A very helpful distinction to make is whether things are Permanent, Persistent, or Temporary. Consider your ability scores. The value of your ability scores is considered permanent: you "have" a STR of 16. When you get to level four and gain a point to spend on raising an ability, that gain is considered permanent. As a general rule, very few things in the game should alter statistics permanently. The reason why leveling is so important is because it is the most common way of permanently increasing your character's attributes.
Now suppose you find some Gauntlets of Ogre Power that raise your strength and decide to always wear them. You would then have a persistent change to your strength. You can consider your strength to be higher unless some situation neutralizes your gauntlets (they get removed, suppressed, destroyed, etc). Alternatively, you might be fighting a shadow and take some strength damage. This damage sticks around until it heals, and would also be considered persistent. Lots of things in the game are persistent: items and damage are two pervasive ones.
During that big combat you drink a Potion of Bull Strength, and you gain a temporary muscular surge. The potion effects lasts for a specified time and then your strength reverts to its previous state. Or you could be trapped in a funky zone of enfeeblement that lowers your strength while you are in it but has no effect once you leave. There are numerous effects that are temporary: their most notable sources are spells and magic.
Pretty much every attribute in the game can be classified into these three rough categories. Hit points, for example, are a permanent stat. Your current hit point total is a persistent value, modified by damage taken and healing received. Temporary hit points are a special thingie that last briefly but allow you to take damage from them first. Your Natural Armor is a permanent stat of your armor class (or if you want _really_ permanent, the base of 10). The Armor and Shield you are wearing is a persistent change to your AC. Temporary alterations range from being flat-footed to having cover to exotic magic stuff.
Even though these three concepts deal with time, we will collectively call them the Power of a game effect. One reason is because "duration" the word is already a well specified attribute of spells. The other reason is because the Power Scale (Permanent, Persistent, or Temporary) will be the first heuristic we'll use to start balancing game effects, in particular spells.
A Brief Foray into Ability Score Power - There is a difference between the effects that ability scores have on leveling and during gameplay. Leveling is a permanent change to your character; playing results primarily in persistent power changes. Several loopholes can exploited if this distinction isn't carefully drawn. For example, neither a temporary change (Fox's Cunning) or persistent change (always worn Helm of Insight) in Intelligence should alter the number of ranks you have in skills, nor the number of skill points you have to spend when you level. Only your permanent intelligence affects how many skill points you have to spend when you level. Said differently, the Permanent Power of your INT is different than the Persistent Power, even though they largely overlap.
In a similar fashion, Constitution affects how many hit points per hit die you gain while leveling. That is the Permanent Power of CON... and is currently mis-used as the Persistent Power. Let me show why using CON to temporarily raise and lower your Hit Points per Hit Die is not what we want. First, ability damage is a persistent effect, and should entail persistent consequences. Lowering any other ability to zero results in incapacitation (a non-permanent power effect) but lowering CON to zero as written results in death (a permanent power effect). Sheer hit point loss of -5 Damage per Hit Die is enough to outright kill anyone except perhaps the fully-healed above average fighter types, even without the additional 3.5 rule that 0 CON = death.
Second, ability damage to CON scales with level in an undesirable way. Suppose a minor poison does 2 points of CON damage. This results in a mere one hit point loss to a first level character... but 20 hit points to a 20th level character! Minor poisons should not affect higher level characters more severely than lower level characters. Moreover, hit points have linear magnitude in every other game mechanic.
We'll fix this by changing the effect of raising and lowering abilities into effects of persistent power: i.e. damage. So, raising your CON results in hit points added to your current hit point total directly (even above your permanent total); lowering your CON removes hit points directly (i.e. you take damage). This is done on a 1 for 1 basis, i.e. 1 hit point per CON point change. Similarly, altering Wis and Chr results in direct changes to your number of Block and Luck Points (potentially resulting in negative points which are subtracted off the next time you level). This ensures that the raising and lowering of a stat leaves you in the same state that you were in before, but that the effect of persistent ability change is the same for each character (regardless of level).
