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Author: Bear (Page 60 of 212)

More about the Blue spells.

    More about the Blue spells.

The initial criteria were:
Spells that involve water or air
Protection type spells
Change spells like flesh to stone, polymorph, etc.
Spells that enabled movement, like Cure Paralysis, Passwall, etc.

Looking at the 44 potential finalists,
Almost all of them are some kind of transformation spell.
Time-based spells (movement of time theme)
Telekinesis (following the movement theme)
Mind-affecting spells (movement of thoughts and ideas)
and visual illusions (movement of light and shadow)

I believe when I finish the selection and filling in some holes, I'll call these Movement spells.

I also mentioned a sidequest into some sort of numerology. For those interested, it is a simply stated idea, though the execution involves a bit of work.

    I also mentioned a sidequest into some sort of numerology. For those interested, it is a simply stated idea, though the execution involves a bit of work.
  1. Broadly determine the effect you want the spell to have.
  2. Give the spell a name.
  3. Use my own form of gematria, computer a number for the spell based solely on the name. Every letter has a value from 1 to 9. Spaces count as 1 point. If the number is has two or more digits, add the digits until there is a one digit number.
  4. The number determines the spell's level.
    5a. Alter the spell effect the match the computed spell level
    or
    5b. Alter the name to match the desired spell level.

Example
1. I want a spell that has the same effect as fireball, but uses ice instead.
2. I name the spell Icy Blast.
3. Using gematria, I=1 c=4 y=8 [space]=1 B=3 l=4 a=2 s=2 t=3
1+4+8+1+3+4+2+2+3=28, 2+8=10, 1+0=1.
4. The Icy Blast spell is an 1st level spell.
5a. Make it an 1st level spell by lowering the effect:
Icy Blast does 1d4 damage per 2 caster levels to those caught in the tiny blast area. Save negates damage.
or
5b. Change the name until it is a 3rd level spell to maintain the 1d6 per caster level of damage. Save halves damage.
Working with the name, Chill the Bones will compute to a 3rd level spell. Osnar's Cold Wind also computes to a 3rd level spell as well as Letza's Wind Trap and Numbing Blast

The complication came when computing numbers for The Black Hack, which has 7 spell levels instead of 9. I figured it out, but that made it more difficult to explain and required a complex spreadsheet or homebrew program to computer.

Base 8 numbers. Bah!

Anyway, feel free to use if you like. Recommended for games with 9 spell levels. 🙂

In case it was missed, I am designing/selecting spells for my Black Hack inspired game called The Red Concordant.

    In case it was missed, I am designing/selecting spells for my Black Hack inspired game called The Red Concordant.

I mentioned that I was working on the Blue spell list. I use colors as a name for a given school of magic based on certain broad criteria. I use colors in development, but provide a more evocative name once the final list is created. The goal is to be different from the traditional D&D schools of Evocation,Conjuration,Abjuration, etc...

One advantage of using a color scheme in development, is that if certain spells qualify for two or more colors, I can easily determine a color for those spells and put them aside. For example, if the same spell appears on the blue and red lists, I have a purple list of spells to consider later. Due to the criteria, they tend to feel like they belong to both schools, yet are slightly different.

Anyway, work continues, albeit slowly as the beginning of the school year approaches.

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