Developing Spells
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This is a list of guidelines for determining the composition and DC of spells based upon a number of factors. It is, however, not hard and fast rules - these are suggestions. Ultimately it is a tool for the GM, who decides the DC based upon whatever factors they see reasonable.
Contents
DC
Range
The default range of any spell is 60 feet. The DC in general may be reduced by around 2 if it is reduced to 30 feet, and by around 4 if it is reduced to 5 feet or touch.
To increase the range of a spell beyond 60 feet it must be cast as a mixed spell with the Space Discipline.
Duration
There are three generic durations.
Spells that deal damage, create effects, or otherwise are not intended to last are generally instantaneous, occurring and then ending as soon as they are cast. Spells that change objects, the landscape, and so on are instantaneous as well, though their effects obviously stay.
Spells intended for use in combat situations that are not instantaneous, or spells to create a short-term effect (scanning, scrying, damage resistance) usually have a duration in the range of 10 to 30 minutes, occasionally up to an hour, at the DM's discretion.
Certain spells that have broad, weak effects and are intended to last for several hours (wards, resisting weather, etc.) generally last 24 hours. Occasionally a spell may last longer.
To increase the duration of a spell beyond 24 hours it must be cast as a mixed spell with the Time Discipline. Spells may be made permanent as well (see description).
Saves
Determining if a spell should allow a save, and what save should be used, is tricky.
Generally only spells that fall under the Mind discipline have will saves, and most of them have them automatically. The hard and fast rule is: if it incorporates Mind, a will save is allowed.
Saves are generally decided as follows, though the GM can always choose to increase or decrease them based on the situation:
10 + spellcasting ability + 1 for every 5 points the Spell's DC is over 20
So a Wizard with an 8 intelligence casting a DC 28 spell would cast a spell with a save DC of 19. A DC 35 spell for him would have a save of 21.