Of course, changing an ability score affects the modifier and all gameplay rules associated with it. This includes bonuses and penalties to rolls, how many Action points you can spend per roll, etc. A character with zero STR, DEX, or CON is helpless; a character with zero INT, WIS, or CHR is unconscious.
As a final note, Barbarian Rage is now changed so that they gain Temporary
HPs equal to their level per 2 points of CON, in addition to the direct
change to current HP total as described above. This is a class ability (to
withstand more punishment while raging) and not a general feature of raising
CON. Note that temporary hit points do not result in persistent healing.
Terminology
| Action | Choice | + Timing | = Can be taken | AoO (usually) | Typical Free Actions |
|---|---|---|---|---|---|
| Full Round | Proactive | + Independent | = Your turn | Sometimes (magic) | Speak, Draw Ammo |
| Standard | Proactive | + Independent | = Your turn | Sometimes (magic) | Speak, Draw Ammo, Drop Item |
| Move | Proactive | + Independent | = Your turn | Usually (threatened) | Speak, Draw Weapon, Ready/Drop Shield |
| Swift | Proactive | + Dependent | = Your action | Never | Prepare Components, Cease Concentrate |
| Free | Proactive | + Dependent | = Your action | Never | NA |
| Immediate | Proactive | + Interrupt | = Anytime | Never | Speak, Prepare Components, Cease Concentrate |
| Opportunity | Reactive | + Interrupt | = When Provoked | Never | Speak |
| All These Can Be Traded | = Into These | When |
|---|---|---|
| Standard + Move + Swift | = Provocation | Your Turn |
| Standard + Move | = Delay | Your Turn |
| Standard + Move | = Full Round | Your Turn |
| Standard | = Move | Anytime |
| Swift | = Immediate | Anytime |
| Swift | = 5ft Move | If no Movement |
| Opportunity | = Attack | Before provoking action |
Note that readied actions have been significantly changed. The same effect can be achieved by trading your actions to define a provocation, and then using your opportunity action to attack if that occurs. Your initiative order always changes when you pro-actively interrupt someone. The provocation trigger goes away on your next initiative order (or if you use it, of course).
However, being able to use a standard action as an interrupt is quite powerful, and shouldn't be freely available. It is a feat or class ability in power, and will get moved into them.
Lastly, note that Casting a Quickened spell has been changed into a Swift action and put on the same scale as the 5ft move.
Condensation Fallacy Level limits +10 on Jump vs. +10 on attack roll Critical Hits
Let's expand this idea by creating Scales for certain status effects. For example, exhaustion already has a proto-scale: fatigued stacks with itself to create exhaustion. We'll create a new scale called Vitality where fatigue is the negative status. As a new twist, we'll also create a positive status called vigor which will be the opposite of fatigue. Fatigue and Vigor effects counter one another, whether they come from spells, special attacks, the situation, etc.
As a general design rule, each step on these scales will incur a +1 or -1 on a die roll. Since ability modifiers increase in steps of 2, that means that the smallest ability change will be +2 or -2. Two steps away from "normal" status often incurs another related condition. Four steps away from the normal is the most extreme state or condition. The penalty extreme usually results in incapacitation; the bonus extreme usually gets a special benefit.
If done carefully, these condition scales can become the basis for a large
chunk of common game situations. This includes not only spell effects, but
also class abilities, special monster attacks, etc. Moreover, it will allow
all these different sources to interact in a game meaningful way. Last but
not least, it ensures better game balance by making effects more consistent.
