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Spell Resources - more spells available?
Posted: Wed Jan 02, 2008 12:18 am
by Alcahaelas
Does anyone have recommendations for additional spells for the caster classes, to give them more flexibility/variety? Anything in PDF format out there, etc.? While the spell lists in the C&C PHB are decent, there's just not much there overall and I'd love to gather more spells for the players to choose from, really spice up the game and offer a greater versatility.
_________________
I am not a hamster and Life is not a wheel.
gideon_thorne wrote:
There are lots of explanations that a clever CK can use to bullshit any roll.
Posted: Wed Jan 02, 2008 12:54 am
by Treebore
Do you have books from other editions of D&D? If so, adapt their casting time to C&C, durations to C&C, and its save to C&C and you have a spell useable in C&C, in most cases. Some spells that have a bit of complexity to them can take a little more effort.
Still, once you get used to it you can convert them within seconds of reading them over.
At least that has been my experience with the dozen or so spells I have converted from 2E and 3E sources.
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Posted: Wed Jan 02, 2008 1:00 am
by Fizz
Two sources immediately come to mind:
AD&D 2nd Edition Complete Wizards Handbook
AD&D 2nd Edition Tome of Magic
Both have plenty of new spells to use, and i've always found 2nd Ed to be very compatible with C&C.
You could find either book on eBay or as an online pdf.
-Fizz
Posted: Wed Jan 02, 2008 1:07 am
by Treebore
There are tons of resources to buy, especially with 2E and 3E. PDF is the tough part for 3E spells since only non-WOTC sources are available. Of the third party 3E I recommend Eldritch Sorcery from Necromancer Games.
2E look into the magister book, FR adventures, Greyahwk adventures, and many others. I don't think the compilations are available in PDF, but if they are, get them.
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Posted: Wed Jan 02, 2008 1:17 am
by serleran
Wizards' Spell Compendium Volume I - IV
Priests' Spell Compendium Volume I - III
You do not need anything else.
Posted: Wed Jan 02, 2008 1:46 am
by pactmaster
I use the Atomik Grimoire from Mark Chase for both Iron Gauntlets and C&C, the latter for specialization on the existing C&C spells, the former as a default magic system. This is a generic magic system designed to be used for any rpg.
_________________
Deserve has nothing to do with it, if you think you're entitled. You're not.
--Stephen Chenault
Faithless is he that says farewell when the road darkens.
J. R. R. Tolkien
Posted: Wed Jan 02, 2008 3:56 am
by Alcahaelas
Thanks for the suggestions/info, everyone.
_________________
I am not a hamster and Life is not a wheel.
gideon_thorne wrote:
There are lots of explanations that a clever CK can use to bullshit any roll.
Posted: Wed Jan 02, 2008 8:36 am
by CharlieRock
Theres also the Rules Cyclopedia over at Paizo on pdf for $4. I don't know if it has over 400 spells like that Atomic Grimoire (wow!) but it would certainly come close. It has all the spells that appeared in the boxed rule sets from basic, expert, companion, and master. So it has a lot of spells in an easily converted format.
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Posted: Wed Jan 02, 2008 11:44 am
by Birthright
There were also quite a few spells in the Player's Option: Spells and Magic supplement for AD&D 2e.
Posted: Wed Jan 02, 2008 2:27 pm
by Omote
Could wait for the mentioned C&C Haunted Highlands spell thingy, supposedly coming out... sometime.
-O
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Posted: Wed Jan 02, 2008 3:15 pm
by Breakdaddy
There are also some threads here and on DF that have some spell conversions. I posted one in this thread with arcane SRD spells level 1-3:
http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Posted: Wed Jan 02, 2008 4:04 pm
by Omote
Wow, cool Breakdaddy... I never even saw that thread before!
-O
_________________
> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
Posted: Wed Jan 02, 2008 4:59 pm
by Nelzie
Something I have noticed, while playing NWN2: Mask of the Betrayer, a good number of the spells simply start looking like slightly tweaked versions of one another.
