Tomkin's S.A.N.P.R.F.T.G.U Magic [PEACH] [Archive] - Wizards Community

Post/Author/DateTimePost
Tomkin

06-13-07, 09:05 PM
(The abbreviation in the thread title stands for Super Awesome New-Paradigm Redesigned-from-the-ground-up, in honor of this thread's former and unwieldy name.)

Preface:
Many people on these boards appear to think the outmoded Vancian spellcasting method needs a complete overhaul from the ground up. This is my take on the new, ultra-sleek, super-impactful magic system that I spent, oh, about three hours on. Beware, it has not been playtested. If you are wiling to, I will thank you immensely.

Without further ado, here goes:

All spellcasters gain knowledge of spells through the Spell Knowledge feat. Each time the Spell Knowledge feat is taken, you learn 1+ your Int modifier spells, and gain 1 + your Wis modifier spell slots.

Each morning, when you wake up, you prepare your spells for the day. For each spell slot you have, you may prepare one spell. Each of these spells may be cast two different ways. The more common way is as a cantrip (note that the meaning is different from the normal D&D word, used here just to signify a lesser-powered spell). Casting a spell as a cantrip expends a relatively small part of the energy stored inside the caster, and thus a spell can be cast as a cantrip once per encounter. Alternately, you may cast the spell as an invocation (again different from normal D&D jargon), which is more powerful but expends the spell slot for the rest of the day. In between encounters, a spellcaster may cast as many cantrip spells as he or she wishes, as long as there is at least thirty seconds (five rounds) between each casting.

Casting a spell is a simple matter of choosing which augmentations to apply, then taking a standard action (or sometimes longer or shorter) to make a skill check from the requisite school. You may not attempt to cast a spell whose DC exceeds your skill check modifier by more than 20. The spell is cast regardless of the result of the check, but if you fail the check, consult the chart to determine negative effects. By taking the feat Familiarity with Magic, granted as a bonus feat to most casters at first level, you may always take 10 when making this skill check. A spell’s save DC is 10 + 1/5 the skill check + your Charisma modifier.

Failed by Effect
1-5 Fatigued (-2 to Magic checks)
6-9 Exhausted (-4 to Magic checks)
10-13 Stunned for 1 minute
14-17 Unconscious
18-20 Comatose
Effects are cumulative. A character who is rendered unconscious immediately takes nonlethal damage equal to his hit points. A comatose character may make be revived only by incredibly high-level magic (specific level to be determined).

The nine subskills of magic (one for each school) and their requisite ability modifiers are:

Abjuration (Wis)
Synergy from: Concentration
Synergy to: Concentration
Conjuration (Int)
Synergy from: Craft
Synergy to: Sleight of Hand
Divination (Wis)
Synergy from: None
Synergy to: Decipher Script, Knowledge, Search, Sense Motive
Enchantment (Cha)
Synergy from: Intimidate
Synergy to: Bluff, Diplomacy, Perform
Evocation (Cha)
Synergy from: None
Synergy to: Intimidate
Illusion (Int)
Synergy from: Bluff, Craft, Disguise, Forgery
Synergy to: Disguise, Intimidate
Necromancy (Int)
Synergy from: Knowledge (anatomy)
Synergy to: None
Transmutation (Wis)
Synergy from: Knowledge (anatomy)
Synergy to: Escape Artist, Heal
Transportation (Int)
Synergy from: Knowledge (geography, local) (if spell such as teleport)
Synergy to: Knowledge (local), Tumble

Armor check penalty applies to all Magic checks. This replaces arcane spell failure.