A Scale Example
| Best +4 | Good +2 | Good +1 | Scale 0 | Bad -1 | Bad -2 | Worst -4 | = Status |
|---|---|---|---|---|---|---|---|
| Driven | Invigorated | Zest | Vitality | Tire | Fatigued | Exhausted | = Condition |
| No Drowsy | XXX | 2 Str, 2 Dex, 5' Move | No run, No Charge | Exposed | = Effect | ||
| 1 Hr Activity / Rest | = Cooldown Factor | ||||||
This scale measures a characters vitality. Normally, a character is at Vitality 0. If you get Tired, that is one step less vitality, i.e. Tire = Vitality -1. While Tired, you have -2 Str, -2 Dex, and -5' Movement; moreover, your Str and Dex modifiers are both reduced by 1. If get Tired again, then you would step to Fatigued = Vitality -2. While Fatigued, you would have -4 Str, -4 Dex, and -10' Movement. In addition, you would not be able to run or charge. Another tiring brings the penalties to -6 Str, -6 Dex, and -15' Movement, in addition to no running or charging. Being Tired one last time brings you to the worst state: Exhaustion. Not only do you get -8 Str, -8 Dex, -20' Movement, can't run, and can't charge, but in addition you are Exposed. (Exposed is a new condition meaning -2 to AC and losing Dexterity Bonus to AC (if any).) While Exhausted = Vitality -4 further Tiring has no effect; you're as wiped out as you can get.
How do you reverse these effects? Well, one way is to cooldown toward the zero point. The value listed on each scale is the factor multiplied by the current scale value to see how long it takes to reach the next scale value. In our example, the cooldown factor is "1 hour of rest" for negative scale values. So, 4 hours of rest are needed to go from Vitality -4 to Vitality -3. Then 3 hours, 2 hours, and finally 1 hour to go the last step from Vitality -1 to Vitality 0. The useful numbers to remember are x10, x7, and x3. It takes 7 times the cooldown factor to go from 4 to 2, and 3 times the cooldown factor to go from 2 to 0; so it takes 10 times total to go from extreme to equilibrium.
Certain things can increase your vitality above normal by giving you Zest. The positive scale works analogously to the negative one. Each step gains you +2 Str, +2 Dex, and +5'. In addition, at Vitality +2 you are Invigorated and gain XXX. The most extreme zesting is Vitality +4 when you become Driven. At the point you have +8 Str, +8 Dex, +20' movement, XXX, but you also gain No Drowsy. This means that you cannot be affected by negative Alacrity effects (Drowsy is Alacrity -1). All the scales work this way: negative extremes result in loss of actions, positive extremes gain immunities.
Do zest buffing, cancellation Define Resist, Resistance, Immunity Flesh out new status scales and effects, more condition names Workout Shock -> Stun scale Suffocation Ambient Knockback rules? 10pts = 5ft? For throw use DC Heroes scale
| Best +4 | Good +2 | Good +1 | Scale 0 | Bad -1 | Bad -2 | Worst -4 |
|---|---|---|---|---|---|---|
| Driven | Invigorated | Zest | Vitality | Tire | Fatigued | Exhausted |
| No Drowsy | 2 Str, 2 Dex, 5' Move | No run, No Charge | Exposed | |||
| Furied | Raged | Anger | Brawn | Frail | Debilitated | Wasted |
| No Fear | 2 Str, 2 Con, 1 Will, [-2 AC] | No run, No Charge | Exposed | |||
| Gorged | Replete | Sate | Hunger | Starve | Famished | Nauseated |
| No Ill | 2 Con, 2 Dex, 1 Init | No Full Action | Move only | |||
