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Post by platimus on May 14, 2014 23:02:36 GMT -5
Random Spell Tables
Table 1 Table 2 d66 d66 11 Fire 11 Death 12 Flash 12 Invisibility 13 Shadow 13 Channel Energy 14 Rope 14 Shock Shield 15 Wall 15 Blast 16 (roll on table 2) 16 Flash 21 Blur 21 Break Weapon 22 Slow 22 Fireball 23 Assist 23 Lightning 24 Clumsiness 24 Teleport 25 Confusion 25 Werewolf 26 (roll on table 2) 26 Shadow 31 Speed 31 Werebear 32 Slippery Floor 32 Weregoyle 33 Reveal Magic 33 Weredragon 34 Freeze 34 Reverse Missiles 35 Invisibility 35 Stone Flesh 36 (roll on table 2) 36 Rope 41 Mage Sight 41 Magic Fist 42 Flight 42 Fireball 43 Read Mind 43 Lightning 44 Dispel Magic 44 Teleport 45 Spell Shield 45 Fire 46 (roll on table 2) 46 Wall 51 See Future 51 Break Weapon 52 Heal Wounds 52 Iron Flesh 53 Image 53 Summon Wolf 54 Illusion 54 Summon Warrior 55 Sleep 55 Summon Bear 56 (roll on table 2) 56 Blur 61 Mind Control 61 Summon Gargoyle 62 Magic Fist 62 Summon Giant 63 Drop Weapon 63 Summon Small Dragon 64 Avert 64 Summon Dragon 65 Trip 65 Raise Dead 66 (roll on table 2) 66 Heal Wounds
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Post by platimus on May 14, 2014 23:07:01 GMT -5
This could be used to randomly pick spells for any appropriate occasion such as determining the type of magic scroll found or...
Spelled Gems Spelled Gems are like scrolls but anyone can use them. Once used, the gem turns to ash. Any gem can be spelled. Divide the gem's value in silver pieces by 3 and round down to determine the highest IQ level spell the gem may contain. Only mages with the Jeweler skill can create Spelled Gems. The Jeweler skill level also limits the spells that may be imbued in a gem. The fatigue cost of the spell used must be less than or equal to the Jeweler skill level. Subtract 7 from the IQ level of the spell used to determine the amount of XP the mage must spend to create a Spelled Gem.
Spelled Gems may be used to create magic items. For instance, a (N)PC with the Blacksmith skill may attempt to work a Spelled Gem into the hilt of a sword. Success or failure depends on a blacksmith skill check. Failure means the Spelled Gem is wasted and turns to ash. Critical failure might mean the sword burns the hand of anyone that touches it if the gem was spelled with Fire. The effect of the Spelled Gem on the item it adorns depends on the spell contained within the gem. This would largely be GM discretion but some recommended options for each spell could be given or discussed here if anyone is interested.
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Post by ednote on May 15, 2014 15:07:13 GMT -5
Another way to determine spells is to roll 3d6 for the spell IQ level then another roll to select which spell from the IQ level.
Regards, Ed
--- IQ8
Blur Drop Weapon Image-1 Magic Fist-1 Slow
--- IQ9
Assist Avert-1 Clumsiness Confusion Fire-1 Reveal Magic Summon Wolf
---- IQ10
Flash Heal Wounds Shadow Shock Shield Speed Slippery Summon Warrior Trip
---- IQ11
Avert-3 Illusion-1 Magic Fist-3 Reverse Missiles Rope Sleep-1 Slippery Floor-3 Summon Bear Wall Werewolf
---- IQ12
Blast Break Fire-3 Fireball-1 Freeze Invisibility Mage Sight Read Mind Shadow-3
---- IQ13
Flight Image-4 Mind Control Slippery Floor-7 Stone Flesh Summon Gargoyle Wall-3 Werebear
---- IQ14
Dispel Magic Fireball-3 Illusion-4 Lightning-1 Magic Fist-7 Reverse Death See Future Sleep-4 Spell Shield Summon Giant
---- IQ15
Avert-7 Image-7 Iron Flesh Super Rope Shadow-7 Summon Small Dragon Teleport Weregoyle
---- IQ16
Channel Energy Death Fire-7 Fireball-7 Illusion-7 Lightning-3 Sleep-7 Summon Dragon Wall-7
---- IQ17
Dragon
---- IQ18
Lightning-7 Raise the Dead
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Post by platimus on May 15, 2014 18:44:23 GMT -5
You can but that method isn't practical for me.
1) All of the <spell>-3 and <spell>-7 spells are included. The way these spells are normally handled is that if you know Lightning-1 (IQ14), when you reach IQ16 and you have the required XP, you automatically learn Lightning-3. There's no need to hunt down a Lightning-3 scroll or to buy the spell with coin. I think if you find a scroll, it should just be Lightning-1. However, if I use my table and get a Lightning scroll, then decide I want to distinguish the scroll as I, III, or VII, I can determine it with 1d3 - for any of the multi-level spells.
2) What happens if you roll a 6 on that initial 3d6 roll? I think 2d6+6 works better with this method, for me.