There's something like 5 or 6 different spells that essentially boil down to: Cast spell, target dies or saves, unless HD is above a certain number.
That covers Power Word Kill, Finger of Death and yadda-yadda, etc.
So, what I do and look for in my game is methods to tweak the effects of existing spells to make them fit the kind of wizard that I am playing and or pitting the PCs against.
Here's an example of one wizard type:
Wizard Type: Silken Thurge
1st Level Spells:
Slicing Ribbons (Magic Missile) - Small Sharpened Ribbons shoot out and slice the target
Silken Veil (Shield) - A fluttering/floating translucent silken sheet waves about in front of the caster.
Velvety Dreams (Sleep) - Soft, warm and fuzzy bits of velvet caress the targets causing them to fall into a comfortable sleep.
2nd Level Spells:
Silken Restraint (Web) - Animated Ribbons of Silk appear in an area and attempt to grasp any who are in the area or attempt to walk through the area.
3nd Level Spells:
Razor Ribbons (Fireball) - Essentially a small tight wad of ribbons that magically shoots into the center of the target area and then explodes outwards slicing and smashing into/through targets in the area.
Bow Wings - The caster gains the appearance of having a large bow with trailing ribbons appear on her back. The Bow act as magical wings, conferring the effects of the Fly spell.
--
Essentially, you are only limited by your imagination in regards to altering the effects of spells.
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Posted: Wed Jan 02, 2008 6:35 pm
by Breakdaddy
Omote wrote:
Wow, cool Breakdaddy... I never even saw that thread before!
-O
I hope you find it useful
Posted: Wed Jan 02, 2008 7:08 pm
by Alcahaelas
Nelzie wrote:
Essentially, you are only limited by your imagination in regards to altering the effects of spells.
Understood about making "personal" modifications to spells to give them a bit of extra style and individuality, but I'm actually looking for a greater diversity of offered spells, not rehashing of existing ones.
Lot of different resources referenced here, many of which will require some coin expenditure, so gotta be selective. Time for some reviews.
_________________
I am not a hamster and Life is not a wheel.
gideon_thorne wrote:
There are lots of explanations that a clever CK can use to bullshit any roll.
Posted: Wed Jan 02, 2008 7:34 pm
by pactmaster
The Atomik Grimoire is somewhat like the old Arcanum from Bard Games, just somewhat and I run my magic in that manner. There are different schools/specializations with a few spells that emulate the effects of spells from other schools (like an arcane bolt and a astral strike will both do the same amount of damage, but in a different way), but you can use each spell as a unique spell found during adventuring or in a magic shop. This really opens up the catalog of available arcana.
_________________
Deserve has nothing to do with it, if you think you're entitled. You're not.
--Stephen Chenault
Faithless is he that says farewell when the road darkens.
J. R. R. Tolkien
Posted: Wed Jan 02, 2008 8:44 pm
by Nelzie
Alcahaelas wrote:
Understood about making "personal" modifications to spells to give them a bit of extra style and individuality, but I'm actually looking for a greater diversity of offered spells, not rehashing of existing ones.
Lot of different resources referenced here, many of which will require some coin expenditure, so gotta be selective. Time for some reviews.
Diversity of spells, in what fashion?
What exactly needs to be accomplished?
_________________
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50 Useless Trivia Points from Serleran
Posted: Wed Jan 02, 2008 8:51 pm
by Breakdaddy
LONG POST FOLLOWS!
Below I have added a selection of very useful OGL spells from Necromancer Games excellent Eldritch Sorcery book. It only entails 0 and 1st level spells, and is not exhaustive, but all are converted to C&C and many are different than the standard fare you'll see in most books. I suggest purchasing the book if you like the small selection herein!