| Vigilant | Sharp | Alert | Alacrity | Drowsy | Sluggish | Asleep |
| No Flat-Footed | 2 Int, 2 Chr, 1 AC Dodge | Unconscious | ||||
| Wisened? | Astute | Shrewd | Sanity | Disturb | Confounded | Confused |
| No Perturb | 2 Int, 2 Wis, 1 Refl | Random Act | ||||
| Determined | Assured | Poise | Composure | Perturb | Unsettled | Dazed |
| No Gloom | 2 Wis, 2 Chr, 1 Fort | No actions | ||||
Confusion is now an INT check where your action is determined by roll:
| Roll DC | Confused Action |
|---|---|
| Nat 1 | Attack Nearest Creature |
| <= 2 | Attack Nearest Creature |
| 3-6 | Flee from Caster / Source |
| 7-12 | Babble Incoherently |
| 13-14 | Attack Caster / Source |
| 15+ | Act Normally |
| Nat 20 | Act Normally |
| Best +4 | Good +2 | Good +1 | Scale 0 | Bad -1 | Bad -2 | Worst -4 |
|---|---|---|---|---|---|---|
| Fated | Benisoned | Bless | Favor | Bane | Condemned | Doomed |
| No Hex | 1 Attack, 1 Save | |||||
| Zealous | Hopeful | Cheer | Outlook | Gloom | Despairing | Despondent |
| No Disturb | 1 Attack, 1 Save, 1 Skill | Exposed | ||||
| Valorous | Heroism | Brave | Courage | Fear | Frightened | Panicked |
| +10' if LOS pursuit |
1 Attack, 1 Save, 1 Skill, 1 Ability |
Run Away | Cower if cornered |
|||
| Hardy | Fit | Well | Health | Ill | Sickened | Diseased |
| No Tire | 1 Attack, 1 Save, 1 Skill, 1 Ability, 1 Damage |
Extra effects | ||||
| Bountied | Gifted | Boon | Karma | Hex | Vexed | Jinxed |
| No Bane | 1 All Rolls | Drop items? | ||||
| Peaked | Waxed | Increase | Level | Decrease | Waned | Nadired? |
| 1 All Rolls, 4 Pers HP (1 BAB, 1 BMB) |
||||||
| Best +4 | Good +2 | Good +1 | Scale 0 | Bad -1 | Bad -2 | Worst -4 |
|---|---|---|---|---|---|---|
| Sight | Dazzle | Glared | Blinded | |||
| Spot +8, Search +8 |
1 Init, 1 Spot, 1 Search, 1 Hide, 1 Disguise |
Spot Fail, Exposed |
||||
| Hearing | Deafened | |||||
| Listen +8, Move Silent +8 |
1 Init, 1 Listen, 1 Move Silent, 1 Balance, 1 ASF |
Listen Fail, Exposed |
||||
| Hyper | Touch | Numb | Needled | Benumbed | ||
| Sleight Hand +8, Disable Device +8 |
1 Sleight Hand, 1 Disable Device, 1 Open Lock, 1 Use Mundane |
Sleight Hand Fail, Disable Device -8 |
||||
| Whet | Taste/Smell | Dull | ||||
| Survival +8, Know Nature +8 |
1 Survival, 1 Know Nature, 1 Handle Animal, 1 Craft Magic |
Survival Fail, Heal -8 |
||||
| Silver Tongued | Glib | Voice | Muted | |||
| Sway +8, Bluff +8 |
1 ASF, 1 Sway, 1 Bluff, 1 Diplomacy |
V Spell Fail, Sway -8 |
||||
| Mobility | Hamper | Entangled | Confined | |||
| No AoO | 1 Attack, 2 Dex, 2 ASF, 5' Move |
No Run, No Charge |
No Move |
|||
| ? | Shock | Stunned | ||||
| Drop, No Act Exposed |
||||||
CONDITIONS BY CATEGORY
That aren't on the scales above
| Category | Associated Conditions |
|---|---|
| Abilities | Ability Damaged, Ability Drained |
| Hit Points | Injured, Disabled, Dying, Stable, Dead, Temp HPs, CON HPs |
| Non-Lethal HPs | Staggered, Unconscious |
| Movement | Checked, Knocked Down, Blown Away, Prone, Hasted, Slowed |
| Grappling | Grappling, Pinned |
| Armor Class | Flat-Footed, Exposed |
| Encumbrance | Overloaded (or Heavy, Medium, and Light Loaded for 3.5) |
| Form | Ethereal, Incorporeal, Invisible, Gaseous, Petrified, Polymorphed |
| Exotic | Poisoned, Drained, Paralyzed, Turned, Cursed, Charmed, Fascinated, Stunned |
BASIC ATTRIBUTES
| Core Stats | Armor Class, HPs, Class + Levels, Abilities, Saves, Move, Init |