Of course, a spellcaster might want to regain slots used for cantrips while in the middle of a battle. This requires a Wisdom check, the DC of which varies depending on the amount of time the caster takes:

Action length DC
Full round 1
Standard 5
Move action 15
Swift action 20
Immediate 25


Spellcasters are those who practice magic in any form. Some may call it arcane, some divine, and some natural, but it is all governed by the same mechanics.
Abilities: All mental ability scores are important to spellcasters. Wisdom determines how many spells they can cast, while Charisma determines how hard these spells are to resist. Intelligence governs how many spells the character may learn.
Alignment: Any. From the zealous priest of Pelor, traveling the land to cleanse it of undead, to the brutal enchanter who pits charmed minions against each other for sport, spellcasters can be good, evil, or anywhere in between.
Starting Gold: 2d4x10 (50 gp).
Starting Age: As wizard.
Hit Die: d4.
Skill Points: 6 + Int modifier, x4 at first level.
Proficiencies: Spellcasters are proficient with all simple weapons and no armor or shields. Note that armor and shields tend to disrupt a caster's spells - all Magic subskills are affected by armor check penalties.
Bonus spell: At 1st level and every 3rd level thereafter (4th, 7th, etc...), the Spellcaster gains one bonus spell known or one bonus spell slot.
Bonus feat: At 2nd level and every 3rd level thereafter (5th, 8th, etc...) the Spellcaster gains a bonus feat. These feats may be taken off the list of feats which will be put up here sometime when I'm not sick.
LV. BAB FORT REF WILL SPECIAL
1 +0 +0 +0 +2 Spell Knowledge, Skill Focus
2 +1 +0 +0 +3 Bonus feat
3 +1 +1 +1 +3 -
4 +2 +1 +1 +4 Bonus spell
5 +2 +1 +1 +4 Bonus feat
6 +3 +2 +2 +5 -
7 +3 +2 +2 +5 Bonus spell
8 +4 +2 +2 +6 Bonus feat
9 +4 +3 +3 +6 -
10 +5 +3 +3 +7 Bonus spell
11 +5 +3 +3 +7 Bonus feat
12 +6 +4 +4 +8 -
13 +6 +4 +4 +8 Bonus spell
14 +7 +4 +4 +9 Bonus feat
15 +7 +5 +5 +9 -
16 +8 +5 +5 +10 Bonus spell
17 +8 +5 +5 +10 Bonus feat
18 +9 +6 +6 +11 -
19 +9 +6 +6 +11 Bonus spell
20 +10 +6 +6 +12 Bonus feat



Armored Casting [Spellcaster]
Prerequisites: Caster level 1st.
Benefit: You may ignore up to two points of armor check penalty when casting spells.
Special: This feat may be taken multiple times. Its effects stack.

Familiarity with Magic [Spellcaster]
Prerequisite: Caster level 1st.
Benefit: You may always take 10 on Magic skill checks.
Note: This formerly allowed the caster to roll 4d4+1 instead of 1d20; taking 10 was used instead in the interests of simplicity.

Healer [Spellcaster]
Prerequisites: Transmutation 4 ranks.
Benefit: Whenever a spell you cast with Instantaneous duration would heal any amount of damage, add your caster level to the damage healed. If a spell without Instantaneous duration would heal damage, add 1 to the damage healed instead.

Familiar [Spellcaster]
Prerequisites: Caster level 1st.
Benefit: You may gain a familiar. See the PHB for details.

Spell Knowledge [Spellcaster]
Prerequisites: Caster level 1st.
Benefit: You learn a number of new spells equal to 1 + your Intelligence modifier. You gain a number of spell slots equal to 1 + your Wisdom modifier.

Twin Spell [Metamagic, Spellcaster]
Benefit: Add the following to your list of augmentations:
Augment DC
Spell is twinned +7



When a player casts a spell, the base DC is 10. Various "augmentations" may be applied to increase the power of the spell, but they also increase the DC. The list of standard augmentations follows:
Augment DC
Increase damage dice +2 per 100% increase
Increase radius/length +2 per 100% increase
Increase range +2 per 100% increase
Increase duration +2 per 100% increase
Increase other numeric factor +2 per 100% increase
Increase die size +5 per 1 size increase
Target: self to touch +2
Target: touch to 5'-radius
emanation from you +4
Target: touch to ranged
touch, range 10' +2
Target: ranged touch to single
creature +2
Target: single creature to 5'
radius burst +4
Exclude any number of squares
from effect +4

