Potency: Potency determines the power of the spell, its range, its duration, and its resistance to being dispelled. Duration is easiest: every round, the caster rolls 1d6 for his active spell. If its equal to or greater than the spell's potency, that spell ceases to function. Dispel checks basically work the same way, except someone else is making the die roll. Power is a catch-all used for comparing spells. Not sure if your Illusion holds up to their Divination? Want to know if your Ward hedges out their Summoned critter? Compare potency. Finally, potency determines range in hexes that the caster can cause the spell to occur. Note that some spells might specifically override some of these factors, in which case, that spell's "sentence" takes priority over Potency.
SUMMON [CREATURE TYPE] of [# of HD] that is [HOW FRIENDLY?]
- Creature Type: Inserted by player based on desired skill (earth, water, angelic, etc).
- # of HD: The creature has HD equal to DIE ROLL + Caster's HD - 3. The "3" is variable based on the GM's campaign -- if he wants powerful summons, he should lower the number. If he wants weak summons, he should increase it.
- How Friendly: Immediately upon completing the summons, the caster makes a reaction roll with this DIE ROLL as a bonus.
- ELEMENT: Inserted by player based on desired skill (earth, water, angelic, etc).
- Pips of Damage: The number of hits of damage done by the spell.
- # of Hexes of AoE: The size of the area effected, shaped in a line, circle, or ring. Note that this lets "EVOKE" be used to create fireballs (low potency spells), walls (linear spells with higher potency), or dangerous zones on the map (circular spells with higher potency).
- ELEMENT: Inserted by player based on desired skill (earth, water, angelic, etc).
- # of Hexes or Creatures to be Warded: The size of the area effected, shaped in a line, circle, or ring, or the number of creatures to be protected.
- Damage Resistance: Each creature affected gains DR/specified element while the spell is in effect.
For example, say a mage casts "Abjure Fire" on his party. Should the mage check for spell expiration every round (meaning the whole team loses it at once?)? Or is it up to each individual to check themselves each round for any active spell effects? I'm tempted to say the latter as it gives everyone something to do.
2 comments:
This is so freaking BRILLIANT! and I'm proud to have said so first! I've been tinkering with spell grammar systemization for years - this is great work!
Thanks. The trick is coming up with a sentence for each spell. I thik that if you worded it right, you could plug any units of time/distance into any given sentence, so you can use the same Evoke spell for Fire Shield, Fireball, or "Bathe the Heart of the Forest in Flames."
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