Author Topic: Rules [Seedcasting]  (Read 2180 times)

Offline Stratovarius

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Rules [Seedcasting]
« on: July 08, 2016, 11:05:44 AM »
Arhosan Seedcasting
Arhosan Seedcasting is a collection of arcane techniques, schools, and ancient grimoires passed down over the years. Together, they comprise an entire array of magical capabilities, spanning from the worshipper of Challineb in the forest to the most powerful of Lledrith's disciples. Each wielder of these gifts knows a series of magical seeds, pieces of thaumaturgical might that they can use and shape as they see fit, choosing how and when these casters might deploy them. Combined, seeds can create unique and powerful magics seen nowhere else, but even a single seed on its own can be used to devastating effect.

Mechanically, Arhosan Seedcasting allows the caster to choose the components of spells as they are created, building up spells from clearly defined blocks of magic. No longer are casters forced to choose between memorizing a Wall of Fire or a Fireball - as long as they know how to generate the element of fire itself, they can choose.

« Last Edit: March 07, 2017, 02:22:28 PM by Stratovarius »

Offline Garryl

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Re: Rules [Rebuild]
« Reply #1 on: March 05, 2017, 12:32:41 AM »
General Rules

Seedcasting
Spellcasting is a collection of magical techniques, knowledge, and traditions passed down over the years and continually improved upon, until at last it settled into its current form, divided between those who wield arcane magic, those who receive gifts from the gods, those who worship nature, and the lucky few who just have a little bit of a knack for it. Seedcasting is among the oldest, most archaic forms of spellcasting, one of the many magical methodologies from which it grew and evolved.

Seedcasters use a more fluid form of magic than those who make use of the common forms of modern spellcasting. Rather than learning and using premade packages of magical energy, seedcasters learn to manipulate the fundamental building blocks of magic, combining them together dynamically. Each spell seed represents one aspect of magical energy that a seedcaster can make use of. When a seedcaster creates and casts a seedspell, she employs the seeds she knows, combining them as best fits the situation and her needs. A single seedspell may be made from a single seed, or may contain the effects of multiple seeds together, their powers mixed for greater synergy.

Traditional magic spells are premade magical rituals. Over generations, the overall spellcasting methodology and the detailed practices for a given spell have been refined and optimized. This often results in greater raw power from a traditional spell than from a comparable seedspell of the same complexity. This strength comes at the cost of flexibility. While the upper limit of what they can accomplish may be lower, a seedcaster's greater ability to produce exactly the desired seedspell for a given situation can be an invaluable advantage.

Seedcasting and Traditional Spellcasting
Seedspells are a specific subset of spells. All seedspells are spells. In nearly all ways, they act exactly as spells do. They provoke attacks of opportunity to cast, require a Concentration check if disrupted, can be dispelled and counterspelled, and so forth. They only differ in ways specific to how seedcasters use them, described below. Thus, any effect that applies to spells also applies to seedspells. However, the reverse is not true. Effects that apply specifically to seedspells do not apply to spells as a whole.

Similarly to seedspells, seedcasters are a subset of spellcasters. All seedcasters are spellcasters. They have a caster level and they cast spells (seedspells, specifically), which are usually arcane or divine. Effects that apply to spellcasters and spellcasting classes likewise affect seedcasters and seedcasting classes, although as with seedspells and traditional spells, the reverse is not true.

Seedcasters and Spell Lists
Most seedcasters do not know specific spells, instead creating them on the fly from spell seeds they know. A seedcaster's spell list includes all possible spells that can be created with seeds on their spell seed list.

Seedcasting and Spellcasting Advancement
While seedcasters are spellcasters, and thus can benefit from prestige classes and other options that may advance or modify spellcasting, not all aspects of spellcasting translate directly. Seedcasters usually use spell points rather than spell slots, and usually know spell seeds rather than individual spells.

When applied to a seedcasting class that knows spell seeds rather than individual spells, any prestige class or other effect that normally advances a spellcasting class's spells known instead advances the seedcasting class's spell seeds known. A class or effect that grants individual spells known continues to do so when applied to a seedcasting class. Traditional spells cannot be cast using spell points, however, so most seedcasting classes will be unable to make use of such spells unless they acquire spell slots with which to cast them.

When applied to a seedcasting class that uses spell points rather than spell slots, any prestige class or other effect that normally advances a spellcasting class's spells per day instead advances the seedcasting class's spell point pool. A class or effect that grants specific spell slots continues to do so when applied to a seedcasting class. A seedcaster can use spell slots to cast any spell of the appropriate level or lower, including seedspells, in the same manner that they cast seedspells normally using spell points. Seedspells cast from spell slots do not require the payment of spell points to prepare or cast; the magical energy the spell slot itself represents serves as payment to fuel the spell.

Seedspells and Traditional Spellcasting
On occasion, a traditional spellcaster may gain access to a seedspell. Seedspells are still spells, and can be learned, cast, and so forth as normal.

Spell Points
Seedcasters manipulate raw magical energy. The amount of energy a seedcaster has at her disposal is measured in discrete quantities called spell points (or SP), similar to, although distinct from, a psionic manifester's power points. More powerful seedspells cost more spell points.

A seedcaster can spend spell points up to the level given in her class table to cast a seedspell. If, for whatever reason, a number is not given in her class table, use her caster level as a stand-in. She cannot cast seedspells that cost more spell points than that, even if the cost she must pay to cast them is reduced.

Each seedcaster has a pool of spell points. She spends these spell points to cast seedspells. A seedcaster can generally refill her pool and recover lost or expended spell points once per day, although the exact nature of this process varies from seedcaster to seedcaster. A spell point pool may never have more spell points in it than its size. If it does, any excess spell points are immediately and irrevocably lost. Changes to the size of a seedcaster's spell point pool may thus reduce the number of spell points she has remaining, but never increase it. The size of a spell point pool may never be less than 0, however, regardless of what modifiers are applied to it.

Bonus Spell Points
A seedcaster can gain bonus spell points for having high ability scores. She increases the size of her spell point pool by her caster level x her relevant ability bonus (if any) x 1/2 (rounded down).

Spell Seeds and Seed Effects
A seedcaster knows one or more spell seeds. Each seed has one or more seed effects, each of which has a value in spell points. Most seed effects can be enhanced by pouring more raw magical energy (spell points) into them. A spell seed and its effects also indicate how they are used. Some seed effects can only affect individual creatures, others can fill entire areas, and many can be manipulated to do either. Some seeds produce effects that flare up and finish in an instant, others produce lasting magical effects. Generally, only seed effects that act in generally the same manner (in an area, producing an emanation, affecting individual targets, etc.) can be combined together into a single seedspell, although many techniques have been developed to combine different types of seeds together, albeit in somewhat limited ways.

