Spell Resources - more spells available?

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Alcahaelas
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Spell Resources - more spells available?

Post 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.
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Post 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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Post 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

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Post 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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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Post by serleran »

Wizards' Spell Compendium Volume I - IV

Priests' Spell Compendium Volume I - III

You do not need anything else.

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Post 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.
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Post by Alcahaelas »

Thanks for the suggestions/info, everyone.
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Post 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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Post by Birthright »

There were also quite a few spells in the Player's Option: Spells and Magic supplement for AD&D 2e.

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Post by Omote »

Could wait for the mentioned C&C Haunted Highlands spell thingy, supposedly coming out... sometime.

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Post 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
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Post by Omote »

Wow, cool Breakdaddy... I never even saw that thread before!

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Post 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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Post by Breakdaddy »

Omote wrote:
Wow, cool Breakdaddy... I never even saw that thread before!

-O

I hope you find it useful
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Post 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.
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Post 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.
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Post 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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Post 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.
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Post 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.

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Post 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.
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Post 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.
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Post 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.
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Post 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.
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Nelzie
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Post 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.
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shane
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Post 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?
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Post 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.
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Alcahaelas
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Post 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.
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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.

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