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Author: Bear (Page 204 of 212)

Posts on Goldrush Games Five

I hope to have the 'fire' school finished and posted in the next few days.

I'm not sure that my system is playable, really. There's a lot of upfront work to figure out abilities, then playing it is pretty straightforward. (At least I tried to do that.)

After designing the basic system, the rest is conversion. For example, there's not five different spells to heal wounds. There's one - Heal Injuries. The more mana spent, the more wounds are healed.

There is, however, a lot of dimensional travel type spells. I have to sort all that out in the 'void' school. That one will be last, definitely.

I'll let you know and provide a pdf when I'm done.

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Posts from Goldrush Games Four

Skill groups representing the schools of magic cost the same as any other Skill Group. 5/lvl.
Spells are like skills 1/lvl.

I had this on a spreadsheet to get the numbers right. The wind spell that was purchased without the Wind Skill Group costs 3 CP. It should say:

Wind Spell - Invisibility +3 TN 15 Cost 2

Forgot to say that he has 65 Mana.
My warrior example from an earlier post was wrong, he should have 18 Mana, not six.
Formula for Mana is (ENR + DIS) * 3

The spellcaster has 65 because of the Elemental Power Trait.

The bonus is +2 to the multiplier for spellcasters, making his (ENR + DIS) * (3 + 2)
The trait also provides a bonus to spells that attempt to increase damage/range/area of effect. More on that later.
NOTE: The determination of 65 mana may change. On further review it seems extreme.

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Posts on Goldrush Games Three

Here's a rough draft of a full-fledged spellcaster:

Campaign setting: Start with all 3s and you get 30 AP and 75 CP

Note: This character uses 24 AP and converts the rest.

Body - Mind - Para
STR 3 | PRE 6 | ENR 7
REF 5 | INT 7 | DIS 6
HLT 5 | WIL 5 | OBT 7

That give him 135 CP to use on Skills and Traits

Trait - Tahares +2 (5 points)
Trait - Elemental Power +2 (5 points)

Skill Group - Earth spells +3
* Earth Spell - Titan Strength +1(+4) TN 15 Cost 2
* Earth Spell - Open Magical Seal +1(+4) TN 15 Cost 2
* Earth Spell - Change Form - Self +1(+4) TN 15 Cost 2
* Earth Spell - Obscure from Divination +1(+4) TN 18 Cost 3
* Earth Spell - Fabricate +1(+4) TN 24 Cost 5

Skill Group - Fire spells +3
* Fire Spell - Summon Creatures +1(+4) TN varies Cost varies
* Fire Spell - Create Light +1(+4) TN 12 Cost 1
* Fire Spell - Cast Spell Through Another - Self +1(+4) TN 24 Cost 5

Skill Group - Water spells +3
* Water Spell - Levitate +1(+4) TN 15 Cost 2
* Water Spell - Slippery Area +1(+4) TN 15 Cost 2
* Water Spell - Create Dense Fog +1(+4) TN 24 Cost 5

Wind Spell - Invisibility TN 15 Cost 2 +3

That cost 70 CP leaving 65 CP for other things such as weapons, social skills, horse riding, etc. Knowledge Skills are common choices.

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