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Ideas for a new system

Started by XXsiriusXX, July 07, 2007, 06:14:09 PM

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XXsiriusXX

So-Keher brings up a good point, how am I going to have people build magic items? I know it may be too early to be bringing this question up, seeing as I don't even know how I am going to do magic yet. But I figure it might give people on here something to think about.

XXsiriusXX

Ok I have decided that I am going to do in points in this fashion. (as seen above)

A character may spend his XP to gain additional hit points; the number of hit points is determined by the amount of XP spent.
A d4 will cost 1,000xp per roll
A d6 will cost 2,000xp per roll
A d8 will cost 3,000xp per roll
A d10 will cost 4,000xp per roll
A d12 will cost 5,000xp per roll
A d20 would cost 6,000xp per roll

Also I will be using the spell system seen above. Right now I am just working on how I am going to work in non damaging spells abilities into the system. I am receptive to any one who wants to suggest interesting, unique, or cool non attack types of spell abilities

XXsiriusXX

Ok I have updated my spell concept more: (the stars mean that I haven't figured out what ability is going to be there.) also I am still looking for any ideas for non-combat enhancements.

Fire
XP to learn: 250
Requirements: none
Components: V, S
Casting Time: 1 standard action
Duration: Instantaneous
Spell point cost: 1

the spell creates a small wisp of flame that rests in palm of your hand Flammable materials, such as cloth, paper, parchment, and thin wood burn if the flames touch them. A character can extinguish burning items as a full-round action. The wisp provides the same amount of light as a torch. Upon learning this spell the character gains fire resistance 1as a supernatural ability.

Enhancements
Enhancements are the true source of magic's power. They allow the spell caster to manipulate, strengthen, and empower his spell. The character may select any option below to enhance this spell.

Spells and spell saves.
All harmful spells allow a target to make a saving throw to avoid some or all of the effect. A saving throw for all spells is 10 + the characters intelligence modifier.

Damaging spells and secondary effects.
Most damage spells have a primary damage and a secondary effect. When the player makes his appropriate saving throw one of two outcomes may happen. The character may pass his saving throw, or the character may fail. When the character passes the saving throw, he takes half the primary damage dealt by the spell and negates the secondary effect. If the character fails his save, the character takes the full amount of the primary damage, as well as the secondary damage.

Range Enhancements

Increase spells range by 5ft 500XP
Increase spells area by 5ft 1,000XP

Shape Enhancements

The spell can be cast as a burst 2,000XP
The spell can be cast as a cone 2,000XP
The spell can be cast as a line 2,000XP
The spell can be cast as a cylinder 2,000XP
The spell can be cast as a ray 2,000XP

Damage Enhancements

The spell caster learns the power of red fire. Red fire does d4 damage and has the possibility to daze the target for 1 round. 5,000XP

The spell caster learns the power of orange fire. Orange fire does d6 damage and has the possibility to dazzle a target for 1d2 rounds 10,000XP

The spell caster learns the power of yellow fire. Yellow fire does d8 damage and has the possibility to blind a target for 1d3 rounds. 15,000XP

The spell caster learns the power of green fire. Green fire does d10 damage and has the possibility to ********* for 1d4 rounds 20,000XP

The spell caster learns the power of blue fire. Blue fire does d12 damage and has the possibility to ********* for 1d6 rounds 25,000XP

The spell caster learns the power of white fire. White fire does d20 damage and has the possibility to ********* for 1d8 rounds 30,000XP

The damage die is increased by 1d (current damage type) 2,000XP

Non-Combat Enhancements

The character gains the ability to light or extinguish any light source based on fire. (Candles, torches, braziers, etc) with a simple gesture. ****** XP

The player gains the ability to travel great distances by use of fire. The fires you enter and move between must be at least as big around as you are, and once you they are extinguished. Fire based creatures not considered 'fires' for the purpose of this ability, nor are sources of great heat, such as pools of lava. Once in a fire, you instantly know the locations of all suitable fires and can transport yourself to one of them. Each transport counts as a full-round action. ****** XP

The character gains the ability to rebuke fire based creatures: All creatures in 30ft must make a will save, DC 10 + your Cha modifier or be rebuked. A rebuked creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 5 rounds. This ability if a full round action. ****** XP

The character gains the ability to Command fire based creatures: the player is able to command one creature that is with in 30ft of him. The creature must make a will save DC 10 + your Cha modifier. A commanded creature is under the mental control of the spell caster for 5 rounds. The spell caster must take a standard action to give mental orders to a commanded creature. The caster may voluntarily relinquish command on his target in order to command a new one. If the creature passes its save it is unable to be effected by another command attempt. This ability if a full round action. ****** XP

The character gains the ability to command two creatures at one time. ****** XP
The character gains the ability to command three creatures at one time. ****** XP

Does this system seem to be becomming wonky or too complicated?