Affect Normal Fog
Level: Drd 1, Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 50 cubic feet per level
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: None
This spell allows a caster to manipulate
a normal fog bank. The
fog can be made into a thick, obscuring
mass of watery vapors,
limiting normal sight to 5 ft. The
spell can alternately be used to
thin away an existing fogbank to
allow for easier sight and clear navigation.
Only normal, naturally
occurring fog can be affected; any
magically created fog is not subject
to this spell.
Material component: a tiny candle
and a small horn (not consumed)
Alter Normal Fires
Level: Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One Medium size or smaller fire
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You cause an existing fire of Medium
or smaller size to either reduce
in size and light to that of a tindertwig
or to increase in brightness (but not
size) to that of a light spell. Reducing
a fire cuts fuel consumption in half
(therefore a torch or lantern affected
by this spell would burn twice as
long), and increasing a fire doubles
the fuel consumption (a torch or
lantern would burn half as long as
normal). Heat output is not affected
by this spell, only the brightness and
light intensity.
Anchor
Level: Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: 1 ship
Area: See text
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
This spell maintains a ships position
against currents, holding ships
weighing up to 10 tons per caster
level. The material components are
small bit of iron and a piece of string.
Avert Attack
Level: Clr 1, Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level or until discharged
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
You grant the subject a +5 deflection
bonus to AC against the next
attack that targets it. Whether the
attack succeeds or not, the spell is
triggered and the effect ends.
Buoyancy
Level: Drd 1, Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One creature touched
Duration: 10 minutes/level
Saving Throw: Constitution (Harmless)
Spell Resistance: Yes
Normally cast upon a drowning
companion, buoyancy causes
the target to become lighter than
the surrounding liquid. The target
either begins to rise to the
surface of any surrounding water
(at a rate of 10 ft./round), or the
affected person floats on the surface
of the water regardless of
encumbrance or armor.
The target is in no way granted any
additional mobility or breathing benefits
while in the water. This spell
only keeps the subject from sinking.
Material component: a small white
ring.
Coat of Arms
Level: Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1d4 rounds + 1 round/level
Save: None
You cast this spell upon your
cloak or cape, at which time the
garment flashes with light and
fourteen magical swords appear
in a fanned array along its width.
You may select any one blade
and remove it from the garment
to use in standard melee combat.
The exact power of the weapon
depends on the casters level. All
fourteen blades always appear,
regardless of the casters level,
though a 1st-level caster only
has access to the first and weakest
blade, while a 2nd-level caster
has access to the first two blades,
et cetera, all the way to a caster
of 14th level, who may select
from any of the fourteen blades
he desires.
If the weapon you choose from the
garment is not on your list of usable
weapons, you suffer
the usual penalties in combat.
You may use a partial action to
discard a chosen blade and select
another at any time during the
spells duration, as long as youre
of sufficient level to use the desired
weapon; a discarded blade
vanishes and may not be used
until the spell is cast again. Any
weapon that leaves your hand
vanishes in the same manner
making it impossible to pass one
of these weapons to an ally. The
following is a list of the garments
advancement in regards to caster
level:
1 dagger of parrying +1 (+4 to hit on attempts to disarm or strike opponents weapon)
2 short sword of the mariner +1 (+1d6 damage vs. aquatic creatures)
3 short sword of purity +1 (+1d6 damage vs. lycanthropes)
4 falchion of speed +1 (+4 on initiative rolls)
5 rapier of chivalry +1 (+4 when defending unarmed member of opposite sex1)
6 rapier of wounding +1 (victim bleeds as per a weapon of wounding in the DMG)
7 longsword of frostbite +2 (+1d6 damage vs. fire-based creatures)
8 bastard sword of scorching +2 (+1d6 damage vs. regenerating creatures)
9 scimitar of the sun +2 (shines with daylight, +1d6 damage vs. undead)
10 dagger of the magi +3 (+1d6 damage vs. fighters)
11 scimitar of sand +3 (sand blast, 1/day [see spell description above].)
