Difference between revisions of "User:MisterSinister/TOToM (3.5e Sourcebook)/Creating A Spell"
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== Introduction == | == Introduction == | ||
− | All of this information is non-normative. | + | 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. | ||
__TOC__ | __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.