Seed Type
Each spell seed has one or more overt magic types through which it can operate. A seedspell can only contain seeds of a single type. Most seeds can operate as multiple types, although a given seedcaster generally learns only to use a single general sort. The seed type used determines the type of magic the seedspell produces: arcane (arcane, skill), divine (divine, nature), or neither (artifice, osteogen, etc.). Arcane seedspells are subject to arcane spell failure, as normal, although skill-casters usually learn techniques to mitigate this, at least in lighter armor.

School
A seed indicates its school of magic. A seedspell is of the school and subschool of its seeds. If it has multiple seeds from multiple schools, it is a multi-school spell (PHB2) from each of them.

A seed that does not indicate its school or that identifies itself as universal does not alter a seedspell's school of magic. If no schools are applied by any of its seeds, a seedspell is considered universal, belonging to no school.

Descriptor
A seed may have one or more descriptors. A seedspell has all of the descriptors of all of the spell seeds it uses.

A seed that does not indicate its descriptors does not have any.

Range
Not all seeds are compatible with all ranges. This entry indicates which ranges a seedspell containing the seed can use. If only some of the seed's effects are compatible with certain ranges, this is also noted here.

A seed that does not indicate its range is compatible with all ranges except for unlimited range and beyond.

Targeting
Different seeds can be applied in different ways. Some have effects that target individual creatures or objects, others affect entire areas. This entry indicates which category of targeting types a seedspell containing the seed can use. Some seeds further restrict targeting to a specific type within a category.

Some special targeting options and meta-targeting options allow for multiple seed effects of differing targeting types to be combined into a single seedspell.

Individual seed effects are most often differentiated by what methods of targeting they work with. Individual seed effects indicate in their description which targeting category or categories they function with.

Duration
Some seeds produce effects that are instantaneous. Others produce ongoing effects. This entry indicates which is which. Some seeds are further restricted to seedspells of certain durations. If only some of the seed's effects are compatible with certain durations, this is also noted here.

A seed that does not indicate its duration is instantaneous for all of its seed effects.

Saving Throw
The seed's effects' saving throw. This indicates what type of save is allowed (if any) against the seed's effects. If some of the seed's effects have different saving throws, this is also noted here.

The effects of the saving throw only apply to the individual seed effect, not to the seedspell as a whole nor to the effects of any other seed effects the seedspell may use, even with abilities such as Evasion and Mettle.

Seed Effect Description
A single seed can often be used in many different ways. Each way a seed can be used is a different seed effect. A seed effect describes the effect it produces when used in a seedspell, the cost in spell points to do so, and what types of spell targeting they are compatible with.

Additional Components
On occasion, a seed may require the addition of components to a seedspell above and beyond the normal verbal and somatic components. Added components are usually the same for all effects of a given seed, although specific seed effects may indicate otherwise.

Creating a Seedspell
A seedspell is created first by selecting the overall power level of the seedspell (how many spell points it costs), then defining the seedspell's characteristics (type, casting time, range, targeting, and duration), and finally choosing one or more seed effects from known spell seeds.

The total value of the seedspell's characteristics may not exceed the seedspell's cost. Likewise, the total value of all seed effects used cannot exceed the seedspell's cost. The values of each group (characteristics and seed effects), however, are independent.

A seedspell must always use at least one seed effect, and must always have a cost of at least 1 spell point.

A seedcaster cannot create a seedspell that she would not be able to cast.

Sidebar: Designing a Seedspell
(click to show/hide)

School of Magic
Most spell seeds impose a school of magic on the seedspells they produce. While they usually manipulate magical energy in a less codified manner than traditional spells, the underlying methods by which they manipulate magical energies and the physical world still fit into the categories codified by later magical development, and thus produce spells that are functionally of one school or another.

A seedspell is of the school and subschool of its seeds. If it has multiple seeds from multiple schools, it is a multi-school spell (PHB2) from each of them.

A seedspell using only seeds that are not from any schools of magic is a universal spell, belonging to no school.

Descriptors
A seedspell has all of the descriptors of the spell seeds it uses.

Spell Level
A seedspell's level is equal to 1/2 the seedspell's spell point cost (rounded up), to a maximum of 9th-level for a seedspell that costs 17 or more spell points. Thus, a seedspell with a cost of 1 or 2 points is 1st-level spell, one that costs 3 or 4 points is 2nd-level, and so on.

Table: Spell Level by Spell Point Cost
SP CostSpell Level
11
21
32
42
53
63
74
84
95
105
116
126
137
147
158
168
17 or higher9

Components
A seedspell has both verbal and somatic components. Some seed effects may add additional components.

Casting Time
A seedspell's casting time can be as little as 1 immediate action to as long as several hours.

Range
A seedspell's range must be compatible with each of its seed effects.

Aiming a Spell
A seedspell's targeting must be compatible with each of its seed effects.

Some special targeting options combine seeds of multiple targeting categories. Even if a seed effect can be used with more than one of these categories, it only counts for one of them.

Duration
A seedspell's duration must be compatible with each of its seed effects.

Some targeting options produce a secondary effect with its own independent duration, separate from the spell's main duration. If the secondary effect directly carries the effects of any seed effects, it must be compatible with those seed effects. Otherwise, it can have any duration.

Saving Throws
A seedspell's save DC is equal to 10 + its level + its caster's relevant ability modifier (or Charisma if unspecified and for spell-like abilities).

Spell Resistance
A seedspell is normally affected by spell resistance.

Some seed effects ignore spell resistance. A spell containing only seed effects that ignore spell resistance is not subject to spell resistance.

A spell containing a mixture of seeds that are subject to spell resistance and that ignore spell resistance still checks against spell resistance. Only the seed effects that are subject to spell resistance are negated by it. Those that ignore spell resistance still apply, even if the spell failed to bypass the subject's spell resistance.

Spells with Multiple Seed Effects
A single seedspell can make use of multiple spell seeds and seed effects (although always at least one). While a seedspell must make use of at least one seed, and at least one seed effect from each seed, there is no upper limit to the number of spell seeds it can draw from, nor to the number of seed effects from each of them. Each seed effect used produces its effects as part of the spell. If order is important, the seedcaster can determine the order when creating the spell.

A seedspell can make use of the same seed effect multiple times. Each instance of the seed effect counts against the maximum spell point value of seed effects, and can potentially have a different spell point value assigned to it. However, multiple instances of the same seed effect that do essentially the same thing do not stack with each other; only the strongest applies.