12 longsword of the sea +3 (may fight underwater without combat penalties2)
13 greatsword of war +4 (+1d6 if used in mass combat3)
14 short sword of severing +4 (critical hit severs head as per vorpal weapon in the DMG)
Detect Charm
Level: Clr 0, Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No
You determine whether a creature
is under the effects of a charm person
or charm monster spell. You can determine
the exact spell with a CL (charm spell level)
Wisdom check.
The spell can penetrate barriers,
but 1 foot of stone, 1 inch of common
metal, a thin sheet of lead, or 3 feet of
wood or dirt blocks it.
Detect Current
Level: Clr 1, Drd 1, Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 1/3 of a mile/3 levels
Area: See text
Duration: Concentration up to 2 minutes/level (D)
Saving Throw: None
Spell Resistance: No
By using the spell, you can determine
the direction and speed of any
current of water, be it freshwater or
saltwater. You know if the direction
and speed of the current over an area
extending to your maximum range.
Detect Disease
Level: Clr 1, Drd 1, Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One creature, one object,
or a 5-ft. cube
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You determine whether a creature,
object, or area has been diseased or is
diseased. You can determine the exact
type of disease with a CL 5 Wisdom
check. The spell can penetrate barriers,
but 1 foot of stone, 1 inch of common
metal, a thin sheet of lead, or 3 feet of
wood or dirt blocks it.
Detect Land
Level: Clr 1, Drd 1, Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 1 mile/level
Area: See text
Duration: Concentration up to 2 minutes/
level (D)
Saving Throw: None
Spell Resistance: No
This spell automatically locates any
and all islands and continents within the
spells range. Such landfalls must be above
the surface of the water. Only the direction
of the land is known, and not other
features such as size or terrain type.
Etch Stone
Transmutation
Level: Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Stone or stone object
Duration: One hour
Saving Throw: none
Spell Resistance: No
A wizard can magically
inscribe messages or text in stone using
an ordinary quill for one hour after
casting this spell. Any type of message,
design, or rune created with the quill is
permanently inscribed in the stone for
anyone to see. Combining additional
spells with an etch stone spell allows the
caster to inscribe hidden or magical
messages on simple stone walls. Scrolls
or spellbooks can be created in stone if
someone were willing to take all of the
extra time and expense.
Farsighted
Level: Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level (see text)
Saving Throw: Wisdom negates
Spell Resistance: Yes
Your touch confuses the vision of
the target making it almost impossible
to focus on anything within 30 ft. This
does not prevent ranged combat, but
does cause the target to suffer a 40%
miss chance during melee combat. A
successful wisdom save negates the spell
and a victim that fails their save can
spend a full round action attempting to
shake off the effects in order to make
another wisdom save at a 2 penalty.
Focus: A cloudy gem worth at least
15 gold.
Forecast
Level: Wiz 1
Components: V, S, F
Casting Time: 1 minute
Range: 50 mile radius
Target: See Text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You accurately predict the local
weather for the near future using this
spell. Local weather is anything
within 50 miles from the point you
cast the spell. Your weather prediction
extends as far as 1 day per three
caster levels into the future. Each
day beyond the first there is a 10%
chance (cumulative) that conditions
change within that period of time
making your prediction somewhat
inaccurate.
Focus: A special set of dice with
weather related markings on them,
such as lighting bolts, suns and water
drops (worth at least 10 gold).
Lasting Breath
Level: Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature/level
Duration: Instantaneous; 1d4 rounds +1
round/level (see text)
Saving Throw: Constitution negates (harmless)
Spell Resistance: Yes (harmless)
This spell increases the amount of
time a subject can hold its breath by
1d4 rounds +1 round per caster level.
This spell must be cast on a creature
already holding its breath, and the
subject is never aware of how long the
duration is (in other words, the subject
doesnt know how much additional
time is granted from this spell).