| Basic Stats | Race, Alignment, Gender, Size, Type, SubType |
| Descriptive Stats | Height, Weight, Eyes, Hair, Age |
| Senses | Vision (Dark, Lowlight, Infra, Ultra), Tremorsense, Blindsense |
| Stuff | Skills, Feats, Equipment |
| Weapon | Damage, Crit, Handedness, Space, Reach, Range, Hardness, Hps, Quality, Material, Magic Plus, Magic Abilities |
| Damage Type | Bludgeoning, Piercing, Slashing, Non-Lethal |
COMMON ROLLS
| Combat | AB (#Attacks), MAB, RAB, SzAB, Damage, Critical, Save |
| Skills | ACP |
| Class Related | Turn, ASF |
| Ability | Checks |
Comparability is the basic Heuristic. Severity Heuristic Temporary = 1 rd to 1 min / BMB Persistent = 2 min to 10 min / BMB Permanent = 1Hr+ / BMB Temporary effects = 1st - 5th Persistent effects = 3rd - 7th Permanent effects = 5th - 9th Use above Condition Scales Trade lower category two for 1 for higher Damage Heuristics Evocation spells Cure / Inflict 1 Scale Step ~ 1 Die damage Chain Heuristics Spells should double in effect every two levels Duration Status Spells should increase linearly in target in level Area of Effect # Targets HD scale per BMB (4 + 3) Augmentation Heuristics Metamagics feats Make guidelines for spell mods Mass = +4, Close, 1 Target/L Additional Status Effects Equivalency Heuristics 5 Summons = Convoke Monster, Conjure Ally, Illusion Shadow, Transmute Constructs, Necromancy Undead CR Scale per BMB Class Level Heuristics SL should raise / lower affect by CL at mostThe magic system has taken great leaps and bounds since the old days. Let's further enhance the magic system by putting a more thorough design on the spells. We'll begin by creating Aspects for our Descriptors, e.g. the air, earth, fire, and water descriptors are an elemental aspect. Then we'll relate Status effects to specific descriptors, in particular Evocation damage.
Here's a chart summarizing the new descriptors and aspects. Italicized entries are new or changed from an old descriptor.
| Evocation | Enchantment | Conjuration | Transmutation | Convocation | ||
|---|---|---|---|---|---|---|
| Arcane | Element | Energy (Arcane) | Charm | Create | Change | Warp |
| Air | Electricity | Befriend | D-Reek | Size | Port | |
| Earth | Impact | Daze | C-Obstruct | Material | ||
| Fire | Heat | Suggest | Speed | Move | ||
| Water | Cold | Sleep | D-Acid | Shape | ||
| Void | Sonic | Blank | C-Force | Plane | ||
| Divine | Alignment | Energy (Divine) | Compel | Destroy | Add | Muster |
| Good | Positive | Stun | C-Shelter | Bonus | Gather | |
| Evil | Negative | Hold | D- | Morph | ||
| Law | Canonic | Command | C-Make | Animation | Summoning | |
| Chaos | Entropic | Confuse | D-Wreck | Modality | Calling | |
| Neutral | Balance | Impel | ||||
| Fire | Air | Earth | Water | Void |
| Thaumaturgy | Necromancy | Divination | Illusion | Abjuration | ||
|---|---|---|---|---|---|---|
| Arcane | Element | Bolster (Spirit) | Weaken (Spirit) | Scry | Deceive | Prevent |
| Air | Dismiss | Possess | Detect | Glamer | Absorb | |
| Earth | Enrage | Fear | Remote | Filter | Hedge | |
| Fire | Invigor | Sap | Figment | Trigger | ||
| Water | Inspire | Despair | Locate | Mislead | Immunity | |
| Void | Boost | Afflict | I-Communicate | C-Erase | Interdict | |
| Divine | Alignment | Heal (Soul) | Harm (Soul) | Intuit | Confound | Protect |
| Good | Life | Death | Augur | Defend | ||
