So I'm curious about some old 'stock' D&D spells that don't seem to fit. Specifically, what about things like Minor permanent effects like Continual Light or Hold Portal and Wizard Lock, dimensional folding effects like Deeppockets or Rope Trick, other 'normal' spells like Water Breathing, Detect Invisibility, Magic Mouth, Haste, Slow, Feign Death, Speak with Animals, Infravision or Dark vision, Non-Detection, Magic Mirror, various trap spells like Sepia Snake Sigil or Glyph of Warding or Explosive Runes.
The minor permanent affects could just be Enchanter created rather than Spellcaster. The Dimensional folding effects can get complicated and don't really add a lot, so I'm not sweating those. The 'normal' spells are the ones that really tweak my button, specifically things like Water Breathing and Infravision. They don't seem powerful enough to add a spell for by themselves, but are probably too powerful for low wizardry. You could Transform yourself a pair of gills or dwarven eyes I suppose, but that seems a little over the top, not to mention very limited on Duration and Usage.
Anyone got some ideas?
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We tried to catch most of what you'd want to do with the spell choices we put in the core rulebook, but we knew there would be a bunch of very specific things people love to use in D&D that they can't do here easily enough. But the nature of the magic system is pretty open-ended.
For instance, the commune spell from Decahedron #1 filled one such niche. I suggest you try to think categorically and come up with solutions to your needs, then share it with the community either in the Decahedron magazine through submissions, or here in the forums. Just make sure to think about the existing system first.
Various trap spells that ward or guard an area can easily be done by an enchanter with a rune, a specific spell, and a specific trigger. Speaking with animals can be done via the Commune spell mentioned above. Other spells you mention might not make good "BareBones" spells alone, but could be grouped together to make very good categorical-thinking spells. Deep-pockets, rope trick, and maybe some other dimension-altering or dimension-moving spells from D&D could easily be grouped into some sort of categorical spell that offers different effects at different spellcaster levels. In fact, haste and slow aren't currently represented in the game. An argument could be made that it alters the time base of the target (and time is the fourth dimension, right?) and might be something that could be grouped into the same spell.
For instance:
Dimensionation
Effect: This spell allows the spellcaster to alter the dimensional basis of a target in some way. It allows the caster to hasten a target. This adds twice the spellcaster's level to the target's MOV score and provides a bonus of +1 to the target's INIT score. He may also slow a target, which does the reverse effect (minimum MOV is 1, and if INIT is reduced to 0, assume the target always rolls a 1 on his initiative). Hastening or slowing a target lasts 1D turns plus spellcaster level and may be resisted with a STR-based resistance check. At spellcaster level 3, the caster can create pocket dimensions to store things. Initially, this is limited to the size of a pocket or pouch, but at each level thereafter the pocket dimension's size increases: At level 4, it is the size of a backpack or large sack; at level 5 the size of a man; at level 6 the size of a small house. When creating a dimensional space, the duration is 1D+spellcaster level turns if done in combat, or 2D hours if cast outside of combat. From the outside, the dimensional space cannot be seen and has no wight so most casters cast it on an item so they can find it and carry it about (for instance, a pouch that holds as much as a backpack). At spellcaster level 6 the duration can be made permanent by spending 10 points of STR permanently.
There. Very bare-bonesish :-) Maybe with some polish this could be in the next issue of Decahedron?
My group has been using Transport for Haste and Slow(moving in magical ways), Illusion for Magic Mouth...expanding Summon quite a bit might allow for summoning and dismissal of objects to a 'pocket dimension' or summoning one big enough to climb into (i'll admit that's one heck of a stretch though). Charm might assume communication, allowing you to speak with the beast you just befriended or intimidated). I suppose ESP, Mind Reading,perhaps even Beast Speech or Tongues could be rationalized with a VERY liberal application of Divination...
Failing that,perhaps the really unusual effects require multiple spell masteries-Charm and Divination for Telepathy, Summon and Transport for Rope Trick, Offensive Strike and Repel for Holy Fire that Demons fear...since my group isn't actively trying to duplicate D&D with BareBones it hasn't come up much yet.
I did have the Infravision thing come up though. One Wizard Transformed his eyes into Cat's eyes for Elven-style vision. The other Wizard, terrified that the darkness would become absolute, Used Divination to 'move my sense of touch into a 5 space 'field' so I can have a Radar Sense like Daredevil'. I thought she was stretching the spell a bit, but what the heck...
I LOVE Dimensionation BTW!
I could see Infravision and Dark Vision as Divination with a bit of stretching. I'm considering some kind of elemental control as a write up for Water breathing and.... well, a whole slew of other effects. Wall of Fog, Wall of Ice, Water Breathing, Fog Cloud, Precipitation (Not actual weather change, but just the quick release of water for a few seconds), Extinguish Fire, Gust of Wind, Wall of Fire, etc, etc.