Seed effects that require the same type of saving throw and that would be made at essentially the same time combine to use a single save. A subject making saves against a seedspell with multiple seed effects makes no more than one saving throw of each type (Fortitude, Reflex, and Will), each of which is used for the effects of all seeds in the seedspell applying at essentially the same time that require a saving throw of that type. Some special saving throws are always made independently of saves against other seed effects, however.

Casting a Seedspell
A seedcaster can cast any seedspell that they have access to. Most seedcasters can spontaneously create and cast seedspells as needed, although some create their seedspells in advance.

Spell Point Cost
Casting a seedspell requires the seedcaster to expend a number of spell points equal to its cost. A seedcaster cannot cast a seedspell that would require her to spend more spell points than she has available. Spell points are expended at the beginning of casting, and are not recovered if the seedspell is aborted, disrupted, countered, or otherwise lost.

A seedcaster can only spend up to her caster level in spell points to cast a spell. She cannot cast seedspells that cost more spell points than that, even if the cost she must pay to cast them is reduced. Some effects modify the number of spell points a seedcaster must spend to cast a spell. Generally, these do not count towards or against this limit (just like cost reductions).

Some spellcasters can cast seedspells using spell slots instead of from spell points. A seedcaster can use spell slots to cast any seedspell of the appropriate level or lower, just like with traditional spells. Seedspells cast from spell slots do not require the payment of spell points to prepare or cast; the magical energy the spell slot itself represents serves as payment to fuel the spell.

Metamagic
Metamagic feats alter a seedspell's effects. They must be applied at the time of casting (for spontaneous seedcasters) or at the time of preparation or retrieval (for prepared and retrieved seedcasters), not when the spell is created.

Since Arhosan magic is more fluid than traditional magic, it takes more easily to metamagic. Unlike with traditional spells, metamagic applied at the time of casting to Arhosan spells does not inherently increase its casting time.

Metamagic usually alters the spell point cost to cast a spell. Unlike most other adjustments, metamagic's effects on a spell's cost apply when determining whether or not the spell costs more than the spellcaster's caster level, and thus whether or not she can cast it.

Metamagic that alters a spell's required spell slot level cannot be used with seedspells cast directly from spell points. Similarly, metamagic that alters a seedspell's spell point cost cannot be used with traditional spells, nor with seedspell cast from spell slots.

Components
A seedcaster must provide all of the components of a seedspell to cast it.

Arcane seedspells with somatic components are subject to arcane spell failure (usually from armor and shields), as normal.

Concentration
Injury and other distractions can disrupt a seedcaster's ability to cast a spell, just like a traditional spell.

Counterspelling
Seedspells can be used to counterspell each other just like traditional spells. Seedspells are more fluid, however. The requirements to disrupt one are less stringent, although the process sometimes requires a higher minimum threshold of power. Rather than using the exact same seedspell, a counterspeller can use any seedspell containing the exact same spell seeds with an equal or greater spell point cost. The specific details of the two seedspells, such as their seed type, targeting, the distribution of power between their component seed effects, even which or how many seed effects they use from those seeds, is irrelevant.

Like with traditional spells, several spell seeds have specific exceptions, allowing them to counterspell seedspells using other spell seeds and sometimes even traditional spells.

Multiclassed Seedcasters
Characters with the ability to cast seedspells from multiple sources (whether from class levels, racial abilities, or other sources) track each seedcasting ability separately. Each source of seedcasting has its own pool of spell points, its own spell seeds (or premade spells) known, its own caster level, etc. A seedcaster cannot mix spell seeds known through different sources of seedcasting, nor pay for them with the spell point pool of another source. She may, however, learn the same spell seed multiple times as part of different seedcasting abilities. Each seedcasting ability functions entirely separately from all other seedcasting abilities.
« Last Edit: August 12, 2017, 05:16:09 PM by Stratovarius »

Offline Garryl

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Re: Rules [Rebuild]
« Reply #2 on: March 05, 2017, 12:35:55 AM »
Casting Time Options

Casting Time
A spell's casting time determines how long the caster must spend on the spell before it takes effect. Most spells have a casting time of 1 standard action or 1 full-round action. Others take 1 round or more, while a few require only a swift or immediate action.

A spell that takes 1 round or more to cast comes into effect just before your turn that much time later. For each of those rounds, you are casting a spell as a full-round action. These actions must be consecutive and uninterrupted, or the spell automatically fails. Casting time options that require one or more round to cast are noted with a negative cost. Selecting one of these options effectively grants additional spell points to be spent on the spell's parameters (range, targeting, and duration options), although not on more potent spell seed effects.

A spell with a casting time of 1 swift action, 1 immediate action, or 1 free action doesn't provoke attacks of opportunity to cast.

Table: Casting Time Options
Casting Time OptionSP CostDescription
Procession-78 hours.
Ceremony-61 hour.
Ritual-510 minutes.
Extended-41 minute.
Channeled-32 rounds.
Long-11 round.
Full-round01 full-round action.
Standard21 standard action.
Swift61 swift action. Seed effects cost double.
Immediate81 immediate action. Seed effects cost double.

  • Procession (-7): 8 hours.

  • Ceremony (-6): 1 hour.

  • Ritual (-5): 10 minutes.

  • Extended (-4): 1 minute.

  • Channeled (-3): 2 rounds.

  • Long (-1): 1 round.

  • Full-round (0): 1 full-round action.

  • Standard (2): 1 standard action.

  • Swift (6): 1 swift action. The effects of all seed effects are reduced, as though only half as many SP were spent on them (and thus requiring twice as many SP as normal to produce the same effect).

    A spell with a casting time of 1 swift action doesn't provoke attacks of opportunity to cast.

  • Immediate (8): 1 immediate action. The effects of all seed effects are reduced, as though only half as many SP were spent on them (and thus requiring twice as many SP as normal to produce the same effect).

    A spell with a casting time of 1 immediate action doesn't provoke attacks of opportunity to cast.

Offline Garryl

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Re: Rules [Rebuild]
« Reply #3 on: March 05, 2017, 12:36:29 AM »
Range Options

Range
A spell's range determines how far away its effects can take place.

Generally, spells can have any range, but there are a number that apply only to the caster, and are thus limited to Personal. Likewise, only certain seeds can access the Unlimited range and beyond.

Table: Range Options
Range OptionSP CostDescription
Personal0Targets caster only.
Touch0Touch range and targeting.
Point Blank0Range matches area of effect that extends from caster.
Close125 ft. + 5 ft./2 levels.
Medium3100 ft. + 10 ft./level.
Long4400 ft. + 40 ft./level.
Unlimited7Anywhere.