Nearsighted
Level: Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living Creature
Duration: 1 round/level (see text)
Saving Throw: Wisdom negates
Spell Resistance: Yes
You alter a creatures vision so that
they can no longer focus on anything
beyond 30 ft. away. If the target fails
their Wisdom save everything beyond
30 ft. away has full concealment for
the purposes of ranged weapons or
spells. The victim can choose to use
a full round action in an attempt to
clear their vision granting an additional
Wisdom save at -2. Once a Will save is
successful the spell effects end.
Precipitation
Level: Clr 1, Drd 1, Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 60-ft.-radius circle
Duration: 1 minute
Saving Throw: None
Spell Resistance: No
This spell collects existing water vapor
in the atmosphere and releases it as
light rain, sleet, or snow for the duration
of the spell. If the temperature in the
surrounding area is 90 F or higher, the
duration is doubled, except in desert
areas. In an area where the temperature
is between 31 and 33 F, the precipitation
takes the form of sleet. At
temperatures of 30 F or less, the precipitation
takes the form of snow. If
precipitation is cast on a Large or larger fire
source (such as a wall of fire), or if magical
heat or fire (such as a fireball or flame
strike) is cast in the area of precipitation, a
cloud of warm fog (treat as a fog cloud)
billows through the area of effect for 3
rounds. If a cold-based spell or effect is
used on an area soaked by precipitation
(such as a cone of cold cast on rain-soaked
ground), normal ice is formed. Such ice
remains for the duration of this spell if
the temperature is 30 F or higher; otherwise,
the ice melts normally when the
temperature rises above freezing.
Material Component: A pinch of
silver dust.
Resistance to Fear
Level: Clr 0, Drd 0, Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving Throw: Charisma negates (harmless)
Spell Resistance: Yes (harmless)
The subject gains a +2 morale bonus
against fear effects for 1 minute.
If the subject is under the influence
of a fear effect when receiving this
spell, he can immediately attempt a
save to break the effect. If the save
fails, this spell has no effect.
Restraining Order
Level: Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One medium or smaller creature
Duration: 1 round/level (see text)
Saving Throw: Charisma negates
Spell Resistance: Yes
This spell creates a protective aura
that causes the target to become incapable
of approaching you or
attacking you. The creature targeted
must stay at least 10 ft. away from you
for the duration of this spell.
If the caster moves closer than 10 ft.
to the target, or makes any sort of attack
on any other creature, the spell ends.
Focus: A wooden sphere.
Tree Ladder
Level: Drd 1, Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One tree
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: Yes
Easy-to-climb, ladder-like
handholds grow from the bark of a
living tree, allowing quick access into
the upper branches of a tree.
The handholds are natural
growths, but are sturdy enough to
support a Medium creature. The
growths sink back into the tree when
the spell ends. If used on a sentient
tree, the target gets a Wisdom save to
resist the effect.
Shield Open Flame
Level: Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target: One small flame
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No
You shield a single small flame no
larger than a torch from being extinguished
by non-magical gusts of wind
(including tornado- and hurricane-like
gusts of wind). Magical wind
(such as that produced by a gust of
wind spell) extinguishes the flame
normally and ends this spell.
Posted: Wed Jan 02, 2008 9:12 pm
by serleran
You might want to lose terminology that doesn't exist in C&C like "deflection bonus." I also think that coat of arms spell is slightly too powerful, but I didn't read it completely (sort of just scanned it) - 90% of all d20 conversions should have their bonuses cut in half, at minimum.
Otherwise, cool. Not making me want to buy the book (mainly because I've seen spells like that before,) but cool.
Posted: Wed Jan 02, 2008 9:53 pm
by Nelzie
Alter Normal Fires and Shield Flame, both look to be things that could be accomplished by the Cantrip spell, which has a longer period of use, as written in the C&C PHB.
_________________
Earned the following:
50 Useless Trivia Points from Serleran
Posted: Wed Jan 02, 2008 9:59 pm
by Breakdaddy
I dont disagree Serleran, and suggest to anyone that wishes to use them to apply a healthy dose of common sense to any of that stuff. I am a freewheeling type so things like this tend to not be set in stone.