Anyone have any other thoughts?
You could really use most of the spells as elemental control, you would just have to use whatever element you choose as a trapping. By that I mean if I take Offensive Strike and I'm supposed to be, say, a Fire Mage and all I deal with is fire then I can say so, maybe work something out with the DM for a trade off for not having access to other ways of manifesting Offensive Strike and call it a day. Get inventive and by all means post anything you create here!
Okay, how about this....
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Elemental Influence
Range: 5 Spaces/lvl
Usage: 1/turn
Duration: varies
Resistance: Dex
Effect: This spell allows the spellcaster to alter Elemental forces in a volume equal to one space per caster level. Initially the caster could Move or Shape (Including Purification) the elements to his desire, cleaning the water in a well, causing a Wall of Fog over a lake, Lowering the water in a river or making shapes dance in a fire. The spell lasts as long as it is being concentrated upon. When the spellcaster is damaged or significantly interrupted, the caster must make a WIL check or the spell effect drops. Applications are limited only by the caster's imagination. At 3rd level the caster can convert one element to another damaging an enemy behind a wall of fire or allowing an ally to breathe water as though it were air. If cast outside combat the effect lasts 2D hours, rolled by the GM. Combat effects (like a wall of fire) last 1D turns per level. At Spellcaster lvl 5, the caster can create elemental effects from nothing and at lvl 6 an effect could be made permanent at the sacrifice of ten points of strength. A wall of fog might be dispersed for a moment by high winds, but if made permanent, would return the following turn unless dispelled. Note that any spell which was made permanent by losing 10 points of STR cannot be dispelled unless you also lose 10 points of STR permanently!
Any damaging applications cause damage equal to one half the Spellcaster's level in dice. (1-2 lvl does 1D, 3-4 does 2D, 5-6 does 3D)
I'm not sure about the damage. I'll need to playtest it to see if I like it. My thought was you trade sustainability and versatility for damage, but that might be too low. Anyone else have any thoughts?
Fist off, cool!
You mention water and fire, what other elements can be manipulated?
Can I freeze a foes blood?
I can manipulate elements at low level, but at higher level I can actually summon elements (like a wall of fire), correct?
Quote, "convert one element to another" - like water into fire or fire into vapor?
Yes, my intent was primal elements. Earth, Air, Fire and Water. You coiuld freeze a foe's blood, but would get more damage out of just using Offensive Strike. This is more for persistent effects, Wall of Fire, Wall of Ice, Gust of Wind, Water Breathing, etc.
Coo!
I was thinking about this earlier, as I am going to use it in my own game, but I haven't run in a few weeks due to other life stuff. I think I'm just going to use a half D per level to simplify the damage. (Or roll a D per level and halve the result, whichever is less hassle)
Any thoughts?
Neolithicwolf, I am so going to stea-er, I mean Creative Commons the heck out of Elemental Influence for future games!
By the way, if you stretch your definition of 'element' a bit, you get all of those neat D&D Wall spells that Entangle Doesn't cover-you know, damage dealers like Blade Barrier and so forth...layer it with Transformation and you get a decent facsimile of Prismatic Wall.
If I can get one of my Players to GM after the first Playtest is over, I have you to thank for finishing my Character Concept-
-Dread Necromancer casts Shield of Spirits to protect him from attack
-Dread Necromancer casts Bony Skeletal Hands to trap his opponents
-Dread Necromancer casts Maelstrom of the Flesh-hungry Ghosts and sends it drifting over the battlefield to eat who it/they may
-Dread Necromancer casts Summon Restless Shades to battle specific foes
-Dread Necromancer casts Reaper's Black Blade upon a few of the toughest foes
-Dread Necromancer puts a check by his 'What Part of Dread Necromancer Do You Fail To Understand?" Descriptor
-Dread Necromancer smiles and has a tasty, tasty Ale.
:P
LOL Glad you like it. I'm working on an actual "Necromancy" spell, but that hasn't completely gelled yet in my brain. When it does I'll stick it out there for you as well.
Blade Barrier - just read this in my LL book. In 4e you can move some spells around and keep them "up" as a minor action. In BBF you could say your OF spell is a wall of blades, can move a number of spaces equal to caster level each turn and requires a caster check to keep active, damage is halved because it's an area-of-effect (3 spaces around target space).
Bony Skeletal Hands - Entangle
Maelstorm of Flesh - battlefield environments could use the Conditions and Effects section to create environments. In this case you could use the ghost's psychic drain ability and allow the PC's to make DEX checks to avoid the ghosts drifting over the battlefield.
