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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: Bolverk on April 24, 2006, 09:11:07 AM

Title: [d20 Feat] Probablility Spell
Post by: Bolverk on April 24, 2006, 09:11:07 AM
What do you think the level adjustment for this one should be?

QuoteProbability Spell (Metamagic)

Your knowledge of probability infuses your spells with energies which make them at times harder to resist and other times easier.

Prerequisite: spellcraft 5 ranks

Benefit: Your spells which involve a save adjust the DC of that save by d6-3.

I'd think it would be fine as is and no adjustment but I might not be seeing the whole picture.

I'm thinking of taking care of Wild magic through a feat tree in case anyone is wondering why I'm doing this at all.
Title: [d20 Feat] Probablility Spell
Post by: Name Lips on April 24, 2006, 11:30:34 AM
It's nice as written. Simple and easy to use.

I'd kind of like a mechanic where you could choose how much you wanted to adjust the spell, like somehow, at higher levels, you could use a d8, d10, or d12 instead of the d6. It's not powerful enough to make it a feat tree, so it would all have to be rolled into this one feat somehow.
Title: [d20 Feat] Probablility Spell
Post by: Bolverk on April 24, 2006, 11:51:33 AM
Quote from: Name LipsIt's nice as written. Simple and easy to use.

I'd kind of like a mechanic where you could choose how much you wanted to adjust the spell, like somehow, at higher levels, you could use a d8, d10, or d12 instead of the d6. It's not powerful enough to make it a feat tree, so it would all have to be rolled into this one feat somehow.

That would be an easy metmagic feat to write up.

QuotePotent Spell (Metamagic)

You have mastered the ability of increasing the numeric variables of magic

Prerequisite: spellcraft 9 ranks

Benefit: For each +1 spell level you are willing to add to your spell you may increase the damage dice by one category. d6 to d8, d8 to d10, d10 to d12. Example your fireball does 10d12 if your add +3 spell levels and use a 6th level slot to cast or memorize it.


This puts it on par with Maximize spell, it could do more but likely won't.
Title: [d20 Feat] Probablility Spell
Post by: Technicolor Dreamcoat on April 24, 2006, 01:18:29 PM
I think Merak meant that the save DC could adjusted by d6-3, d8-3, d10-3 or something similar.

Imo the feat's fine without level adjustment.
Title: [d20 Feat] Probablility Spell
Post by: Name Lips on April 24, 2006, 01:34:24 PM
Quote from: Technicolor DreamcoatI think Merak meant that the save DC could adjusted by d6-3, d8-3, d10-3 or something similar.
I was thinking d6-3, d8-4, d10-5, and d12-6, to maintain the "equal probability of good or bad consequences" feel.
Title: [d20 Feat] Probablility Spell
Post by: Bolverk on April 24, 2006, 01:51:29 PM
Quote from: Name LipsI was thinking d6-3, d8-4, d10-5, and d12-6, to maintain the "equal probability of good or bad consequences" feel.

Ah.

Then it would require a scaling clause to the feat which should be voluntary.

QuoteSpecial: The caster may at their discretion coose to add the results of d8-4, d10-5, or d12-6 to the DC of their spell.

As a DM I'd be fine with adding that cause it will screw as often as it boons ya.
Title: [d20 Feat] Probablility Spell
Post by: Thjalfi on April 24, 2006, 04:50:02 PM
hmm. actually, I think that on average you're looking at higher save DCs.

a d8 has an average roll of 4.5, right? so if it's only -4, you're looking at, over time, spell DCs on average of .5 higher than average. I do rather like the mechanic so far, though.

howbout making it just a little more complicated, and say that the spell dc is increased by 1d8 minus 1d8? that way you maintain the perfect average and work within the same realm of variability.
Title: [d20 Feat] Probablility Spell
Post by: Dacke on April 24, 2006, 06:10:05 PM
Quote from: Thjalfihmm. actually, I think that on average you're looking at higher save DCs.
I don't really have a problem with that. After all, you are spending a feat on it.
Title: [d20 Feat] Probablility Spell
Post by: khyron1144 on April 24, 2006, 06:31:29 PM
I like it, but to me Wild Magic should have more of an oops, that Fireball came out as a cloud of butterflies feel, than an oops- he saved against my Fireball because I rolled poorly to adjust the Save DC feel.
Title: [d20 Feat] Probablility Spell
Post by: Levi Kornelsen on April 25, 2006, 01:53:39 AM
Quote from: khyron1144I like it, but to me Wild Magic should have more of an oops, that Fireball came out as a cloud of butterflies feel, than an oops- he saved against my Fireball because I rolled poorly to adjust the Save DC feel.

For Full-on wild magic, arrange all the spells into domain lists.  When you cast a spell, make a spellcraft check.  The DC of this check is 10 + (double the level of the spell)

If you fail, rols 1d6:

1. You cast the next spell up the list - if you were casting the 3rd-level fire spell, you cast the second-level fire spell instead.

2. You cast the next spell down the list - if you were casting the 3rd-level fire spell, you cast the fourth-level fire spell instead.

3. You cast a spell of the correct level, but from the wrong domain (roll randomly).

4. You cast the spell correctly, but it costs you a spell slot one level higher than it should (if you have no such slots, cost is normal).

5. You cast the spell correctly, but it costs you a spell slot one level lower than it should (if you have no such slots, cost is normal).

6. Roll 2d12, one after another.  Add the first roll to the save DC of the spell; subtract the second.

...........

The side effect of #4 and #5 is that it's now very slightly in the interest of the mage to start off the day by blowing through their biggest spells and working down the list, so they never have to "pay extra" and sometimes "get a bargain".
Title: [d20 Feat] Probablility Spell
Post by: khyron1144 on May 01, 2006, 05:49:22 PM
Quote from: Levi KornelsenFor Full-on wild magic, arrange all the spells into domain lists.  When you cast a spell, make a spellcraft check.  The DC of this check is 10 + (double the level of the spell)

If you fail, rols 1d6:

1. You cast the next spell up the list - if you were casting the 3rd-level fire spell, you cast the second-level fire spell instead.

2. You cast the next spell down the list - if you were casting the 3rd-level fire spell, you cast the fourth-level fire spell instead.

3. You cast a spell of the correct level, but from the wrong domain (roll randomly).

4. You cast the spell correctly, but it costs you a spell slot one level higher than it should (if you have no such slots, cost is normal).

5. You cast the spell correctly, but it costs you a spell slot one level lower than it should (if you have no such slots, cost is normal).

6. Roll 2d12, one after another.  Add the first roll to the save DC of the spell; subtract the second.

...........

The side effect of #4 and #5 is that it's now very slightly in the interest of the mage to start off the day by blowing through their biggest spells and working down the list, so they never have to "pay extra" and sometimes "get a bargain".




Okay.  I like that.  It would take some bookwork to draw up domains so that a Wizard/Sorcerer Wild Magic-user has his spell list spread across some interesting domains.

I'd also recommend that a random table be drawn up for conjuration spell results, so that my afore-mentioned cloud of butterflies is possible as well as fun stuff like raining cats and dogs and hailing taxis.
Title: [d20 Feat] Probablility Spell
Post by: Sigmund on May 02, 2006, 01:28:55 AM
Quote from: khyron1144Okay.  I like that.  It would take some bookwork to draw up domains so that a Wizard/Sorcerer Wild Magic-user has his spell list spread across some interesting domains.

I'd also recommend that a random table be drawn up for conjuration spell results, so that my afore-mentioned cloud of butterflies is possible as well as fun stuff like raining cats and dogs and hailing taxis.

Just use the list from the Wand of Wonder.