Alter
Transmutation
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: 1 minute; see text
Save: Will negates (harmless)
Spell Resistance: Yes
Description: This spell allow you to temporarily add an enhancement bonus or penalty any of the touched creature's ability scores by 1 point. After each unit of duration has elapsed, one point of bonus or penalty disappears; for example, if the "increase numeric factor" augment is applied twice and the "increase duration" augment once, the spell would grant +3 to any ability score for the first two minutes, +2 for the next two minutes, and +1 for two minutes after that.
Seed by Kurikin.

Energy
Evocation
Components: V, S
Casting time: 1 standard action
Range: touch
Target: Creature touched
Duration: Instantaneous
Saving throw: Fortitude or Reflex half (see text)
Spell Resistance: Yes
Description: This spell deals 1d6 damage of any energy type to the touched creature. If the energy type is Cold, it allows a Fortitude save; otherwise, it allows a Reflex save.
Invocation: The spell arcs to secondary targets (default 1 secondary target +1 per +2 DC increase). Each secondary target may make another save for half damage. Alternately, you may choose to delay the effect of the spell up to five rounds, as the delay of a delayed blast fireball. For each +2 DC, you may delay another 5 rounds.

Heal
Transmutation
Components: V, S
Casting time: 1 standard action
Range: touch
Target: Creature touched
Duration: Instantaneous
Saving throw: Fortitude half (harmless)
Spell Resistance: Yes
Description: The Heal seed deals 1d6 damage to you and restores that many hit points to the target.
Invocation: The spell deals no damage to you, but still heals the target.

Teleport
Evocation
Components: V, S
Casting time: 2 full rounds
Range: 15 feet
Target: You
Duration: Instantaneous
Saving throw: None
Spell Resistance: No
Description: You may move to any square within the spell's range. You must either have line of sight to the target space or specify how many feet moved in which direction. If the latter, the spell fails if it would move you into a solid object.
Invocation: The spell's range increases to 1/2 mile. You must have seen the target location, and there is an error margin as shown below:Familiarity----Error Margin
Very familiar
or in sight 25 feet
Studied 100 feet
Seen casually 1000 feet
Viewed once 1 mile
Described 5 milesThe error margin can never exceed the spell's range. If the destination envisioned does not exist (it could have been described falsely, or simply changed drastically), then the spell misfires and all participants are teleported 1d100x5 feet in a random lateral direction (but not into solid objects).

Summon Monster
Transportation
Components: V,S
Casting Time: 1 full round
Range: 10'
Effect: One summoned monster
Duration: Concentration, up to 1 round
Save: None
Description: You transport a monster from its native location to the target area. The monster must be one outsider whose Challenge Rating is 1 or less, and it remains as long as you concentrate, up to 1 round per Hit Die. You control the summoned monster, and it acts on your initiative count. You may increase the Challenge Rating of the summoned monster by 1 for every +3 you add to the Difficulty Class.
Invocation: The duration becomes Instantaneous, and you may instead summon a monster whose Challenge Rating is up to your caster level, but it does not appear under your control. It appears with a default attitude of Unfriendly, and you must persuade it to help you normally using the Diplomacy skill. On this Diplomacy skill check, you take a penalty equal to the Hit Dice of the summoned monster. The monster may remain indefinitely, but may return to its home plane at any time.

Most magic items can be left as they are in the Dungeon Master's Guide. However, items that directly recreate spells need to be reworked slightly. In particular, potions, scrolls, and custom wondrous items need to be adjusted.

The base cost for a potion is equal to 25 * (spell's DC - 10)^2. For example, a potion of healing heals the imbiber of 2d6 points of damage. It costs 25 * (12-10)^2 = 100 gp. A greater potion of healing heals the imbiber of 5d6 points of damage. It costs 25 * (20-10)^2 = 2,500 gp.