3) You have to come up with all sorts of different die-rolls within the different IQ levels to determine the spell within the IQ level. As your listing shows, the number of spells within each IQ level greatly varies.
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Post by ednote on May 15, 2014 19:40:51 GMT -5
Platimus,
1) I put all of the spells in because it also provides a handy list of all spells by IQ. Otherwise I leave things up to the GM to decide.
2) If you roll less that 8, then re-roll or fill in with other things. 2d6+6 weights the distribution to higher IQ spells. 3d6 averages to 10.5 (even chances for 10 and 11) while 2d6+6 averages 13. With 2d6+6 I would use a table something like:
Roll IQ req. 8 17
9 15
10 13
11 11
12 9
13 8
14 10
15 12
16 14
17 16
18 18
As for point three, you are entirely correct. But I think most GMs can modify as needed and to suit themselves. Roll a d6 or a couple of them. Always remember that distribution of numbers with 2d6 is a bell curve and not a straight line distribution.
Please understand that I simply wanted to provide an alternative. You could also create a chart with the initial determination being made to establish which of the 8 categories of magic the spell is (i.e. Creation spells, Enchanting spells, etc...) and then select a spell from that list. Actually, I tend to think that level of the adventure would tend to have an impact on level of the treasure, including spells.
I am in no way complaining or finding fault with your chart. I just wanted to point out that there are other ways of doing things.
Warm and friendly regards, Ed
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Post by platimus on May 16, 2014 12:01:36 GMT -5
1) I let the small Legends rule booklet serve as the handy list of spells. Everything is always up to the GM to decide. Use this table, use that table, use this method, use that method, use some other method. 2) I don't have a problem with the curve/distribution of 3d6 or 2d6+6. The beauty/usefulness of your method is that it is impromptu. I wouldn't want to mess that up with a complicated table mapping 2d6+6 rolls to IQ levels. 3) Please see impromptu remark in #2 and GM discretion remark in #1 Alternatives are good. I love to see, discuss, and debate alternatives. Yes, I am complaining about and finding fault with the impromptu method you described but it's not a personal attack. My dislike of the impromptu method is why I took the time to make my random spell tables. If I am testy, I suppose that is why. Please feel free to find fault or complain about my table. That's partly why I posted it. I would love to see other tables and methods also. Please understand that I simply want to discuss the merits and demerits of various methods. Warm, friendly, and slightly testy regards Paul
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Post by ednote on May 16, 2014 19:48:21 GMT -5
Platimus, I suppose the point I should have made earlier is that your chart stimulated my own thinking and the sincerest form of flattery is supposed to be imitation. Feel free to be testy, I've been an undergrad assistant instructor and can cope with testy... Regards. Ed
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Post by platimus on May 16, 2014 20:14:01 GMT -5
Very kind words, Ed. Makes me glad I was civil, polite, and respectful instead of getting testy Thanks and Cheers!
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zot
New Member
Posts: 19
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Post by zot on Apr 28, 2023 12:00:07 GMT -5
Super Rope works on characters up to 40ST -- does it require 8d6/ST instead of 4d6/ST? 4d6/ST for a 24+ ST character is automatic success...
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zot
New Member
Posts: 19
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Post by zot on Apr 29, 2023 5:51:40 GMT -5
Ah, I think 4/DX works for Super Rope -- just don't allow 4/ST with it.
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zot
New Member
Posts: 19
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Post by zot on Apr 29, 2023 5:54:05 GMT -5
Or maybe choose 4/DX or 8/ST.
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Post by dare2go on Apr 29, 2023 10:25:28 GMT -5
I really like this idea! I'm going to incorporate this in upcoming adventures! Random Spell Tables
Table 1 Table 2 d66 d66 11 Fire 11 Death 12 Flash 12 Invisibility 13 Shadow 13 Channel Energy 14 Rope 14 Shock Shield 15 Wall 15 Blast 16 (roll on table 2) 16 Flash 21 Blur 21 Break Weapon 22 Slow 22 Fireball 23 Assist 23 Lightning 24 Clumsiness 24 Teleport 25 Confusion 25 Werewolf 26 (roll on table 2) 26 Shadow 31 Speed 31 Werebear 32 Slippery Floor 32 Weregoyle 33 Reveal Magic 33 Weredragon 34 Freeze 34 Reverse Missiles 35 Invisibility 35 Stone Flesh 36 (roll on table 2) 36 Rope 41 Mage Sight 41 Magic Fist 42 Flight 42 Fireball 43 Read Mind 43 Lightning 44 Dispel Magic 44 Teleport 45 Spell Shield 45 Fire 46 (roll on table 2) 46 Wall 51 See Future 51 Break Weapon 52 Heal Wounds 52 Iron Flesh 53 Image 53 Summon Wolf 54 Illusion 54 Summon Warrior 55 Sleep 55 Summon Bear 56 (roll on table 2) 56 Blur 61 Mind Control 61 Summon Gargoyle 62 Magic Fist 62 Summon Giant 63 Drop Weapon 63 Summon Small Dragon 64 Avert 64 Summon Dragon 65 Trip 65 Raise Dead 66 (roll on table 2) 66 Heal Wounds
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