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There is no theoretical limit to the number of a spells an Elder Sorcerer can know or create. However, a player can't just hand their {{GM}} a list of 100 spells and expect to have them all available. The first limitation is that creating a spell typically takes at least a {{L|Core|Long Rests|long rest}}. In addition, a caster that knows lots of spells doesn't have all of them available at once. Know Elder Sorcery spells count as "{{L|Category|Rotator spells|rotators}}" for the purpose of prepared spell lists. |
There is no theoretical limit to the number of a spells an Elder Sorcerer can know or create. However, a player can't just hand their {{GM}} a list of 100 spells and expect to have them all available. The first limitation is that creating a spell typically takes at least a {{L|Core|Long Rests|long rest}}. In addition, a caster that knows lots of spells doesn't have all of them available at once. Know Elder Sorcery spells count as "{{L|Category|Rotator spells|rotators}}" for the purpose of prepared spell lists. |
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=== Spell Creation Rolls === |
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Since creating and casting Elder Sorcery is working with raw magic itself, it caries substantial risks when compared to {{L|Category|Conjured spells|conjured}} spells. Any time someone creates an Elder Sorcery spell, there is some chance of "fumbling". To determine if a spell fumbles, roll {{Dice|1d100}} four times, once for each of the following categories. For each category, the {{GM}} rates the spell on a scale from 0 to 10, based on the answers to the corresponding questions. |
Since creating and casting Elder Sorcery is working with raw magic itself, it caries substantial risks when compared to {{L|Category|Conjured spells|conjured}} spells. Any time someone creates an Elder Sorcery spell, there is some chance of "fumbling". To determine if a spell fumbles, roll {{Dice|1d100}} four times, once for each of the following categories. For each category, the {{GM}} rates the spell on a scale from 0 to 10, based on the answers to the corresponding questions. |
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## How appropriate is the casting cost given the intention of the spell? If it seems perfect, then a score of 10 is possible. If spell is under-costed ''or over-costed'', then the score goes down. |
## How appropriate is the casting cost given the intention of the spell? If it seems perfect, then a score of 10 is possible. If spell is under-costed ''or over-costed'', then the score goes down. |
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For each category, you will need to roll at least the corresponding "spell creation {{DC}}" on your {{Dice|1d100}} roll. The base DC is |
For each category, you will need to roll at least the corresponding "spell creation {{DC}}" on your {{Dice|1d100}} roll. The base DC is 25 + 10 * (10 - score) - {{LVL}}. However, the {{GM}} can choose to give bonuses or minuses for spell creation. These are categorized as a "experience bonus", an "assistance bonus", an "effort bonus", and a "metaphysics penalty". The experience bonus, is based on {{L|Core|Proficiency Bonus|proficiency}} and {{L|Core|Fluency Bonus|fluency}}. The assistance and effort bonuses have a maximum of +25. And the metaphysics penalty is typically negative and can take on any value. Some possible modifiers are outlined below. |
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|+ Spell Creation Bonuses |
|+ Spell Creation Bonuses |
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! Category |
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! Bonus |
! Bonus |
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! Circumstance |
! Circumstance |
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| Experience Bonus |
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| ⚫ | |||
| +10 * {{F}} |
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| This is an area that the character is particularly fluent in based on other spells they've created, things they've done, ''and'' certain abilities they have. This bonus should only be given out under truly exceptional circumstances. |
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| Experience Bonus |
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| ⚫ | |||
| This is an area that the character is particular proficient in based on other spells they've created, things they've done, or certain abilities they have. |
| This is an area that the character is particular proficient in based on other spells they've created, things they've done, or certain abilities they have. |
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| + |
| +10 * {{P}} |
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| The incantation exclusively uses words the character has used in spells they've already made. |
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| Assistance |
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| ⚫ | |||
| +25 |
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| ⚫ | |||
| The spell creation is being overseen and assisted by some other powerful Elder Sorcery caster or supernatural being that is taking on personal costs from the spell and has direct power over the spell's subject matter. |
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| Assistance |
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| ⚫ | |||
| +15 |
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| The incantation exclusively uses words the character has used in spells they've already made. |
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| The spell creation is being overseen and assisted by some other powerful Elder Sorcery caster or supernatural being that has expertise in the spell's subject matter. |
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| Assistance |
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| +5 |
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| The spell creation is being assisted by other members of the party. |
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| Effort Bonus |
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| +25 |
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| There was immense out-of-game work put into creating the spell's design and incantation. |
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| Effort Bonus |
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| +15 |
| +15 |
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| There was |
| There was significant out-of-game work put into creating the spell's incantation. |
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| Effort Bonus |
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| ⚫ | |||
| ⚫ | |||
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| Effort Bonus |
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| +5 |
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| The in-game time spent creating the spell is significantly greater than a {{L|Core|Long Rest}}. |
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| Metaphysics Penalty |
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| -25 |
| -25 |
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| Beyond balance, the spell's intention would be breaking new metaphysical ground outside the scope of the character's knowledge. |
| Beyond balance, the spell's intention would be breaking new metaphysical ground outside the scope of the character's knowledge. |
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| Metaphysics Penalty |
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| -50 |
| -50 |
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| Beyond balance, the spell |
| Beyond balance, the spell's intention or wording has some contradiction in it. |
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| Metaphysics Penalty |
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| -100 |
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| Beyond balance, the spell's intention would violate some minor metaphysical guideline of the universe. |
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| Metaphysics Penalty |
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| -250 |
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| Beyond balance, the spell's intention would violate some major metaphysical rule of the universe. |
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Depending on the circumstance, the {{GM}} can decide which, if any, of these or other modifiers are in place, whether they stack, or if these modifiers have a greater or lesser impact than the baseline numbers outlined above. If the character passes all their spell creation checks, then the spell is created and the character is free to rotate into it. If they fail at least one, then the spell fumbles. No matter the spell creation {{DC}}, the {{LVL}} of the caster, and whatever modifiers are in place, there is ''always'' a chance of a fumble. Rolling a 1 always causes a fumble of some sort. |
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==== Bending the Rules ==== |
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A character can choose to |
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=== Fumbling === |
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If a spell fumbles, then it is not successfully created as intended. If all the spell creation rolls where within 25 of the spell creation DC, then the creation merely {{L|Core|Fizzles}}, whatever resources were put into creation are consumed, and no other costs apply. |
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Revision as of 03:07, 27 October 2025
Your GM has not decided on a full set of spell creation rules yet. Don't ask him about it. Don't suggest anything to him. He doesn't want to hear it. Asking or suggesting at this time will count as a death for your highest level character. However, the words exist.