Difference between revisions of "User:MisterSinister/TOToM (3.5e Sourcebook)/Creating A Spell"

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(Introduction)
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== Introduction ==
 
== Introduction ==
  
All of this information is non-normative.
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All of this information is non-normative.  That means there are no rules changes in here.  Take it as a guide to the rules in the rest of the chapters of this book.  If something in here contradicts the source of the rules, take that as an error of this document.
  
We know you want your own awesome spell.
+
The spell system in DnD is advanced, and allows for unlimited options.  It does not matter whether you use the SRD spell system, or this one.  The goal for TOToM Spells though, is that they are easier to describe and use.  Many SRD effects have been turned into descriptors, and the descriptors have been thought out intelligently.  Learning them is one of the keys to writing spells efficiently.
  
Design decisions should be shown to all.
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But there are some new things, such as dissipation and augments that need describing.
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 +
The goal of this chapter is to show you which design decisions were made for the spells.  Why did we include this but leave that out?  What is a trap spell to make, and what is overpowered?  As such, we are going to give a process for creating spells followed by a way of balancing spells.  The process is a suggestion.  Truly, you can make them anyway you wish, but it always helps to have a guide.
  
 
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__TOC__

Revision as of 18:35, 28 October 2010

Introduction

All of this information is non-normative. That means there are no rules changes in here. Take it as a guide to the rules in the rest of the chapters of this book. If something in here contradicts the source of the rules, take that as an error of this document.

The spell system in DnD is advanced, and allows for unlimited options. It does not matter whether you use the SRD spell system, or this one. The goal for TOToM Spells though, is that they are easier to describe and use. Many SRD effects have been turned into descriptors, and the descriptors have been thought out intelligently. Learning them is one of the keys to writing spells efficiently.

But there are some new things, such as dissipation and augments that need describing.

The goal of this chapter is to show you which design decisions were made for the spells. Why did we include this but leave that out? What is a trap spell to make, and what is overpowered? As such, we are going to give a process for creating spells followed by a way of balancing spells. The process is a suggestion. Truly, you can make them anyway you wish, but it always helps to have a guide.

Spell Creation Process

Define the Summary

Casting Components and Frequency

Define Main Effect

Define Duration, Save, and SR

Place special descriptors

Determine Spell Level

Define the school

Define which classes

Determine Enhanced, Diminished, Immune

Determine Augments

Balancing Your Spell

Which classes get what?

Effects per Level

Dissipation Numbers

Rituals

Slots and Other Casting Components

Persistable

Enhancements and Diminishments

Saving Throws

Why 0, and 2+ are bad.

Bonus and Penalty Types

Spell Level