Scrolls work slightly differently. Scrolls can only contain seeds (no augments). When a spellcaster reads from a scroll, she may add any augments to the spell that she wishes, and she uses her Spellcraft check rather than the requisite Magic check to cast the spell.

The base cost of adding a spell effect to a wondrous item is equal to 25 * times/day * (DC - 10)^2.

Merithal Newleaf: elf Spellcaster 3
NG Medium humanoid [elf]
Init +5 (Imp. Init); Senses Listen +3, Spot +3, low-light vision
Languages Common, Elven, Draconic
----
AC (+1 Dex), touch , flat-footed ,
HP 12 (3 HD)
Resist
Immune
Fort +2, Ref +2, Will +4
----
Speed 30 ft. (6 squares)
Melee Mwk quarterstaff +1 (1d6-1)
Ranged Mwk crossbow +3 (1d8)
Space 5 ft.; Reach 5 ft.
BAB +1; Grapple +0
Atk options spells
----
Abilities Str 8, Dex 12, Con 12, Int 13, Wis 15, Cha 14
SQ Elf traits
Skills Abjuration +8, Bluff +5, Diplomacy +5, Illusion +7, Listen +3, Search +3, Spellcraft +7, Spot +7, Transmutation +10 (SF), Transportation +8
Feats Improved Initiative, Skill Focus (Enchantment) (B), Spell Focus (Enchantment) (B), Spell Knowledge x2 (one B)
----
Posessions bracers of armor +1, feather token (tree), masterwork light crossbow, masterwork quarterstaff, potion of heal (2d6) x2, ring of Spellcraft +2

Spells: Merithal knows four seeds and can prepare five spells. The DC of her spells is 12 + 1/5 her skill check. Merithal knows the seeds Alter, Heal, Teleport, and Summon Monster, and typically prepares Summon Monster twice, Alter once, Heal once, and Teleport once.

Example Combat:
Merithal is walking along a little-used road when she is spies three goblin brigands lying in wait by the roadside. She quickly takes stock of the situation: if she moves forward, she will be flanked by the goblins, and if she runs, they will doubtless catch up to her. Unfortunately, the goblins have seen her too, and she must act fast.

Merithal uses her surprise round to cast one of her Summon Monster seeds. She applies the "extend duration" augment three times and the special "increase CR" augment once, at +2 for each augment, for a total DC of 18. She decides to summon an Azer, and takes 10 on her skill check for a total of 18 - enough to complete the spell without any side effects.

Initiative is rolled, and thanks to her Improved Initiative feat, Merithal is first in the initiative order. The azer charges one of the flat-footed goblins, brandishing his hammer. He rolls an 11 to hit and a lucky 8 on damage, felling the goblin in one blow. Merithal expends her other Summon seed to summon an Azer, placing it between her and the other two goblins.

The other two goblins throw their javelins at Merithal. Neither finds its mark, but one hits the second azer. However, it only just scratches it, dealing 3 damage.

However, Merithal didn't notice the goblin behind her - it was hidden too well. Now it sneaks out of the bushes and stabs her with its dagger. It hits easily and deals 8 damage - a significant chunk of her life total!

Merithal orders both of the azers to attack the goblin that just attacked her. They move into a flanking position, but they can't seem to hit it. Merithal knows that she probably won't survive another round unless she does something drastic, so she casts her Teleport seed as an Invocation. She applies the "increase range" seed six times, so she can teleport up to three miles away, and envisions her home (which is three miles away). Since the DC of the spell is 22, Merithal can't take 10 and has to roll. Unfortunately, she rolls only a 9, for a total of 17 - too low. The spell still works, but since she failed the skill check by 5 or less, she is now fatigued.

Due to her error margin, Merithal lands in the duck pond outside her house. Unfortunately, since she cast her teleport seed as an incantation, she can't use it again until she rests. She eventually manages to swim to shore, but the effort of swimming has made her exhausted. Since she is exhausted, she can no longer cast any of her spells until she has rested.