| Evil | Cleanse | Curse | Identify | Shadow | Sentry | |
| Law | Restore | Cripple | Verify | Beguile | Sanctum | |
| Chaos | Boon | Hex | Dream | Prism | Save | |
| Neutral | Light | Dark | S- | D- | Resist | |
| Good | Evil | Law | Chaos | Neutral |
| Creatures Chart | ||||
|---|---|---|---|---|
| Element | Insider | Fantastics | Naturals | Demihumans |
| Air | Insider (Air) | Fey | Humanoid (Elf) | |
| Earth | Insider (Earth) | Magic Beast | Animal | Humanoid (Dwarf) |
| Fire | Insider (Fire) | Aberration | Vermin | Humanoid (Halfling) |
| Water | Insider (Water) | Monstrous Humanoid | Humanoid (Gnome) | |
| Void | Insider (Ethereal) | Plant | Flora | Humanoid (Human) |
| Alignment | Outsider | Animated | Dragon | Metahumans |
| Good | Outsider (Good) | Deathless | Dragon (Metallic) | Humanoid (Aquatic) |
| Evil | Outsider (Evil) | Undead | Dragon (Chromatic) | Humanoid (Orcish) |
| Law | Outsider (Law) | Constructs | Dragon (Crystal) | Humanoid (Serpish) |
| Chaos | Outsider (Chaos) | Ooze | Humanoid (Goblish) | |
| Neutral | Outsider (Astral) | Elemental | Giant | |
| Families List | ||
|---|---|---|
| Family | Opposite | Distinction |
| Alien = Insider + Outsider | Native | Planar, No eat, No sleep |
| Inorganic = Animated + Plant | Organic | No criticals, No sleep |
| Unliving = Animated + Alien | Living | No eat, No sleep |
| Person = Demi + Meta | ? | Used for spells |
| Dominance / Alliance Chart | Materials List | |||||||
|---|---|---|---|---|---|---|---|---|
| Positive | Slime | Cold | Crystal | Canonic | Solid | Fluid | Flesh | |
| Liquid | Good | Water | Law | Stone | Crystal | Shimmer | Wood | |
| Electricity | Air | V-S/N-H | Earth | Impact | Stone | Mist | Breath | |
| Mist | Chaos | Fire | Evil | Metal | Metal | Liquid | Blood | |
| Entropic | Shimmer | Heat | Sludge? | Negative | Sludge? | Slime | Corpse | |
Elements are in dominance Clockwise. Alignments are in dominance Counter-clockwise. Materials are associated with their closest energies and elements. Oppositions have inherent vulnerabities to their counterparts.
| Aspect | Description | Templates |
|---|---|---|
| Protect | Gives benefit against specific foes / condition | Shield of, Protection from, Resistance to, Cloak of, Aura of, |
| Prevent | Prevents specific occurrence from happening | Shell, Globe, Circle of, Ward, Lock, Absorption of |
| Descriptor | Description | Spells |
| Absorb | Damage Absorption to damage descriptors / aspects | Protection from Energy |
| Defend | A bonus, usually combat or save related | Protection From Evil, Resistance, Protection from Spells |
| Immunity | Target immunity to descriptors or aspects of magic | Spell Immunity, Mind Blank |
| Hedge | Area-related obstruction, one-way screen | Antilife Shell, Protection from Arrows |
| Interdict | Suppression of descriptors or aspects of magic | Antimagic Shell, Globe of Invulnerability, Dimensional Anchor, Dimensional Lock |
| Resist | Damage Reduction / Resistance to damage descriptors / aspects | Resistance to Energy |
| Resistance? | Spell Resistance to descriptors, aspects, or spells in general | |
| Sanctum | A benefit tied to a limited area | Consecrate, Desecrate |
| Sentry | A spell trigger keyed to creatures entering an area | Glyph, Magic Mouth, Symbols |
| Trigger | A spell trigger keyed to an event happening to a target | Contingency |
