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2011-12-17, 01:46 PM (ISO 8601)
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#5
Re: [3.5] Help with an Alternate Magic System [WIP]
This is a basic list I compiled of terms that have to be made into components, regardless if they are verbal, somatic or material (or overlap in a few, as many will).
Remember, many of these will probably be rolled into others, this is just a beginning. The dots show a step down, meaning that as of right now they belong to the word above them.
The word "base" in parenthesis indicates that particular option will probably be root for that component tree. Any other information in parenthesis is basic information meant as guidelines to what that component is.
I also added some words in the element table. As of this writing, there are four words, each one a prerequisite to the words after, and have a level requisite as well.
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Casting Time
- Full Round (base)
Standard action (Base)
Move action (costs 2 slots)
Swift action (costs 3 slots)
Immediate action (costs 1-3, some specific effects eg. Feather fall, drop its cost)
Range
- Personal/ Touch (base)
Short
Medium
Long
Unlimited
Aim
- Ray/Touch Attack (Base)
Multiple Targets
• 1 Target/5 levels
• 1 Target/4 levels
• 1 Target/3 levels
• 1 target/2 levels
• 1 target/level
Cone
Cylinder
Line
Sphere
• Burst
• Emanation
• Spread
Duration
- Instantaneous
Concentration (base)
Rounds per level
Minutes per level
10 minutes per level
Hour per level
Day per level
Year per level
Permanent
Saving Throw
- Half/Partial (base)
Negates
Disbelief
None
Spell resistance
Elements
- Fire = Ign
• Light (Can duplicate a light effect one step lower)
Ice = Frig
Lightning = Ful
• Light (Can duplicate a light effect one step lower)
Acid = Aci
Sonic = Son
Force = Vis
Light = luc
Positive = Bon
• Disrupt
• Light (Can duplicate a light effect one step lower)
• Cure
• Rebuke Undead
Negative = Mal
• Inflict
• Bolster Undead
• Command Undead
• Negative level
Law = Jus
Chaos = Irr
Good
Evil
Earth
Air
Water
Life
Death
• Drain
Target
- Ability
Action (full round, standard, etc)
creature type
Armor
Attack
Movement Speed
Saves
Levels
Roll (a specific die roll)
Characteristics (class or creature features)
Skills
Size
Senses
• Miss chance
Terrain
Enemy
Initiative
Spell Resistance
Type
- Circumstance
Competence
Deflection
Dodge
Enhancement
Inherent
Insight
Luck
Morale
Natural
Profane
Racial
Resistance
Sacred
Shield
Effects
- Enhance
• Buff (abilities, skills, attacks, etc)
Decrease
• Debuff
• Supress
Damage
Detect
• Scry
Move
Create
• Repair
• Illusion (Shadow)
• Ward
Call
• Resurrection
• Summon
• Teleport
Communicate
Change
• Inscribe
• Transmute
Dimension
• Ethereal
Undo
• Dispel
• Counter
• Remove
• Disintegrate
Bind
Status Effects
- Befuddle (Illusion effect: Figment, glamer, Pattern, phantasm)
Blind
Compulsion
Charm
Checked
Comatose
Confusion
Cower
Daze
Dazzle
Deafened
Disabled
Dying
Entangled
Ethereal
Exhausted
Fascinated
Fatigued
Fear
• Shaken
• Frightened
• Panicked
Helpless
Incorporeal
Invisible (not just visual, a spell of silence would include an invisible component)
Nauseated
Panicked
Paralyzed
Petrified
Pinned
Prone
Sickened
Stable
Staggered
Stunned
Turned
Unconscious
Last edited by motionmatrix; 2011-12-20 at 02:28 PM.
Reason: Cleaned up the formatting.