Alright here are my thoughts regarding giving players spells, limiting their amount of casting per day, and implementing how spells will be cast.
Players creating spells will work in a submission faction. Whenever a player gets a skill rank in a spell school they will submit a spell for each additional spell slot they gain to mods in this fashion.
Spell Level:
Spell Name:
What will happen when spell is cast:
Description of the component(s) needed to cast the spell:
The mods will use this information to decide what the base damage/benefit this spell will create and possibly modify the components needed to cast the spell. A good rule of thumb will be to require a minimum of two types of component.
An example of a submitted spell by a player:
Spell Level:
2
Spell Name:
Fireball
What will happen when spell is cast:
A 5 foot diameter sphere of flame will shoot from the caster’s fingertip and explode with a 5-foot radius upon contact with any object. Will set aflame any flammable object caught in the explosion except the caster.
Description of the component(s) needed to cast the spell:
A small bit of sulfur.
An example of the finished spell submitted back to the player by the mods:
Spell Level:
2
Spell Name:
Fireball
What will happen when spell is cast:
A 5 foot diameter sphere of flame will shoot from the caster’s fingertip and explode with a 5-foot radius upon contact with any object. Will set aflame any flammable object caught in the explosion except the caster.
Description of the component(s) needed to cast the spell:
A small bit of sulfur and a somatic component or word of command (up to the mod)
Base Damage:
1d4 + POW
The base damage I just came up with off the top of my head so that may need to change.
As for when players will actually learn new spells, I am unsure on how to handle this. Two ideas I do have are for each new level you create 2 spells for that level and additional spells based upon your POW attribute. The formula for that would be POW/4(rounded down) additional spells. My second idea is to allow players: (average of all spell skill levels)+(POW/3). However these are more just thrown out to gauge reaction than to be the standard.
The number of spells per day a caster may cast will be the number of spells that player knows + POW/3 rounded down. For instance, Bobo the Wondermage knows 7 spells and has a POW of 9. Bobo can cast 10 spells per day. If Bobo wishes he can cast 10 copies of the same spell or use all seven of his known spells. For a player to regain his ability to cast spells, he must get at least 8 hours of rest.
Casting a spell will be similar to the D&D mechanic. The player will decide what spell to cast and will expend the components to cast it. There will be three main types of components used in spells. Somatic, an arcane motion or other motion; verbal, a word of command or chant; and material, a bit of sulfur or other item are the three types. This is to allow some kind of restriction on casting. You can’t cast a spell with a verbal component if you can’t speak, you can’t cast a spell with a material component with items in both hands without dropping one, and etc. We will assume that all spellcasters have a material component pouch necessary to cast their spells.
so thats where i am right now. feedback would be appreciated
V/LA every weekend for awhile.
I officially owe Maruchan.