| Aspect | Description | Templates |
|---|---|---|
| Muster | Summon things to you | |
| Warp | Opening tears in space to move things around | |
| Descriptor | Description | Spells |
| Gather | Bring something to you | Instant Summons |
| Kinesis | Moving things via warping physical space | Telekinesis, Mage Hand, Move Earth |
| Plane | Creating warps for planar travel | Ethereal Jaunt, Astral Projection, Gate, Plane Shift |
| Creating warps for volume | Rope Trick, Refuge, Maze | |
| Summon | Bring a creature to fight for you | Summon Monster, Summon Nature's Ally? |
| Teleport | Creating warps for your movement | Blink, Dimension Door, Teleport, Word of Recall |
| Aspect | Description | Templates |
|---|---|---|
| Create | Bringing something into existence | Cloud |
| Destroy | Trying to demolish something | |
| Descriptor | Description | Spells |
| Acid | A corrosive acid that deals damage over time | Acid Arrow, Acid Cloud |
| Force | A persistent creation of force | Floating Disc, Hand spells |
| Make | Creating an object from nothing | Minor Creation, Major Creation |
| Obstruct? | Intended to hamper foes | Web, Wall spells, Obscuring Mist |
| Reek | A nauseating reek that changes status | Stinking Cloud |
| Wreck | Direct object destruction | Shatter, Disintegrate |
Boy, this school and the Illusion school needs some serious work.
| Aspect | Description | Templates |
|---|---|---|
| Scry | Improving the ability to sense at a distance / communicate | |
| Intuit | Divining unknown knowledge. Note Locating is part of Scry. | |
| Descriptor | Description | Spells |
| Augur | Gain information about the future | Augury |
| Communicate | Enables communication at a distance | Telepathic Bond |
| Detect | Sense that which might be hidden | Detect Snares and Pits, Detect Secret Doors, Detect Scrying |
| Identify | Gain information about attributes | Identify, Deathwatch |
| Locate | Finding something | Find the Path, Locate Creature, Locate Object |
| Remote? | Sensing at a distance | Prying Eyes, Clairaudience, Clairvoyance |
| Verify | Learn whether something is true or not | Zone of Truth (hmmm), Contact Other Plane |
| Aspect | Description | Templates |
|---|---|---|
| Charm | Changes mental state of target | |
| Compel | Forces the target into a condition | |
| Descriptor | Description | Spells |
| Befriend | What we normally think of as a charm | Charm Person, Charm Monster |
| Blank | Suppresses all thought and action | |
| Command | Commands for the target | Command, Geas, Quest |
| Confuse | Target acts randomly each round | Confusion |
| Daze | Dazes the target | Daze, Daze Monster |
| Impel | Odd, harmless impulses | Hideous Laughter, Irrestible Dance |
| Hold | Paralyzes the target | Hold Person, Hold Monster |
| Stun? | Some harmless good thingie | |
| Sleep | Target falls asleep | Sleep, Deep Slumber |
| Suggest | Influencing action via suggestions | Fascinate, Suggestion |
All evocation damage has an associated status effect. Lesser evocations will simply do damage; more powerful evocations will do damage and incur a debilitating status. Damage and status effects scale depending on association. Natives to an element or alignment energy are immune to its effects (or have the least effect); oppositions take double damage (or the greatest effect). Everyone else takes the normal damage or effect.