If you would like to add a spell (preferably ports of the PHB equivalent), copy the following template:
Name:
School:
Prerequisites:
Casting Time:
Range:
Effect:
Targeting:
Duration:
Save:
Special:
Description:
Invocation:
Most of the fields should be self-explanatory.
If you would like to suggest a feat, please copy the following template:
<Name>
Prerequisites:
Benefits:


There, I'm sure I forgot tons of stuff, so start picking holes in my system. Just make sure your critique is thoughtful, grammatically correct, G-rated and fully clothed.
General Felire

06-13-07, 10:48 PM
I like this, I think these rules work. Because of the per-encounter rules it allows spells to be used as much as necessry.

Personally, I don't like the preparation rules, but that is a minor thing.

I like how many spells and spell-slots characters have.

Having once class makes differences in character very much dependent on fluff.

I do dislike d4 hit dice but that is a personal thing. Personally, I think D6 is good.

I am also not entirely sure the differences in spell mechanics between cantrips and incantations.

Can characters use an encounter-only spell in between encounters? I don't think you explain that.

All in all its an interesting system with much potential compared to the current system.

Its containing of both encounter spells (for lower-level and non-campaign breaking spells) and slot spells (for thos emajor spells like Wish or teleportation) balances it out. No spellcaster has to fear that he will become useless in combat because his spells come back.

So in all, I like. :)
Tomkin

06-16-07, 06:33 PM
I like this, I think these rules work. Because of the per-encounter rules it allows spells to be used as much as necessry.

Personally, I don't like the preparation rules, but that is a minor thing.

I like how many spells and spell-slots characters have.

Having once class makes differences in character very much dependent on fluff.

I do dislike d4 hit dice but that is a personal thing. Personally, I think D6 is good.

I am also not entirely sure the differences in spell mechanics between cantrips and incantations.

Can characters use an encounter-only spell in between encounters? I don't think you explain that.

All in all its an interesting system with much potential compared to the current system.

Its containing of both encounter spells (for lower-level and non-campaign breaking spells) and slot spells (for thos emajor spells like Wish or teleportation) balances it out. No spellcaster has to fear that he will become useless in combat because his spells come back.

So in all, I like. :)

I toned down the Spell Knowledge feats that the Spellcaster gets (previously it was 1st, 4th, 7th, etc.) because I realized that a) by third level they could have 12 spells per encounter easily, and b) after 12 spells per encounter it doesn't really matter anyway. Instead, they now get Skill Focus in one school of magic and more skill points.

Yes, the Spellcaster was made intentionally very fluff-dependent. I'm considering allowing people to designate four schools as cross-class for their entire career (i.e. overriding anything that would make them class skills) in exchange for 3/4 BAB, a d6 Hit Die, Armored Casting, and another good save, and lose two skill points and another school on top of that for another Armored Casting, a d8 hit die, and proficiency with two martial weapons. Does this seem balanced?

The difference between cantrips and invocations is like sipping your beverage of choice vs. draining it in one big gulp. You can take as many sips (cantrips) as you'd like before you drain it, but once you drain it (invocation) then you can't take any more sips. Clearer? (Probably not.)

Per-encounter spells now explained; you can cast them between encounters pretty much all you want. Thanks for your comments. Anyone else?
BillTheManiac

06-17-07, 11:16 AM
You are an apprentice wizard. Would you blow all your power on a few spells per day, or save it up to do a little every round? Clearly, 1st level wizards need more spells per day.
You are an archmage. Would you prepare 30 different spells when you're only going to need 15? No. You'd cast some truly epic magic, burn out when your fighter friend about runs out of HP, and retreat to a safe area to rest. Clearly, 20th level wizards need less spells per day.
That's a problem with the D&D magic system as well as this one. Have you seen Regdar's Repository recently? Mages are quadratic.
Tomkin

06-17-07, 05:14 PM
You are an apprentice wizard. Would you blow all your power on a few spells per day, or save it up to do a little every round? Clearly, 1st level wizards need more spells per day.
You are an archmage. Would you prepare 30 different spells when you're only going to need 15? No. You'd cast some truly epic magic, burn out when your fighter friend about runs out of HP, and retreat to a safe area to rest. Clearly, 20th level wizards need less spells per day.
That's a problem with the D&D magic system as well as this one. Have you seen Regdar's Repository recently? Mages are quadratic.

