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Post by Fenrir the Dog Lord on Jan 30, 2007 15:10:31 GMT
Well, now that I have the Class trees posted, I've started to think about layout of the book. It seems evident that classes are going to take up a bunch of the space, considering as how I have to include pictures of what they look like and such.
So, two things, one related to the board and one not...
First, I would very much like spell ideas. I don't want more than five new spells per Level up, although the Adept may have 10-15 puny spells. I trust you can go look at the Spellcaster Tree yourself, so...
The next thing is a helpful suggestion question. Miniatures, yay or nay in the first book? Should I try to cram them into this one or do a later one down the road? What do you all think?
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Grumble Guy
Dog Esquire
Umm... It was like that when I found it.
Posts: 91
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Post by Grumble Guy on Jan 30, 2007 15:22:42 GMT
I don't really know about the miniature inclusion stuff.
Hmm... how do spells work in the first place? are they like wizard spells in d&d? or like sorcerer spells? or something totally different?
I don't have any ideas for spells yet, I haven't pondered it at all. I'll look over the spellcaster tree again and let it ferment in the back of my mind...
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Post by Fenrir the Dog Lord on Jan 30, 2007 15:30:18 GMT
Again, it is determined by the number of successes you roll on your Spellcraft Skill. For example:
Lupine is a Level 1 Adept. She wishes to cast her Light spell. She rolls her Spellcraft Skill, which she has three dots in, so she rolls seven dice. She compares on the Spellcraft Chart, which says she needs at least 4 successes on her Spellcraft roll in order to cast the spell. She gets four successes, so thusly, the end of her wand lights up.
I have a chart, but it would be difficult to post it here.
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Grumble Guy
Dog Esquire
Umm... It was like that when I found it.
Posts: 91
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Post by Grumble Guy on Jan 30, 2007 15:37:03 GMT
soooooo.... what spells are you allowed to attempt to cast then? how often?
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Post by Fenrir the Dog Lord on Jan 30, 2007 15:43:41 GMT
What spells? That's what this thread is for, although I have a few standard spells known for Adepts, like Light and Flare and Daze. As for how many/often, there is a side bit to your character sheet called Mage Points. Basically, multiply your race's Magic Rate (say, for example dogs have a Magic Rate of 3) by your personal Magic score (one of your abilities). For example, if Lupine is a dog, and she rolled a 17 for her abilities (let's assume she puts the highest in magic, since she's an Adept), her Mage Points would be 51. You can only cast your number of Mage points in spells per day. A day is defined the time period in between a good night's sleep, so if you don't sleep for three days, that still counts as a day. The Dog Lord can cast over 130 spells per day, and some of his...
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Grumble Guy
Dog Esquire
Umm... It was like that when I found it.
Posts: 91
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Post by Grumble Guy on Jan 30, 2007 15:47:41 GMT
Well... would Phyllis' Fabulous Firestorm cost more mage points than Flare, or do they all cost 1?
EDIT: Also, how exactly do you calculate the number of mage points each day?
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Grumble Guy
Dog Esquire
Umm... It was like that when I found it.
Posts: 91
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Post by Grumble Guy on Jan 30, 2007 15:53:59 GMT
I suppose if the stronger spells were significantly harder to succeed at, it could naturally use up more mage points, but I don't know how you wanted that to work.
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Post by Fenrir the Dog Lord on Jan 30, 2007 20:46:52 GMT
You can cast as many spells as you have Mage Points per day. If you don't get a good night's sleep, your GM will decide how many Mage points you recover.
It is harder to cast the higher level spells than it is to cast the lower level ones. All spells only require 1 Mage Point (with the exception of some, like Death). Just like a language, the more you practice magic, the easier it comes to you.
And the more powerful spells would only be available at the higher levels, so if you at Level 1, you can only cast Level 1 spells (mundane), but a Level 2 character can cast level 1 and 2 spells, and so forth.
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Grumble Guy
Dog Esquire
Umm... It was like that when I found it.
Posts: 91
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Post by Grumble Guy on Feb 4, 2007 3:20:36 GMT
Sorry, I haven't put much thought into the spells (or the class tree diagram) in the past couple of days. School work had me bogged down. I think what I do have left of the homework now will get completed pretty quickly tomorrow... So maybe the gears will start turining again then.
Oh, by the way, will just names for spells be enough, or do you need more?
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Post by Fenrir the Dog Lord on Feb 5, 2007 14:01:36 GMT
Well, I probably won't need descriptions if it is a basic spell, like Light or something, but if you say, use something like The Grace of Tellria, I'd need a description (although I'm sure none of you know who the deities of this world are, so I may want to post them...)
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Grumble Guy
Dog Esquire
Umm... It was like that when I found it.
Posts: 91
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Post by Grumble Guy on Feb 5, 2007 14:12:22 GMT
Ok. I think I'll do some of this today; I've got the time.
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Post by Fenrir the Dog Lord on Feb 5, 2007 14:20:09 GMT
I've got all the time in the world (until the sisters wake up an kick me off, but that won't be for a couple hours). I'll post deities in a bit along with some artwork if I remembered to put the scans on my flash drive!
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Post by shadefox on Jun 18, 2013 23:09:32 GMT
I had a couple of ideas, how about a potion that chages the drinker's race/gender [or both] for a limited time? [useful for spies] also an item [such as a amulet] that gives a non-spellcaster the abillty to cast a single spell could be intresting
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