| Element | Energy | Status | Opposition | Types Affected | Alignment | Energy | Status | Opposition | Types Affected | |
|---|---|---|---|---|---|---|---|---|---|---|
| Air | Electricity | Stun | Earth | Good | Positive | Evil | ||||
| Earth | Impact | Knockback | Air | Evil | Negative | Good | ||||
| Fire | Heat | Water | Law | Canonic | Chaos | |||||
| Water | Cold | Sleep | Fire | Chaos | Entropic | Law | ||||
| Void | Sonic | Deafen | Neutral | Harmonic | LG, LE, CG, CE |
| Aspect | Description | Templates |
|---|---|---|
| Arcane Energy | Deals instantaneous direct damage and effects. | Orb, Ray, Ball, Bolt, Blast, Burst, Cone |
| Divine Energy | Deals instantaneous direct damage and effects. | Searing, Word of |
| Descriptor | Description | Spells |
Take this section with a grain of salt ftm, needs work
| Mental | Real | |
| Sense | Figment | Glamer |
| Impair? | ||
| Non-Lethal Damage | Pattern | Prism |
| Lethal Damage | Phantasm | Shadow |
| Aspect | Description | Templates |
|---|---|---|
| Descriptor | Description | Spells |
| Aspect | Description | Templates |
|---|---|---|
| Heal | Any positive benefit to HPs or health status | Cure, Remove, Restore |
| Harm | Any negative penalty to HPs or health status | Inflict, Curse, Afflict |
| Descriptor | Description | Spells |
| Boon | A bonus to combat, saves, or other rolls | |
| Cleanse | Removes curses / purifies materials | Bless Water, Remove Curse, Purify Food and Drink |
| Cripple | A permanent Affliction, Sap, or Despair | Feeblemind, Energy Drain |
| Curse | A permanent Hex | Curse Water, Bestow Curse, Contagion, Blindness, Deafness |
| Dark | Any dark giving spell (but not aligned energy) | Darkness, Continual Darkness |
| Death | Moves you closer to being dead | Inflict Wounds, Slay Living, Power Word Kill |
| Hex | A penalty to combat, saves, or other roll | Hexblade curse |
| Light | Any light giving spell (but not aligned energy) | Light, Continual Flame, Faerie Fire |
| Life | Moves you closer to robust life | Cure Wounds, Raise Dead, Resurrection |
| Restore | Removes any Afflictions, Saps, or Despairs | Restoration, Heroes Feast |
| Aspect | Description | Templates |
|---|---|---|
| Bolster | A temporary favorable increase (attribute, bonus, status) | |
| Weaken | A temporary unfavorable decrease (attribute, penalty, status) | |
| Descriptor | Description | Spells |
| Afflict | Direct damage to an attribute (abilities and levels) | Ray of Enfeeblement |
| Boost | A temporary increase of an attribute (abilities and levels) | Fox's Cunning et al |
| Despair | A temporary combat penalty (wide ranging) | Crushing Despair |
| Dismiss | Put souls back in their proper place | Dismissal, Exorcise |
| Enrage | A temporary increase in Bravery status | Rage |
| Inspire | A temporary combat bonus (wide ranging) | Bless, Prayer, Good Hope |
| Invigor | A temporary increase in status or skill (non-rage/fear related) | |
| Possess | Move souls somewhere they shouldn't be | Magic Jar, Possession |
| Sap | A temporary decrease in status or skill (non-rage/fear related) | Ray of Exhaustion |
| Aspect | Description | Templates |
|---|---|---|
| Change | Altering the size, shape, material, or speed of something | Item |
| Add | Adding a bonus, animation, modality, or polymorphing to something | |
| Descriptor | Description | Spells |
| Animation | Grants power of movement (and attack); like Summon for Constructs | Animate Object [Animate Dead? Necro?] |
| Bonus | Additional bonuses to object or creature | Magic Weapon |
| Material | Classic material transmutation | Transmute X to X, Gaseous Form |
| Modality | Adds a new modality to an object or creature | Water Breathing, Spider Climb, Jump, Darkvision |
| Polymorph | Multiple changes at once, which result in additions | Polymorph |
| Shape | Morphing an object in appearance but not substance | Mend |
| Size | Making something larger or smaller | Enlarge, Reduce |
| Speed | Making something faster or slower | Expeditious Retreat, Haste, Slow, Time Stop |
TO DO: Think more on Conjuration, Divination, Illusion schools Finish descriptor Writeup Metamagic Cure equivalencies 1 pt cure = 1 pt ability damage 2 pt cure = 1 step scale change Classify all known spells / extend spell chains as need be, Excel sheet
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