  • Personal (0): Must be combined with the Single (individual) targeting option. The spell can target only you. You receive no saving throw and your spell resistance does not apply against the spell.

  • Touch (0): Must be combined with the Single (touch) or Multiple (multi-touch) targeting options.

  • Point Blank (0): Must be combined with an area or emanation targeting option that defines a point of origin of you, your space, or a corner of your space. The spell's range is equal to the distance from your space that the area of effect extends to.

  • Close (1): 25 ft. + 5 ft./2 levels.

  • Medium (3): 100 ft. + 10 ft./level.

  • Long (4): 400 ft. + 40 ft./level.

  • Unlimited (7): A special type of range, usually reserved for scrying, teleporting, and planar travel. The spell reaches anywhere.
« Last Edit: November 09, 2017, 02:39:28 PM by Stratovarius »

Offline Garryl

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Re: Rules [Rebuild]
« Reply #4 on: March 05, 2017, 12:37:35 AM »
Targeting Options

Targeting
You can select any one targeting option for a given spell. Each targeting options defines how targets are selected, the area affected, and so forth. Each spell seed indicates which targeting group or groups it can be used with.

The SP cost of each targeting option is listed in parentheses. SP costs listed with a plus sign beside the number (ex: 3+) indicate that the targeting option involves the selection of additional aspects that may further influence the SP cost above and beyond the targeting option itself.

In addition to its single normal targeting option from any of the main groups (single-target, multiple-target, area, emanation, wall, or special), a spell can include any number of meta-targeting options.

Table: Targeting Options
Single-TargetSP CostDescription
Conjuring0Conjures something at a point in space.
Individual0Single target, no restrictions.
Missiles1Divide numeric effects across multiple targets.
Ray1Ranged touch attack. Removes Reflex save.
Touch0Melee touch attack. Removes Reflex save.
Multiple-TargetSP CostDescription
Dispersed1/2 targetsMultiple targets, each within 5 ft. + 5 ft./2 levels of each other.
Mass Conjuring0Conjures multiple things, each within 5 ft. + 5 ft./2 levels of each other.
Multi-Ray1/rayRanged touch attacks. Removes Reflex save.
Multi-touch1/2 targetsMelee touch attacks. Removes Reflex save.
AreaSP CostDescription
Bolt220 ft. + 5 ft./level vertical line.
Burst35 ft. + 5 ft./2 levels radius burst.
Cone315 ft. + 15 ft./4 levels long cone.
Line320 ft. + 5 ft./level line.
Nova25 ft. + 5 ft./2 levels radius burst centered on you. You are unaffected.
Shaped5One 10-foot cube + 1 cube/2 levels.
Spread45 ft. + 5 ft./2 levels radius spread.
EmanationSP CostDescription
Beam320 ft. + 5 ft./level line emanation.
Cloud45 ft. + 5 ft./2 levels radius spread emanation.
Cylinder45 ft. + 5 ft./2 levels radius, 20 ft. + 5 ft./level tall cylinder emanation.
Quadrant315 ft. + 15 ft./4 levels long cone emanation.
Sculpted5One 10-foot cube emanation + 1 cube/2 levels.
Spray415 ft. + 15 ft./4 levels long cone emanation. Moves and turns with you.
Stream320 ft. + 5 ft./level line emanation. Moves and turns with you.
Zone45 ft. + 5 ft./2 levels radius emanation.
WallSP CostDescription
Cube65 ft./level cube.
Dome35 ft./2 levels radius hemisphere.
Rectangle210 ft./level perimeter, 20 ft. high rectangle.
Ring15 ft./2 levels radius, 20 ft. high circle.
Sphere25 ft./2 levels radius sphere.
Wall110 ft./level long, 20 ft. high wall.
SpecialSP CostDescription
Arc2/target, -1 if Reflex saves onlyCombines multiple-target and area. 20 ft. + 5 ft./level line between each target.
Fork1/targetCombines single- and multiple-target. Secondary targets must be within 5 ft. + 5 ft./2 levels of primary target.
Grenade5+Combines single-target and area. Splash weapon explodes in 5 ft. + 5 ft./4 levels burst. Removes Reflex save if it hits.

Table: Meta-Targeting Options
Meta-Targeting OptionSP CostAffected Targeting TypesDescription
Barricade1+EmanationConverts to wall. Outermost wall layer also emanates outward 5 ft. + 5 ft./2 levels.
Cage4+AreaConverts to wall. Innermost wall layer also repeats every round at 50% SP in wall's interior area.
Circle4+EmanationConverts to single-target. Emanates from subject to 5 ft. + 5 ft./4 levels.
Fortress1+EmanationConverts to wall. Innermost wall layer also emanates inward in wall's interior area.
Pulse0+AreaConverts to emanation. Repeats every round at 50% SP.
Radiating2+AreaConverts to wall. Outermost wall layer also repeats every round at 50% SP outward 5 ft. + 5 ft./2 levels.
Retributive1+MultipleConverts to single-target. Affects attackers that hit in melee.
Runic2+All typesSpell is stored as a magical trap.
Screen0+MultipleConverts to wall. Affects subjects that cross the wall layer.

Single-Target Spells (Single)
Single-target spells usually target or affect a single target. This target can be just about anything, although most seed effects only apply to a specific type of subject, such as a creature, an object, a point in space, an ongoing spell, and so forth.
  • Conjuring (0): The spell creates or summons something rather than affecting things that are already present. You target the location where this thing is to appear, either by seeing it or defining it. Range determines how far away an effect can appear, but if the effect is mobile it can move regardless of the spell’s range.

  • Individual (0): The spell has a single target.

  • Missiles (1): The spell targets one or more target, up to one per missile. Each target must be within 5 feet of every other target, plus 5 feet per 2 caster levels. Divide the spell's numeric effects evenly (rounded down) across a number of missiles equal to the number of spell points spent on single-target seed effects. Each missile strikes one target unerringly. Specific parts of a target can’t be singled out. You can send multiple missiles against the same target. Any non-numeric effects and the remainder of the numeric effects apply to the target to which you assigned the greatest number of missiles (you choose which one if you send the same number of missiles against multiple targets). You must designate targets before you check for spell resistance, roll damage, or determine any of the spell's other effects.

  • Ray (1): The spell produces a ray, and requires a ranged touch attack, affecting whatever it hits (or nothing if it misses). A ray spell is a weaponlike spell, and thus can critically hit and can be used with Sneak Attack and similar abilities. If a ray spell has a duration, it’s the duration of the effect that the ray causes, not the length of time the ray itself persists.

    A single-target seed effect that normally allows a Reflex save does not when targeted as a ray.

