handbook and the durations of the powers are directly related to the level of the psion not the PP he spends. On the other hand some benefits depends on the amount of PP you spend - take a look at the power "Psionic repair Damage" |
| Lina_Inverse03-29-06, 02:20 AM | If i use SP mages i just use the spells as base. Nukes can always use a few buffs. |
| RaspK FOG03-29-06, 07:57 AM | It depends - it's not always necessarily to spend extra SP to get aditional benefits. I'm using as a base the expanded psonic handbook and the durations of the powers are directly related to the level of the psion not the PP he spends. On the other hand some benefits depends on the amount of PP you spend - take a look at the power "Psionic repair Damage" I did not remember that; so the XPH bases the attributes of the spell on manifester level? That's very interesting... :) |