Looking over your post, it seems like you might not have realized that these spells are per encounter, not per day. If not, I must be missing something. (Spells can be cast on a per-day basis, but also on a per-encounter basis.)

I'd also like to point out that a 20th-level spellcaster with 18 Wisdom who took the Spell Knowledge feat once would, in fact, have 15 spells per day, as you said. An apprentice would have three to five, enough to soften up the enemy but not to eliminate reliance on weapons entirely. This was about the range I was going for. And remember, spellcasters can recharge their magic with a Wisdom check. So in effect, the apprentice is doing a little damage every round: spell, spell, spell, recharge, repeat.

Thanks for the input!
- Tomkin
Eldritch_Lord

06-18-07, 01:53 PM
I like this. I have two questions and one comment, though:

1) Does this work like Tome of Battle, where you can only prepare one of each spell, or can you prepare multiple copies of a given spell to use it round after round?

2) Why does Familiarity with Magic give you 4d4+1? 1d20 gives a range of 1-20, and 4d4+1 gives a range of 5-17. If you're going for a bell curve, great, but I would think that 5d4 would be a better choice, as you get a range of 5-20, so you can't have someone with Familiarity get a higher result than someone who's unFamiliar.

By taking the feat Familiarity with Magic, granted as a bonus feat to most casters at first level,

You never put Familiarity with Magic in the feats list, and you don't give it to the caster at first level. You might want to do that.;)
Tomkin

06-18-07, 03:51 PM
1) No, it works like a wizard's spellbook. Once you know a spell, you can prepare it as many times as you like. Spellcasters get few enough spells as is.

2) Ah, right. Familiarity with Magic got edited out because I was considering just removing the skill check from the equation entirely, and basing spell power just on your Magic skill ranks. I'm still not sure which way to go, as adding a skill check would mess up my math quite a bit. Also, rolling 4d4 or some variant thereof is quite a pain, but I don't want spells to be as random as 1d20. Also, 5d4 averages to 12.5, meaning that Familiarity with Magic would give the caster the equivalent of +2 to all Magic skill checks, like an uber-Skill Focus or something.

Oh, for the opportunity to playtest...
eamon

06-18-07, 05:15 PM
So how is this better than the power-point system used by psionics? I prefer that really. It's simple, more easily translated to, already exists (just need to reflavor it as spellcasting), and far easier to balance than even normal spellcasting (particularly as high "caster level" spells also cost you points)
Tomkin

06-18-07, 05:44 PM
So how is this better than the power-point system used by psionics? I prefer that really. It's simple, more easily translated to, already exists (just need to reflavor it as spellcasting), and far easier to balance than even normal spellcasting (particularly as high "caster level" spells also cost you points)

1. Not as much bean-counting. Psionics requires you to keep track of power point pools, which are completely gone.

2. Fewer spells to keep track of. Psions learn new spells each level - they have to, or they'll fall behind power-level-wise. In my system, spellcasters' spells scale much better (or at least that is the intention), meaning that every single spell will be useful at low and high levels.

3. Those people (of which I am not one) who claim that "psionics is [are?] overpowered" will get mad if you try to use it.

4. Greater customizability. Because you have (some) control over your base stats, you can decide whether you want to play your character like a wizard (few spells per day, many spells known), a sorcerer (the opposite), or somewhere in the middle. Psionics has to have a whole different class.