  • Touch (0): The spell is a touch spell. You must touch a subject to affect it. A touch spell that deals damage can score a critical hit just as a weapon can. A touch spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. In the same round that you cast the spell, you may also touch (or attempt to touch) the target. You can touch a willing target as you can reach as part of the casting.

    A single-target seed effect that normally allows a Reflex save does not when targeted as a touch. This can only be used with touch-range spells.
Multiple-Target Spells (Multiple)
Multiple-target spells target or affect multiple targets.

A multiple-target spell has a fixed maximum number of targets, chosen when the spell is created. When cast, the spell can target less than this number, but never more than it. The maximum number of targets must be at least 2.
  • Dispersed (1/2 targets): The spell has two or more targets. Each target must be within 5 feet of every other target, plus 5 feet per 2 caster levels.

  • Mass Conjuring (0): The spell creates or summons things rather than affecting things that are already present. You target the location or locations where these things are to appear, either by seeing it or defining it. Each thing must appear within 5 feet of every other conjured thing, plus 5 feet per 2 caster levels. Range determines how far away an effect can appear, but if the effect is mobile it can move regardless of the spell’s range.

  • Multi-ray (1/ray): The spell produces one or more rays, which must be aimed at different targets. Each ray requires a ranged touch attack, affecting whatever it hits (or nothing if it misses). A ray spell is a weaponlike spell, and thus can critically hit and can be used with Sneak Attack and similar abilities. If a ray spell has a duration, it’s the duration of the effect that the ray causes, not the length of time the ray itself persists.

    A multiple-target seed effect that normally allows a Reflex save does not when targeted as a ray.

  • Multi-touch (1/2 targets): The spell is a touch spell that can affect multiple subjects. You must touch a subject to affect it. A touch spell that deals damage can score a critical hit just as a weapon can. A touch spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. In the same round that you cast the spell, you may also touch (or attempt to touch) the target. If the spell targets unwilling subjects, you can continue to make touch attacks in the following rounds until you have touched as many subjects as the spell allows. Each subject is affected only once no matter how many times you touch them.

    You can touch any number of willing subjects that you can reach as part of the casting, but if you do all targets of the spell must be touched in the same round that you finish casting the spell.

    A multiple-target seed effect that normally allows a Reflex save does not when targeted as a touch. This can only be used with touch-range spells.
Area Spells (Area)
Area spells affect all valid subjects within their area as they are cast. Once the spell is cast, entering or leaving the area has no effect on whether a valid subject is affected.

Area targeting options cost 1 SP less than normal for spells composed solely of effects that require a Reflex save.
  • Bolt (2): Vertical line with a height of 20 feet, plus 5 feet per caster level. The bolt flashes down in a vertical stroke at whatever target point you choose within the spell’s range and extends to the limit of its range or until it strikes a barrier that blocks line of effect. A line-shaped spell affects every valid subject in squares that the line passes through..

  • Burst (3): 5-foot radius burst, plus 5 feet per 2 caster levels. A burst spell affects whatever it catches in its area, even including creatures that you can’t see. It can’t affect creatures with total cover from its point of origin (in other words, its effects don’t extend around corners). The shape for a burst effect is a sphere. A burst’s area defines how far from the point of origin the spell’s effect extends.

  • Cone (3): 15-foot long cone-shaped burst, plus 15 feet per 4 caster levels. A cone-shaped spell shoots away from you in a quarter-circle in the direction you designate. It starts from any corner of your square and widens out as it goes. This won’t go around corners.

  • Line (3): 20-foot long line, plus 5 feet per caster level. A line-shaped spell shoots away from you in a line in the direction you designate. It starts from any corner of your square and extends to the limit of its range or until it strikes a barrier that blocks line of effect. A line-shaped spell affects every valid subject in squares that the line passes through.

  • Nova (2): 5-foot radius burst, plus 5 feet per 2 caster levels, centered on you. You and your equipment are not included in the area of your own nova spell, although anything else in your space is. A burst spell affects whatever it catches in its area, even including creatures that you can’t see. It can’t affect creatures with total cover from its point of origin (in other words, its effects don’t extend around corners). The shape for a burst effect is a sphere. A burst’s area defines how far from the point of origin the spell’s effect extends.

  • Shaped (5): The spell affects one 10-foot cube, plus one more per 2 caster levels. The affected area must be contiguous, but can be otherwise shaped as your desire. A shaped spell's area can have no dimension smaller than 10 feet. Shaped spell areas are given as cubes to make it easy to model irregular shapes. Three-dimensional volumes are most often needed to define aerial or underwater effects and areas.

  • Spread (4): 5-foot radius spread, plus 5 feet per 2 caster levels. A spread spell spreads out like a burst but can turn corners. You select the point of origin, and the spell spreads out a given distance in all directions. Figure the area the spell effect fills by taking into account any turns the spell effect takes.
Emanation Spells (Emanation)
An emanation spell functions like an area spell, except that the effect continues to radiate from the point of origin for the duration of the spell. Emanation spells produce emanations which affect their area and all valid subjects within it as long as they remain there. A subject that leaves the emanation's area ceases to be affected, and a valid subject that enters the area (whether or not it was originally affected at the time of casting) becomes newly affected (saving throws, spells resistance, and the like apply anew each time it enters the area).

An emanation-targeted effect cannot have an instantaneous duration.
  • Beam (3): 20-foot long line-shaped emanation, plus 5 feet per caster level. The emanation remains in place, even if you move.

  • Cloud (4): 5-foot radius emanation, plus 5 feet per 2 caster levels, emanating from a point in space. The emanation carries around corners, like a spread.

  • Cylinder (4): 5-foot radius cylinder emanation, plus 5 feet per 2 caster levels, with a height of 20 feet, plus 5 feet per caster level. When casting a cylinder-shaped spell, you select the spell’s point of origin. This point is the center of a horizontal circle, and the spell shoots down from the circle, filling a cylinder. A cylinder-shaped spell ignores any obstructions within its area.

  • Quadrant (3): 15-foot long cone-shaped emanation, plus 15 feet per 4 caster levels. The emanation remains in place, even if you move.

  • Sculpted (5): The spell affects one 10-foot cube, plus one more per 2 caster levels. The affected area must be contiguous.

  • Spray (4): 15-foot long cone-shaped emanation, plus 15 feet per 4 caster levels. The cone continues to emanate from you, and each round you can turn it to affect a new area.

  • Stream (4): 20-foot long line-shaped emanation, plus 5 feet per caster level. The line continues to emanate from you, and each round you can turn it to affect a new area.