Nelzie, probably so, depending on the CK. It is just a sampling as stated, but some of the higher level spells have some more cool effects. It also adds a lot of damage spells which I chose not to convert since anyone really interested will end up buying the book and making the spells within their own.
Posted: Wed Jan 02, 2008 10:04 pm
by Breakdaddy
The coat of arms spell might fool you, as well. At its most powerful it offers to a level 14 mage a longsword +4 that beheads enemies on a natural 20. Consider that only one weapon can be gained from the coat and that weapon may only be used by the caster (who will not likely have the best bonuses to begin with, and may not be able to use the sword AT ALL) it doesnt seem all that mighty. YMMV and depending on the type of game you run this may seem completely untrue, but for my game these weapons in the hands of a mage would not be all that powerful comparatively. Now, if you were allowed to hand them off to the nearest fighter then that is a whole nother ball of wax.
Posted: Thu Jan 03, 2008 3:09 am
by Alcahaelas
Nelzie wrote:
Diversity of spells, in what fashion?
What exactly needs to be accomplished?
I don't want the same spell described differently--I would like to add to my campaign actual, well thought-out spells that do not simply mimic other spells. I could spend the time to create many of my own but why reinvent the wheel when there are so many good resources out there.
_________________
I am not a hamster and Life is not a wheel.
gideon_thorne wrote:
There are lots of explanations that a clever CK can use to bullshit any roll.
Posted: Thu Jan 03, 2008 2:06 pm
by Nelzie
Alcahaelas wrote:
I don't want the same spell described differently--I would like to add to my campaign actual, well thought-out spells that do not simply mimic other spells. I could spend the time to create many of my own but why reinvent the wheel when there are so many good resources out there.
It's all in how you describe the spells and their effects.
When the players in my game were introduced to the Silken Thurge, they had no clue what spells were being tossed at them. Simple redressing completely changed their view on what the spells were all about and if they had wanted to, the wizards in the party could have learned those spells as new, separate spells for their books.
Thus, they could have had Magic Missile and Slicing Ribbons.
_________________
Earned the following:
50 Useless Trivia Points from Serleran
Posted: Thu Jan 03, 2008 5:09 pm
by shane
pactmaster wrote:
I use the Atomik Grimoire from Mark Chase for both Iron Gauntlets and C&C, the latter for specialization on the existing C&C spells, the former as a default magic system. This is a generic magic system designed to be used for any rpg.
Ooh, kewel! Tell us more! What do you like about it? Did it convert over easily?
_________________
::: Shane
::: Rational thought, not superstition
Posted: Thu Jan 03, 2008 6:26 pm
by pactmaster
The Atomik Grimoire has nine spheres of magic that are broken down further into circles. The .pdf is a very generic add-on that is non-system specific. It is based on a magic pool system with difficulties added in. It works with C&C fairly effortlessly, which is a strong point of both the 'Grimoire and C&C.
I don't work for Precis Intermedia or Mark Chase, but they put out some neat products.
_________________
Deserve has nothing to do with it, if you think you're entitled. You're not.
--Stephen Chenault
Faithless is he that says farewell when the road darkens.
J. R. R. Tolkien
Posted: Sat Jan 05, 2008 11:42 pm
by Alcahaelas
Nelzie wrote:
It's all in how you describe the spells and their effects.
When the players in my game were introduced to the Silken Thurge, they had no clue what spells were being tossed at them. Simple redressing completely changed their view on what the spells were all about and if they had wanted to, the wizards in the party could have learned those spells as new, separate spells for their books.
Thus, they could have had Magic Missile and Slicing Ribbons.
But it's the same thing, just different packaging. That's not quite what I'm looking for, though I do appreciate the perspective. Thanks.
_________________
I am not a hamster and Life is not a wheel.
gideon_thorne wrote:
There are lots of explanations that a clever CK can use to bullshit any roll.