- Spaceman87 wrote:
- hmm would it be possible to make certain controversial scrolls un-scribable while allowing the happy majority to be made with scribe?
I really like the idea of adding crafting of potions and scrolls, and yeah for special conditions that would require some specific build investment
I will be adding this in Monday. Specifically, a caster can craft a scroll by using a blank paper and a pen which is sold by the librarian. They can craft any scroll that they so desire, the same can be said of potions(at any level).
I really do mean ANY scroll/potion and I will be adding wands as well.
I devised a unique system around the whole thing where scribing a scroll costs some experience(1,000xspell level) and you can rewrite the scroll numerous times to make the scroll better(like how an author edits a book to make it more appealing). So for example the blank paper/ink given by the Librarian is just standard paper/ink so it can create shitty versions of scrolls and really good ones as well. For example a true seeing that only gives +20 spot... Conversely there is a chance to make the scroll be an awesome version, like a true seeing that is also level 20 against dispel instead of level 0.
The chances on whether a scroll is a shitty version or a good version(or an awesome version) is depending on the paper it's written on(demon's hide instead of plain old normal paper or dragon's blood instead of normal ink).
The normal paper/ink from the librarian tends to make shitty versions(1% chance of awesome scroll, 4% chance of normal scroll, 95% chance of shitty scroll).
But writing it with dragon's blood and demon hide is much better(5% chance of awesome scroll, 45% chance of normal scroll, 50% chance of shitty scroll).
Then we get to potions which are much dicier. Potions you brew always come up as "unknown potion" when first made and you don't really know what it does until you take that first sip
The bad variants of potions have some use too, for example a bad variant of bless will debuff everyone around the player with penalties equal to the bonuses of bless, a bad variant of spell resistance will cast a mord centered at the casters location). A bad variant of true seeing will give the player see invisibility at a higher level(thus lasting longer) than a see invisibility potion.
When you do the potion reveals what it is and what it does. Unlike scrolls, potions will always do the same thing with the same ingredients and a spell utilized as a catalyst to brew it. So it's up to the player to find out what does and doesn't work regarding potions. Once a potion has been made once by the player, then all subsequent potions will automatically be of that type from the same ingredients.
Then we get to wands/rods, which utilize an entirely different system. When creating a wand/rod, the object utilized to imbue the magic on as well as the spell level determine the percent chance of spell failure that the wand/rod has.
For example using a skeletons femur and casting mord on the femur will result in a 10(femur)x9(spell level of mord) percent chance of failure to cast the spell from the rod. If a spell fails more than once consecutively then the femur is damaged and extra charges are lost(equal to the number of times in a row it failed).
The way it works out is that only a character which has the scribe scroll feat and a class capable of casting the spell can use a scribed scroll.(so you can't just drop implosions on a pal/cot/rogue)
The same rule applies for potions(Except you only need the brew potion feat and some spells are always weaker, for example true seeing).
For wands, any character with use magic device or spellcasting ability can use them, the drawback is the chance of failure... For some spells they are treated as higher level(for example true strike is treated as the same level as true seeing meaning it's a 50% chance with default wand/rod).
I quite like this system, it's very fair and actually quite realistic and interesting