  • Zone (3): 5-foot radius emanation, plus 5 feet per 2 caster levels, emanating from a point in space.
Wall Spells (Wall)
Some spells create a wall or barrier of some sort. This might be a physical wall, a purely magical barrier, or some combination of the two. A wall spell using multiple wall seed effects (or the same seed multiple times) has multiple layers, one for each seed, the order of which is determined at the time of the spell's creation.

Wall seed effects often specify the thickness of the layers that they create. Those that don't create infinitely thin layers. Infinitely thin layers are intangible and do not inherently impede passage, line of sight, or line of effect (although specific seed effects may change this).

A physical wall layer of a wall spell cannot form in an area occupied by physical objects or creatures. A physical wall layer is physically present, and so cannot simply be ignored by creatures with spell resistance.

Walls that create physical objects can usually be attacked or destroyed. If an attack deals sufficient damage to break through one layer, it continues on to strike through any subsequent layers until either all layers are broken through or a layer is strong enough to stop it. When determining the damage dealt to a layer beyond the first, use the attack's original damage but subtract the total damage the attack dealt to all previous layers it broke through. Do not subtract damage prevented by a previous layer's hardness, but apply the newly-struck layer's hardness normally.

A creature can attempt to break a wall in a single blow. Intangible layers are not broken, but neither do they impede a creature's ability to break any other layers of the wall. If there is only a single physical layer, use its break DC as normal. If there are multiple physical layers to the wall, the break DC is equal to the highest base break DC of any remaining layers, plus the total amount that each layer adds based on its thickness.

To aim a wall spell, you select a location as the point of origin. The center of the wall or the area or volume it encloses is the wall spell's point of origin.

Orientation frequently matters for wall spells, and it can be selected at the time of casting.
  • Cube (6): The spell creates a cube. Each inner side has a length of 5 feet per caster level.

  • Dome (3): The spell creates a hemisphere with an inner radius of up to 5 feet per 2 caster levels (minimum 5 feet).

  • Rectangle (2): The spell creates a 20-foot high rectangle. The inner perimeter cannot exceed 10 feet per caster level (minimum 20 feet).

  • Ring (1): The spell creates a 20-foot high ring with an inner radius of up to 5 feet per 2 caster levels (minimum 5 feet).

  • Sphere (5): The spell creates a sphere with an inner radius of up to 5 feet per 2 caster levels (minimum 5 feet).

  • Wall (1): The spell creates a 20-foot high wall with a length of up to 10 feet per caster level. When you cast the spell you choose which of the two sides of the wall is the "outside" and which one is the "inside".
Special
Some targeting options don't neatly fit into one category or another. These targeting options specify which types of seed effects they can be used with.
  • Arc (2/target): Arc combines both multiple-target seed effects with area seed effects. An arc spell must have at least two seed effects, including one multiple-target seed effect and one area seed effect.

    The spell targets two or more targets in an order of your choice. Each target must be within 20 feet of the next, plus 5 feet per caster level, and must have line of effect to the next target. The multiple-target seed effects apply to each target. The area seed effects apply to the area in a line from each target to the next (including the targets themselves).

    Arc costs 1 SP less than normal for spells composed solely of effects that require a Reflex save.

  • Fork (1/target): Fork combines both single-target seed effects with multiple-target seed effects. A fork spell must have at least two seed effects, including one single-target seed effect and one multiple-target seed effect.

    The spell targets one or more targets. One target is the "primary target". The rest are the "secondary targets". Each secondary target must be within 5 feet of the primary target, plus 5 feet per 2 caster levels, and must have line of effect to the primary target. The single-target seed effects apply to the primary target only. The multiple-target seed effects apply to both the primary and secondary targets.

  • Grenade (5+): Grenade combines both single-target seed effects with area seed effects. A grenade spell must have at least two seed effects, including one single-target seed effect and one area seed effect.

    The spell produces a small bead filled with the spell's magical energies. Instead of occurring when the spell is cast, the spell's effects remain quiescent until the bead is triggered, at which point they are unleashed at full force. You throw it as a splash weapon. Treat this as a ranged touch attack with a range increment and maximum range equal to the spell's range. You can throw the bead as part of casting the spell. If you do not do so immediately, the bead remains in your hand (or at your feet if your hands are full) for the rest of its duration. The bead explodes, releasing its energies and causing the spell effect to occur, once it is thrown or when its duration elapses.

    The single-target seed effects apply targeting whatever the bead hit. If the attack with the bead missed or if the bead was detonated without being thrown, the single-target seed effects instead apply targeting the point in space of the bead's location. The are seed effects apply in a 5-foot radius burst, plus 5 feet per 4 caster levels, with the point of origin being the bead's location.

    A single-target seed effect that normally allows a Reflex save does not when targeted as a grenade. An area seed effects that normally allows a Reflex save does not allow it to a valid subject struck by the grenade. Other valid subjects caught in the area of effect are still allowed a Reflex save as normal.

    You must select and pay for a non-instantaneous duration option for the bead in addition to and separate from the spell's duration.
Meta-Targeting
Meta-targeting options apply to the spell as a whole, modifying the way its targeting works and possibly what seed effects it can handle. In addition to the single normal targeting option, a spell can make use of any number of valid meta-targeting options.

If a spell has multiple meta-targeting options that each would transform a seed effect in mutually exclusive ways (for example, cage turning an area seed into an inner wall layer and radiating turning that same seed into an outer wall layer), you must decide when creating the spell which one takes precedence for each such seed. If there are multiple seed effects that could be affected, they need not all have the same meta-targeting option take precedence.

A single seed's effect may be influenced by multiple meta-targeting options in sequence; one option may transform a seed effect in such a way that it satisfies the criteria to become influenced by another option.
  • Barricade (1+): Barricade transforms emanation seed effects into wall seed effects. Each emanation seed effect creates an infinitely thin, shimmering wall layer. The wall layer functions as an emanation, affecting any valid subject in contact with it or in the process of passing through it.

    The emanation seed effect also applies as an emanation whose area extends outward, affecting each valid subject within 5 feet of the wall's outside, plus 5 feet per 2 caster levels, for the wall's duration. Determine this range and line of effect from each point on the wall, extending directly outward from it perpendicular to the wall.

    If an emanation seed effect is combined with additional wall seed effects, it must produce the outermost layer (or one of the outermost layers if multiple seed effects require themselves to all be outermost). A barricade spell's wall cannot have an instantaneous duration. Barricade is mutually exclusive with fortress, even if there is only one wall layer; a single emanation seed effect can only be modified by one of them.