My Secret Decryption Key:
Shield of Spirits=Protection
Bony Skeletal Hands=Entangle
Maelstrom of the Flesh-hungry Ghosts=Elemental Influence, re-skinned
Summon Restless Spirits=Summon
Reaper's Black Blade=Offensive Strike
Ale=Ale
:)
Part of the reason for adding a spell though, was to keep from having to actually retool spells that are already in existence. I didn't want to have to mess with the "Instant" duration on OS. For one, I know my son's friend is a computer gamer and would start thinking about DoTs, and allowing a persistent spell with the single target damage of OS would be a bit much. Again, that was my concern, your mileage may vary.
Building on Larry's Idea
Spell Walls and Auras
Offensive strike can be used as a wall (2 contiguous spaces per skill level, damage halved because it is an area effect) for 1D turns or an aura that can move with the caster each turn and requires a caster check to keep active. An Aura’s damage is halved because it's an area-of-effect but is only 1 space around the caster and the caster’s space is not effected.
Like.
Couple thoughts.
1D turns per spellcaster level.
If you take no other actions on your turn (talking, walking up to your MOV are free) you an maintain the wall/AOE and it moves as suggested, (just like some spells are maintained by concentration.) However, if you take an action you must make a spellcaster skill check to keep the wall/AOE active (and maybe it has to be your last action on your turn so it's the most penalized action, seems realistic since it's something your concentration on). Or because you are concentration, you are consider to already have taken an action? (sorry for runon sentances, it's late here in Florida! I do miss the -2 weather believe it or not, seems unnatural here. lol)
Love the AURA idea - very effective and fun in 4e
tactiletactical combat system. Now... we need to write this out and put in the wiki cause I'm loving it.What is 4e tactile combat system?
D&D 4th edition - grid maps with mini's, marks, curses, aura's, push, pull, etc. is a very tactical. I posted to late. :-)
K, thanks for explaining. I was just going off the use of BBF spaces and leaving a hole in the middle for Aura effects.
I would like to see Necromancer as a skill
and TIME and DREAM as new spells.
jasales, range 0 (burst 3) is an aura (see hell hound).
I was thinking what effect an aura would have, some obvious choices;
fear
help an ally
slow movement
entangle
take automatic damage
Nightstorm,
What suggestions do you have for a necromancer skill? I have player who's spellcaster is a necromacer.
Didn't you create time and dream somewhere on this site?
I did Dream, but I think it's a little long winded and not just right yet. As for Necromancer give me some time to come up with something. The skill should have aspects of Spellcaster and Cleric.
Well damn. It's just as wordy but I think I like this one better then the original.
DREAM
Range: Varies
Usage: Once a night per level
Duration: Varies
Resistance: Willpower
This Spell governs all things dealing with Dreams, Dreamers and the Dream Realms.
At level One The Caster can sense all those dreaming in a Ten Space area per level of the Caster. The Caster knows if the subject’s dreams are generally bad or good. Also upon being able to cast this spell the caster becomes a Lucid Dreamer, becoming able to know when S/he is dreaming and be able to move about in their own dreams.
Level One allows the caster to detect dream items in the real world that have been given form.
At level Two, The Caster can mentally enter the dreams of a near by dreamer that is 10 spaces or less from the Caster. This increases by ten spaces per level.
Entering the Dreams of a hostile subject requires a Willpower roll for the subject.
The Caster can interact with the dream but has no power as to what the dream is.
At level Three the Caster can change aspects of a dream. A dream of being lost at sea during a nasty storm can become a dream of laying in a warm bathtub playing with model boats.
At level four the caster can cause actual harm to the dreamer in his dreams. A cut on the arm done in the dream appears on the dreamer’s arm.
At level Five the Caster (and up to eight others) can now bodily enter the realm of Dreams and traverse it. Caution is advised though. What happens to the caster when bodily entering dreams happens for real. It is very possible to die in another’s dream realm.
TIME
Range: Varies
Usage: Once a day per level
Duration: Varies
Resistance: None or
Level one :
Know time to the precise second. Sense magical time deletions and changes and uses. Having precise timing.
Level two: Reverse and Speed up time . I’m thinking Haste spell would go here.
Level Three:?
Level Four ?
Level Five : Travel forward in time (but not back).
I'm just throwing this out, can't you make a necromancer by taking levels in cleric and caster? The cleric skill obviously needs re-tooling. Something like this maybe;
I can see that. Very good. You've sold me.
BTW forgot one bit on the dream spell. Last sentence needs to add
"Also at 5th level the Caster can created real items from dreams." This might have to be defined more or perhaps it should be up to the GM.