User:MisterSinister/TOToM (3.5e Sourcebook)/Creating A Spell

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Introduction[edit]

TOToM Spell Preload


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[edit]

Define the Summary[edit]

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[edit]

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 two options to choose at this step are rarity and casting components.

Rarity[edit]

The rarity tag is an indicator of how likely a spell is to appear in a game. Mechanically it also serves to indicate the cost in character resources as well as impact of a spell in a game.

  • [Simple] spells are so common that everyone who could have them does have them. They are given to every caster with the spell on their list at no charge.
  • [Complex] spells are less common than simple spells, though they are still available to every caster with the spell on their list. They are most often obtained by a character at some cost, either by gaining access to them through a domain or by selecting them with limited character resources, though they are occasionally granted by the DM without charge or obtained as treasure.
  • [Exotic] spells are similar to [complex] spells, but are not necessarily available. These are spells that, while level appropriate, introduce more complexity into the game than some DMs may be interested in dealing with. Wish and Planar Binding are two good examples of [exotic] spells. Though they are generally acquired in the same fashion as [complex] spells, characters are only able to select or acquire them at their DM's discretion.

When you are creating a new spell, the tag that you should apply to it depends on the circumstance. If you are making a custom spell for your character, you will most likely apply the [complex] tag. This indicates that other casters with access to the spell could learn it at some cost, as opposed to a [simple] spell that anyone with access could learn for free. The [simple] tag should be used very sparingly, and only with the approval of your DM, for this reason. Your DM may also apply the [exotic] tag to your spell, instead of one of the others, if they feel it sufficiently open-ended and flexible. In this case the tag just serves to further restrict access to others or in other games; if they are allowing you to create the spell anyway it doesn't mean a great deal to your character.

If you are writing new spells for your campaign, you have a bit more freedom in which tag to apply but also need to be more cautious. Applying a [simple] tag to a spell will give it to every caster with access in your campaign. If you do this too often, you add a great deal of flexibility and power to those classes; this is rarely a good thing. Applying the [complex] tag is a more measured way to go, and actually serves to increase the differentiation of various casters. Most casters won't have a particular complex spell, so when a PC or NPC makes use of it they stand out more. The [exotic] tag should be saved for those spells that significantly alter some aspect of the game, but otherwise function similarly to the [complex] tag.

Casting Components[edit]

Remember that focus, material, and experience components are out.

Define Main Effect[edit]

Main Effect[edit]

Enhanced[edit]

Diminished[edit]

Inverse[edit]

[Positive] and [Negative] spells need an inverse. If your effect is either of these, define an inverse, and add these tags.

Spell Counters[edit]

Creatures living in a magical world learn quickly to put up or show up. As such, spells need to describe what counters creatures have for them. The basic options are the fact that the spell isn't permanent (or is it?), a mundane counter, non-mundane counters, and flat our immunities to spells.

Duration[edit]

Use slots for permanent effects.

Saving Throw[edit]

These are the mundane saves. This has not changed from the SRD. As such, a will save is used against mental attacks, a fortitude save is used against effects of the physical body, and if the spell can be avoided, but no attack roll is made by the spellcaster, a reflex save is used.

Resistance[edit]

If spell resistance is special or absent, use [SR:Special]. Remember, immunity is what happens if the Spell Resistance roll fails.

Immunity[edit]

This is what happens when a character is immune to one of the tags or the spell fails to bypass spell resistance. The likely candidates for spells to have an immunity is to have the following tags: [Mind Affecting], [Compulsion], [Charm], [Phantasm], [Elemental], [Energy], [Negative], [Positive], [Darkness], [Light], [Death], [Fear], [Force], [Language-Dependent], [Scrying], and [Teleportation]. Figure out what happens to creatures immune to these effects.

Place other descriptors[edit]

Determine Spell Level[edit]

Define the school[edit]

Define which classes[edit]

Determine Augments[edit]

Balancing Your Spell[edit]

Which classes get what?[edit]

Spell Level[edit]

Dissipation Numbers[edit]

Rituals[edit]

Casting Components[edit]

Slots[edit]

Enhancements and Diminishments[edit]

Saving Throws[edit]

For personal spells, saving throws are not needed.

Otherwise, having no saving throw is bad. That means that the character has absolutely no method of avoiding it. These make for high wizard level. At the same time, having two saves is terrible for game balance. Rolling two dice to see how a spell effects you not only slows the game down, it also means the spell is less effective. Do not use multiple saves to balance the level of a spell. Instead, increase the spell level.

Modifier Types[edit]

Avoid typeless bonuses and penalties at all costs. They stack with each other, meaning it is more likely to create imbalances. Competence bonuses are limited to a maximum of +3.

Adding new modifier types is tantamount to a typeless modifier. Don't do that.