  • Cage (4+): Cage functions as radiating, except that the area seed's effects extend inward, rather than outward, and the seed must produce the (or one of the) layer closest to the wall's inside. Cage can only be used with wall targeting options that produce an enclosed area or volume. The seed's area of effect fills the entire bounded area or volume and does not extend outside of it. Determine line of effect from each point on the wall, extending directly inward from it perpendicular to the wall. A cage spell's wall cannot have an instantaneous duration. Cage is mutually exclusive with radiating, even if there is only one wall layer; a single area seed effect can only be modified by one of them.

  • Circle (4+): Circle transforms emanation seed effects into single-target seed effects. The emanation seed effects emanate from the spell's subject for the single-target effect's duration, affecting the subject and the area around it. This is a 5-foot radius emanation, plus 5 feet per 4 caster levels. A circle spell's single-target effect cannot have an instantaneous duration.

  • Fortress (2+): Fortress functions as barricade, except that the emanation seed's effects extend inward, rather than outward, and the seed must produce the (or one of the) layer closest to the wall's inside. Fortress can only be used with wall targeting options that produce an enclosed area or volume. The seed's emanation's area of effect fills the entire bounded area or volume and does not extend outside of it. Determine line of effect from each point on the wall, extending directly inward from it perpendicular to the wall. A fortress spell's wall cannot have an instantaneous duration. Fortress is mutually exclusive with barricade, even if there is only one wall layer; a single emanation seed effect can only be modified by one of them.

  • Pulse (0+): Pulse transforms area seed effects into emanation seed effects. The area seed effect affects each valid subject within the emanation when it is cast and again each round thereafter for the emanation's duration. A valid subject that remains within the emanation over multiple rounds or who passes through the emanation repeatedly can thus be affected multiple times.

    The effects of the area seed effects are reduced, as though only half as many SP were spent on them (and thus requiring twice as many SP as normal to produce the same effect). You must select and pay for a duration option for the area seed effects in addition to and separate from the spell's emanation. A pulse spell's emanation cannot have an instantaneous duration.

  • Radiating (2+): Radiating transforms area seed effects into wall seed effects. Each area seed effect creates an infinitely thin, shimmering wall layer. Any time a valid subject passes through the layer, it is affected by the area seed's effects as though it were within the spell's area when it was cast.

    The area seed effect also affects each valid subject within 5 feet of the wall's outside, plus 5 feet per 2 caster levels when it is cast and again each round thereafter for the wall's duration. Determine this range and line of effect from each point on the wall, extending directly outward from it perpendicular to the wall. A valid subject that remains near the outside of a wall over multiple rounds or who passes through the wall repeatedly can thus be affected multiple times.

    The effects of the area seed effects are reduced, as though only half as many SP were spent on them (and thus requiring twice as many SP as normal to produce the same effect). You must select and pay for a duration option for the area seed effects in addition to and separate from the spell's wall.

    If a radiating targeting option seed is combined with additional wall seed effects, it must produce the outermost layer (or one of the outermost layers if multiple seed effects require themselves to all be outermost). A radiating spell's wall cannot have an instantaneous duration. Radiating is mutually exclusive with cage, even if there is only one wall layer; a single area seed effect can only be modified by one of them.

  • Retributive (1+): Retributive transforms multiple-target seed effects into single-target seed effects. Whenever a valid subject of a multiple-target seed effect hits the subject of the retributive spell with a melee attack from a natural or non-reach weapon, it is affected by the multiple-target seed effect as though it were targeted by the spell when it was cast. An attacker that strikes the shielded subject multiple times can thus be affected multiple times.

    You must select and pay for a duration option for the multiple-target seed effects in addition to and separate from the spell's single-target effects. A retributive spell's single-target effects cannot have an instantaneous duration.

  • Runic (2+): Runic causes the spell's effects to be stored in a rune of power that you scribe at the time of casting. Instead of occurring when the spell is cast, the spell's effects remain quiescent until the rune is triggered, at which point they are unleashed at full force.

    When the rune is triggered the spell's effects occur. A single-target spell targets the triggering creature and is immediately discharged. A multiple-target spell targets the triggering creature, but is not immediately discharged. The rune remains present and able to be triggered by other creatures, and is only discharged once it has been triggered by the maximum number of creatures it can target. An area-targeted, emanation-targeted, or wall-targeted spell targets its point of origin at the rune's location, oriented in the direction of the triggering creature.

    As a default, a rune is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, you also set the maximum range at which a creature can trigger the rune, which can be no greater than 60 feet. A creature more than this distance from the rune can’t trigger it even if it meets one or more of the triggering conditions, such as reading the rune. Once the spell is cast, the spell's triggering conditions cannot be changed.

    In this case, “reading” the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a rune to render it inoperative triggers it if the symbol reacts to touch. You can’t use a rune offensively; for instance, a touch-triggered rune remains untriggered if an item bearing the rune is used to touch a creature. Likewise, a rune cannot be placed on a weapon and set to activate when the weapon strikes a foe.

    You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a rune can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don’t qualify.

    When scribing a rune, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular rune’s effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.

    You also can attune any number of creatures to the rune, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a rune cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own runes, and thus always ignore the effects and cannot inadvertently trigger them.

    If the rune is destroyed, disabled, or dispelled before it is triggered, the spell's effects are lost and the stored magical energies dissipate harmlessly. The rune can be dispelled like any other spell. The rune is a magical trap, with both a Search and a Disable Device DC of 25 + 1/2 spell points of the spell. The rune is destroyed if the surface it is inscribed on is destroyed, although this may trigger the rune.

    The range for scribing the rune itself is 0 feet.

    You must select and pay for a non-instantaneous duration option for the rune in addition to and separate from the spell's duration.

  • Screen (0+): Screen transforms multiple-target seed effects into wall seed effects. Each multiple-target seed creates an infinitely thin, shimmering wall layer. Any time a valid subject passes through the layer, it is affected by the multiple-target seed effect as though it were targeted by the spell when it was cast. A valid subject that passes through the wall multiple times can thus be affected multiple times.

    You must select and pay for a duration option for the multiple-target effects in addition to and separate from the spell's wall. A screen spell's wall cannot have an instantaneous duration.
« Last Edit: March 07, 2017, 12:18:32 AM by Garryl »

Offline Garryl

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Re: Rules [Rebuild]
« Reply #5 on: March 05, 2017, 12:38:12 AM »
Duration Options

Duration
A spell's duration determines how long its effects continue for.

Some spell seed effects are instantaneous. This means that the energy behind that aspect of the spell comes and goes the instant the spell is cast, although the consequences might be long-lasting. Instantaneous effects occur only in the moment of the spell's completion, and do not continue afterwards. Since the magic of an instantaneous effect does not continue, its effects cannot be reversed by dispelling it. An instantaneous spell seed effect ignores the spell's overall duration; while the spell's other seed effects may be longer-lasting, an instantaneous seed effect exists only in the moment of the spell's release. Some spells, such as pulse and radiating spells, however, may produce instantaneous effects repeatedly over a duration.