5. Doesn't screw up adventures as much. You'll have less of a fear of a caster "going nova" and blowing the final boss to smithereens. They can still go all-out to some extent, but not nearly as much.

6. More interesting resource-management. Yes, psionic characters do have this to some extent, but this ties into the bean-counting. You don't have to do long division to figure out how many Xth-level spells you have left - all you have to do is ask yourself, "do I cast this as an invocation now, or save it for cantripping later?"

7. Foiling powergamers. The folks at the CharOp boards haven't gotten to it yet. :D

Hope that answers your question. Thanks!
Tomkin

06-27-07, 05:45 PM
Okay, I changed the skill checks and stuff to add a bit more flexibility. Now we have augmentations. I was thinking of adding a rule that spellcasters must decide on their augmentations at the beginning of the day, or would that be bad?

Come on, we can do better than 8 replies in 246 views.
Need_A_Life

06-30-07, 05:52 PM
I think it looks balanced, if not a bit underpowered.

Think it needs playtesting, though.

Also, are spells directly translatable into this system, I can't see why they shouldn't be, though it seems you encourage it by adding that last "Contribution" box...

I don't see a problem making a teleporting spell:

Name: Translocating Portal
School: Transportation (Int)
Prerequisites: 10 ranks in Transportation
Casting Time: 10 minutes
Range: Touch
Effect: Creates a portal
Target: Doorway touched.
Duration: 1 minute
Description: Opening the door to the broomcloset you see the thick jungle of Xen'drik stare back at you.
Invocation: You transform the doorway you touch into a transportation device allowing instantaneous travel between your location and another doorway you have previously been to. You may choose to create a visual link between the two locations, if so you desire.
Note, that anyone may use the conduit while the spell is in effect, allowing people to follow you through the portal or use it to come to your location, provided they find the portal, of course.

Not an existing spell, granted, but it resembles Greater Teleport, only with a few limitations (must have been to the location, requires a doorway and longer casting time), and I have no clue about balancing it in a system that hasn't been tested, so I'll leave that up to anyone who cares to test it.
Tomkin

07-15-07, 03:21 PM
:bump: Anyone?
enlightened

07-15-07, 04:34 PM
Could you make and post a few example characters?

I think that would make the whole thing easier to grasp.

It all looks promising, though.
Kurikin

07-15-07, 04:35 PM
I'm not sure whether or not this would go under Necromancy or Transmutation. Based on how you flavor the spell it could be either I think.

Edit: Made 2 versions of the spell, one potentially game breaking.

Alter Creature
Transmutation
Casting Time: 1 Standard Action
Range: Touch
Target: Creature Touched
Duration: 1 min
Save: Fortitude Negates (Harmless)
Spell Resistance: Yes
Description: This spell allow you to temporarily increase or decrease any of the touched creature's ability scores by 1 point.

If this spell is augmented to increase how many ability score points it changes the changes wear off at a rate of 1 point/1 min.

If this spell is augmented to increase the duration this affects how long it takes for 1 point of change to wear off.

Change Creature
Necromancy
Casting Time: 10 minutes
Range: Touch
Target: Creature Touched
Duration: Permanent
Save: Fortitude Negates (Harmless)
Spell Resistance: Yes
Description: This spell allows you to permanently increase 1 ability score by 1 point and decrease another by 2 points(or maybe 1? I duno, 2 would be better to prevent min/maxing I think.) The two ability scores must be of different types (Mental/Physical.)

The beneficial effects from multiple castings do not stack. In order to gain a higher bonus an augmented version of the spell must be cast.
The negative effects from multiple castings do stack.
Kurikin

07-15-07, 04:38 PM
double post
Tomkin

07-15-07, 07:56 PM
Okay, I added an example character and Kurikin's seed. Thank you both for your contributions. I also added magic item pricing and a spell failure result table, to stop people from just casting DC 50 spells and taking the fatigue penalty. You are now rendered comatose if you try and cast too high a spell. Thoughts?