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Scalable Spell Lists

I recently started a poll on the ICE forums asking about preferences between RM Spell Lists, HARP’s scalable spells, a hybrid combo of the two and anything else.

I am intrigued by the idea of scalable lists, so I thought that I might do a little musing about them.

Scalable Spell Lists

The basic premise here is to create a Spell list like we have in Rolemaster, but to have most, if not all of the spells on the list be comprised of scalable spells. The object is to make things more flexible over all and still have the same feeling of a given profession having xx lists while still having the flexibility and choices given when using HARP’s scalable spells.

Here is a quick sample I whipped up….


lightlaw

Light Law

1. Light Beam - Created a beam of light (like a flashlight) that extends from the caster’s palm. At any time within the duration, the caster may close him hand into a fist, temporarily turning off the beam, opening his hand to turn it back on.

Scaling Options

Increase Intensity (to 50′ beam)……………. +1 PP
Color Beam (caster’s choice)………………. +1 PP
Increase Duration (10 min/lvl)………………. +2 PP

2. Lightning Bolt – Caster fires a 1 inch diameter bolt of electrical energy from his palm. This attack is resolved as a Tiny elemental attack (i.e. uses Shock Bolt attack table in Arms Law) and does electrical criticals. When using the Cornering and Following scaling options, the caster must know the location of the target at the time of casting, and the total distance to the target must be within the range of the spell.
Scaling Options

Increase Range (per 50′)…………………… +2 PP
Increase Size (per step)…………………….. +3 PP
Cornering (per 90° turn)………………….. +5 PP
Following……………………………………… +10 PP

3. Light – Lights a 5′ radius around the point touched. If the spell is cast on a target, they get a Resistance Roll (RR). A successfull RR means that the spell remains where it was cast and does not move if the target moves. A failed RR means that the spell will move with the target. The scaling option, Shadowed Light, makes the light harder to spot or see from outside its radius by requiring a medium Perception roll to see the light from more than 50′ from the edge of the radius.
Scaling Options

Increase Radius (per +5′ R)………………… +2 PP
Shadowed Light…………………………….. +5 PP
Increased Shadow (per difficulty level)….. +3 PP

4. Flash – Creates a flash of bright light within the targeted radius. The center-point of the spell must be within the range of the spell.
Scaling Options

Increase Range (per 50′)…………………… +2 PP
Increase Radius (per +5′ R)………………… +2 PP
Increase Intensity (per -5 to RR)…………. +3 PP

6. Lightning Ball – Caster shoots a 6 inch diameter ball of electrical energy from the palm of his hand. The ball travels to its target, and then explodes, filling the radius with energy that does a Tiny Ball Attack to all within the radius.
Scaling Options

Increase Range (per 50′)…………………… +2 PP
Increase Radius (per +5′ R)……………….. +2 PP
Increase Density (per attack size step)….. +4 PP

10. Beacon – Caster creates a beam of light, of any one color, that will shine out to a distance of 1 mile from the palm of the caster’s hand. The scaling options listed below may be used to make the beam more powerful, to make it strobe/blink at will, and to change the color of the beam, also at will.
Scaling Options

Increased Intensity (per +1 mile)…………. +2 PP
Controlled Strobe……………………………. +4 PP
Shifting Color (at caster’s will)……………… +2 PP