Difference between revisions of "User:MisterSinister/TOToM (3.5e Sourcebook)/Creating A Spell"
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=== Define the Summary === | === Define the Summary === | ||
− | === Casting Components and Frequency === | + | Why do this first? Well, because it is flavorful, and all rule mechanics need flavor as a base. When creating the spell, constantly look and see if the options chosen fit against the summary of the spell. If not, change the summary or change the option. |
+ | |||
+ | === Castability === | ||
+ | |||
+ | You choose these effects also as constraints upon which the rest is defined upon. Basically, it should be obvious based on the summary what these should be. The three options to choose at this step are [[#Rarity|rarity]], [[#Frequency|frequency]], and [[#Casting Components|casting components]]. | ||
+ | |||
+ | ==== Rarity ==== | ||
+ | |||
+ | As far as rarity goes, a spell should almost always be [complex]. Even if you give the spell the [simple] descriptor in your own games, it is better that each DM may choose to make a [complex] spell [simple]. | ||
+ | |||
+ | When a spell has far reaching consequences, or is hugely flavorful, the [exotic] tag may be used instead of [complex]. Use [exotic] spells if you are bringing in abilities that can change the rules of the game. ''Wish'' and ''Planar Binding'' are two good examples of [exotic] spells. When you create a spell that takes another game design principle and changes is, or creates a new game design principle altogether, use the exotic tag. | ||
+ | |||
+ | So, when should [simple] be used? For that we ask another contributor, for this one does not know. | ||
+ | |||
+ | ==== Frequency ==== | ||
+ | |||
+ | There are four tags for frequency: [At-Will], [Limited], [Passive], and [Ritual]. When to use each is described as follows. | ||
+ | |||
+ | ===== [At-Will] ===== | ||
+ | |||
+ | These are used for simple weak effects. [[Eldritch Blast (TOToM Spell)|Eldritch Blast]] is the canonical at will power. | ||
+ | |||
+ | ===== [Limited] ===== | ||
+ | |||
+ | These are used for effects that are strong, and having unlimited usage in battle would cause spamming of these types of abilities at the expense of [At-Will] abilities. Most abilities should be of this type. | ||
+ | |||
+ | All non-[Passive] buffs should be [Limited]. | ||
+ | |||
+ | ===== [Passive] ===== | ||
+ | |||
+ | If your spell duplicates a persistent magic item, like a complete arcane warlock's flight invocation, this is the tag you want to use. | ||
+ | |||
+ | ===== [Ritual] ===== | ||
+ | |||
+ | Rituals are used for abilities that should not be used during combat. Resurrecting, long distance teleporting, (un)locking, and other similar abilities should be rituals. | ||
+ | |||
+ | If magical crafting is made into [Ritual]s, then it should be obvious that any magic item crafting should be a [Ritual]. | ||
+ | |||
+ | ==== Casting Components ==== | ||
=== Define Main Effect === | === Define Main Effect === | ||
− | === | + | ==== Main Effect ==== |
− | === Place | + | ==== Enhanced ==== |
+ | |||
+ | ==== Diminished ==== | ||
+ | |||
+ | === Spell Counters === | ||
+ | |||
+ | ==== Duration ==== | ||
+ | |||
+ | ==== Saving Throw ==== | ||
+ | |||
+ | ==== Resistance ==== | ||
+ | |||
+ | ==== Immunity ==== | ||
+ | |||
+ | === Place other descriptors === | ||
=== Determine Spell Level === | === Determine Spell Level === | ||
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=== Define which classes === | === Define which classes === | ||
− | |||
− | |||
=== Determine Augments === | === Determine Augments === |
Revision as of 07:38, 29 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.
Contents
Spell Creation Process
Define the Summary
Why do this first? Well, because it is flavorful, and all rule mechanics need flavor as a base. When creating the spell, constantly look and see if the options chosen fit against the summary of the spell. If not, change the summary or change the option.
Castability
You choose these effects also as constraints upon which the rest is defined upon. Basically, it should be obvious based on the summary what these should be. The three options to choose at this step are rarity, frequency, and casting components.
Rarity
As far as rarity goes, a spell should almost always be [complex]. Even if you give the spell the [simple] descriptor in your own games, it is better that each DM may choose to make a [complex] spell [simple].
When a spell has far reaching consequences, or is hugely flavorful, the [exotic] tag may be used instead of [complex]. Use [exotic] spells if you are bringing in abilities that can change the rules of the game. Wish and Planar Binding are two good examples of [exotic] spells. When you create a spell that takes another game design principle and changes is, or creates a new game design principle altogether, use the exotic tag.
So, when should [simple] be used? For that we ask another contributor, for this one does not know.
Frequency
There are four tags for frequency: [At-Will], [Limited], [Passive], and [Ritual]. When to use each is described as follows.
[At-Will]
These are used for simple weak effects. Eldritch Blast is the canonical at will power.
[Limited]
These are used for effects that are strong, and having unlimited usage in battle would cause spamming of these types of abilities at the expense of [At-Will] abilities. Most abilities should be of this type.
All non-[Passive] buffs should be [Limited].
[Passive]
If your spell duplicates a persistent magic item, like a complete arcane warlock's flight invocation, this is the tag you want to use.
[Ritual]
Rituals are used for abilities that should not be used during combat. Resurrecting, long distance teleporting, (un)locking, and other similar abilities should be rituals.
If magical crafting is made into [Ritual]s, then it should be obvious that any magic item crafting should be a [Ritual].
Casting Components
Define Main Effect
Main Effect
Enhanced
Diminished
Spell Counters
Duration
Saving Throw
Resistance
Immunity
Place other descriptors
Determine Spell Level
Define the school
Define which classes
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.