First part can be found here (http://minmaxforum.com/index.php?topic=15746.msg277324#msg277324).
Previous part is here (http://minmaxforum.com/index.php?topic=16952.msg298411#msg298411).
Creating a spell; rules.
Steps in designing any spell
The assumption, right now, is that the caster has access to a limited number of keys, along with few basic keys which are accessible to every caster from the start.
- Pick target type:
Determines the maximum distance a target (as chosen above) be, to be cast upon.
Object | any inanimate matter | Surface | point of origin located on feature from the surroundings. spreading using that surface as vector. | ? | | |
Void | a location in space from which the spell emanates regardless of obstacles. | ? | | |
Creature | an independent entity such as the living, automatons, golems, constructs, animals, etc'. | Self | caster himself | 0 | | |
Natural | a willing creature | 1 | | |
Hostile | an unwilling creature, enemy | 2 | | |
- Pick casting range:
Determines the maximum distance a target (as chosen above) be, to be cast upon.
Melee | | 0 | | |
Near | | 1 | | |
Sight | ~having open line of sight | 4 | | |
Unrestricted | | 9 | | |
- Pick spell's duration:
The span in which an effect will be active.
Instantaneous | applying effect when the casting concludes | ? | |
Focus | enables the caster to keep an effect in action while he concentrate on the spell | ? | |
Short | apply for a short while after the casting and concentrating thereafter concludes | above+num'ofroundsafter |
- Pick occurring effect:
Can be chosen multiple times.
The effects available to chose from sometimes depends on the type of target.
Object:
- (Mend/Repair) Restore AEGIS hit points to target material.
- (Damage) Deduct AEGIS hit points of target material.
- (Animate) Animate AEGIS of target material.
- (deceive/illusion/phantasm/pattern) Create an illusionary image from nothing or change appearence of existing~~~~__mimics other KEYs~
- (Supress)->(Dispel) Disable AEGIS of ongoing spell effect.* __does this belongs to all?__
- (Harden) Grant target material DR up to AEGIS.
Creature:
- (Heal) Restore AEGIS hit points to target creature.
- (Harm) Deduct AEGIS hit points of target creature.
- (Regenerate) Improve condition on hp-wounds scale.
- (Injure) Worsen condition on hp-wounds scale.
- (Weaken) Worsen condition on strength-weakness scale.
- (Bind) Worsen condition on dexterity-paralyze scale.
- (Exhaust) Worsen condition on constitution-exhaustion scale.
- (Confuse) Worsen condition on intelligence-confusion scale.
- (Frighten) Worsen condition on wisdom-panick scale.
- (Compel/Charm) Worsen condition on charisma-charm scale.
- (Haste) Grants target additional actions.
- (Slow) Withhold actions from target.
- (Contact) Communicate with target.
- (Know) Target creature understand chosen subject*
- (Sense)->(Detect) Reveal up to AEGIS of a certain topic.*
- (Figment/Glamour) target creature percieve a false sensation. __not sure if part of confuse or not __mimics other keys?
- (Morph) Enhance creature's abilities up to AEGIS.
Both:
- (Ward) Absorb AEGIS of hp damage directed at target
- (Summon)(Conjure) Summon AEGIS.
- (Banish)(Remove) Unsummon target up to AEGIS.
- (Jaunt/Shift) Teleport target. AEGIS. 10ft' per level(?)
- (Conceal) Hide features of target.
- (Force) Push, Pull or hit (or float?) with AEGIS of magical force*
- (Anchor) protects from teleporting~?~~~
- (Flight)
Damage:
- (Fire) catches on fire. 1d4 dmg per round.
- (ice) coat with ice.
AEGIS = Appropriate amount for given spell level.
* = Scope seems to be too general. Three options: leave it as is; force caster to choose specifics when memorizing/learning spell or KEY; break effect to multiple seperate KEYs.