Table: Duration Options
Duration OptionSP CostDescription
Concentration0Standard action to maintain, up to 1 round/level.
Focus1Move action to maintain, up to 1 round/level.
Momentary01 round.
Rounds21 round/level.
Minutes41 minute/level.
Many Minutes610 minutes/level.
Hours71 hour/level.
Persistent121 day.
Special DurationsSP CostDescription
Dismissible1+Modifies most durations. Spell is dismissible.
Instantaneous0Used if only instantaneous effects.

  • Concentration (0): The spell lasts as long as you concentrate on it, to a maximum of 1 round/level. Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity. Anything that could break your concentration when casting a spell can also break your concentration while you’re maintaining one, causing the spell to end. You can’t cast a spell while concentrating on another one.

    A spell with multiple concentration components (such as for both the spell itself and for a grenade or runic targeting option) sustains all aspects of the spell with the single action.

  • Focus (1): The spell lasts as long as you concentrate on it, to a maximum of 1 round/level. Unlike normal, concentrating on this spell is a move action, and you can cast other spells while concentrating on it.

    A spell with multiple focus components (such as for both the spell itself and for a grenade or runic targeting option) sustains all aspects of the spell with the single action.

  • Momentary (0): 1 round.

  • Rounds (2): 1 round/level.

  • Minutes (4): 1 minute/level.

  • Many Minutes (6): 10 minutes/level.

  • Hours (7): 1 hour/level.

  • Persistent (12): 1 day.
Special Durations
Some spells may have special durations not covered above. Some of these special durations are a result of the seeds used in the spell's construction. Others can be added in while creating the spell to modify how its normal duration functions.
  • Dismissible (1): This modifies a spell with nearly any duration. You can dismiss the spell at will. You must be within range of the spell’s effect and must speak words of dismissal, which are usually a modified form of the spell’s verbal component. If the spell has no verbal component, you can dismiss the effect with a gesture. Dismissing a spell is a standard action that does not provoke attacks of opportunity.

    Instantaneous spells cannot be made dismissible. A spell whose duration depends solely on concentration is implicitly dismissible by its very nature; dismissing it does not take an action, since all you have to do to end the spell is to stop concentrating on your turn. Such a spell cannot be made dismissible.

  • Instantaneous (0): A spell whose seed effects are purely instantaneous is, itself, instantaneous. The spell energy comes and goes the instant the spell is cast, though the consequences might be long-lasting. Instantaneous duration replaces the duration for spells containing purely instantaneous spell seed effects.
« Last Edit: September 14, 2017, 09:18:36 AM by Stratovarius »

Offline Garryl

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Re: Rules [Rebuild]
« Reply #6 on: March 05, 2017, 12:39:40 AM »
To do list
  • Add a "reading the entry" section for spell parameter options.
  • General rules for multiple spell point pools. Short version is that class-related pools from spellcasting classes can't be used to cast spells from other classes. It doesn't really address more generally applicable SP pools, nor is there any intent there for dealing with class features other than spellcasting.
  • Should SP be changed to psionics style where it all merges into a single pool? IIRC, the only reason separate classes' pools are kept separate is the legacy concept from PHB spellcasting where spell slots are locked to their classes and can't be used to cast spells of other classes.
  • "A spellcaster can only spend up to her caster level in spell points to cast a spell. She cannot cast spells that cost more spell points than that, even if the cost she must pay to cast them is reduced." Change the wording on the limit from how many SP can be spent to the maximum SP cost of a spell that can be cast.
  • Temporary spell points. Need to write the rules for them. Base it on temporary PP? SP are usually tied to specific pools, though, unlike PP. Maybe something like: "unless the source that grants tempSP associates it with a specific SP pool, it can be spent freely, even in combination with SP from more limited SP pools."
  • In the general rules section on spell point costs and the caster level limit, change the wording to deal with effects that modify how much you pay vs. modifying the spell's effective cost. Currently it's general cost adjustments vs. those that are specifically from metamagic.
  • Figure out what wording we want for seeds restricted to less than Unlimited range.
  • Format guidelines for writing spell seed descriptions.
  • Some general categories of seed effects should not be subject to spell resistance. In general for wall-targeted spells, physical wall layer seed effects should not be subject to spell resistance. Ditto for summoning seed effects. Most others can be on a case-by-case basis; I can't think of any other overarching categories off hand. The closest is conjurations that conjure physical objects, but we don't have a good way of categorizing them yet.

Completed
  • Tuesday, March 14, 2017
  • Terminology changes: Changed name to "seedcasting," by "seedcasters" of "seedspells".
  • Clarified that seedcasting is a form of spellcasting, that normal spellcasting and spell rules apply.
  • Added a sidebar about the process of creating a spell.
  • Monday, March 6, 2017
  • Summary tables for casting time, range, and duration options.
  • Cone areas to be defined by length, rather than radius.
  • Area (nova) targeting option: Burst around you in a radius. Excludes you from the effect.
  • Circle meta-targeting option: Clarify that it affects the target.
  • Revise Barricade meta-targeting option's wording regarding emanations.

Notes
  • When writing any ability or effect that modifies how many SP you spend to cast a spell but that does not change how powerful a spell you can cast, make sure to refer to an adjustment to the SP you pay (ex: "You pay 1 SP less to cast the spell, minimum 1 SP"). This is the most common way of adjusting the efficiency with which a spellcaster spends SP on spells.
  • When writing any ability or effect that modifies how many SP you spend to cast a spell and changes how powerful a spell you can cast, make sure to refer to an adjustment to the spells effective SP cost (ex: "Casting a spell this way increases the spell's effective SP cost by 2. This may increase the spell's effective SP cost above your limit, preventing you from casting it."). This form of adjustment is primarily used by metamagic, although there will be very little metamagic in this system if there is any at all.
  • No effect should ever modify a spell's actual base SP cost. A spell is universal. The same combination of characteristics and seed effects creates the same spell every time no matter who makes it or under what circumstances.
  • A few classes get access to all arcane and/or divine spells, unrestricted. The only one that comes to mind is the Chameleon, although I know that there are others. They should work with this system, being able to learn and cast seed spells, which is kind of neat. Seed spells have spell levels and all the usual spell parameters, so they shouldn't even need any extra rules beyond what I'm already planning for seed spells in magical writings and something for dealing with spell slots as opposed to spell points.
« Last Edit: March 15, 2017, 06:53:41 PM by Garryl »