Also I have been having trouble deciding on what abilities I should give my races. I have been looking at what other systems have done some things I like and some things I don't. As of right now I am leaning towards only having stat differences and no special abilities. I was wondering what people thought of that idea.

XXsiriusXX

updated the PDF. (stars mean that i am still thinking what value should be placed there)
File: 1184515972_369_FT33872_system_post_update_71507.pdf

XXsiriusXX

Ok I have done a little more work on my magic system and by work I mean I have been working on individual spells. So far I have a rough outline of elemental magic. I could really use some constructive criticism on this. I really want to know what people think of the spell system I am creating, is it worth continuing on with? Is it getting wonky? Does it look like a magic system that would want to use?


[spoiler=elemental magic]
Earth
XP to learn: 250
Requirements: none
Casting Time: 1 standard action
Duration: Instantaneous
Spell point cost: **
supernatural ability: **

The spell creates a small orb of mud/soil/stone that rests in palm of your hand. The amount of earth produced is enough to snuff out any small source of flame such as a candle, torch, lantern, etc.

Range Enhancements

Increase spells range by 5ft       500XP
Increase spells area by 5ft       1,000XP

Shape Enhancements

The spell can be cast as a burst       2,000XP
The spell can be cast as a cone       2,000XP
The spell can be cast as a line       2,000XP
The spell can be cast as a cylinder             2,000XP
The spell can be cast as a ray       2,000XP
The spell can be cast as a cube      2,000XP
The spell can be cast as a touch       4,000XP
The spell can be cast as a range touch   6,000XP

Damage Enhancements

The spell caster learns the power of *******. *******does d10 damage and has the possibility to *******to the target for *******20,000XP

The spell caster learns the power of *******. *******does d12 damage and has the possibility to *******to the target for *******25,000XP

The spell caster learns the power of *******. *******does d20 damage and has the possibility to *******to the target for *******30,000XP

The damage die is increased by 1d (current damage type) 2,000XP

Fire
XP to learn: 250
Requirements: none
Casting Time: 1 standard action
Duration: Instantaneous
Spell point cost: **
supernatural ability: fire resistance 1 + and additional +1 for every two fire enhancements purchased.

The spell creates a small wisp of flame that rests in palm of your hand Flammable materials, such as cloth, paper, parchment, and thin wood burn if the flames touch them. A character can extinguish burning items as a full-round action. The wisp provides the same amount of light as a torch.

Range Enhancements

Increase spells range by 5ft       500XP
Increase spells area by 5ft       1,000XP

Shape Enhancements

The spell can be cast as a burst       2,000XP
The spell can be cast as a cone       2,000XP
The spell can be cast as a line       2,000XP
The spell can be cast as a cylinder             2,000XP
The spell can be cast as a ray       2,000XP
the spell can be cast as a cube      2,000XP
The spell can be cast as a touch       4,000XP
The spell can be cast as a range touch   6,000XP

Damage Enhancements

The spell caster learns the power of red fire. Red fire does d4 damage and has the possibility to daze the target for 1 round. 5,000XP

The spell caster learns the power of orange fire. Orange fire does d6 damage and has the possibility to dazzle a target for 1d2 rounds 10,000XP

The spell caster learns the power of yellow fire. Yellow fire does d8 damage and has the possibility to blind a target for 1d3 rounds. 15,000XP

The spell caster learns the power of green fire. Green fire does d10 damage and has the possibility to burn an additional 1 damage to the target for 1d4 rounds 20,000XP

The spell caster learns the power of blue fire. Blue fire does d12 damage and has the possibility to burn an additional 2 damage to the target for 1d6 rounds 25,000XP

The spell caster learns the power of white fire. White fire does d20 damage and has the possibility to burn an additional 3 damage to the target for 1d8 rounds 30,000XP

The damage die is increased by 1d (current damage type) 2,000XP

Non-Combat Enhancements

The character gains the ability to light or extinguish any light source based on fire. (Candles, torches, braziers, etc) with a simple gesture. ****** XP

The player gains the ability to travel great distances by use of fire. The fires you enter and move between must be at least as big around as you are, and once you they are extinguished. Fire based creatures not considered 'fires' for the purpose of this ability, nor are sources of great heat, such as pools of lava. Once in a fire, you instantly know the locations of all suitable fires and can transport yourself to one of them. Each transport counts as a full-round action. ****** XP

The character gains the ability to rebuke fire based creatures: All creatures in 30ft must make a will save, DC 10 + your Cha modifier or be rebuked. A rebuked creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 5 rounds. This ability if a full round action. ****** XP

The character gains the ability to Command fire based creatures: the player is able to command one creature that is with in 30ft of him. The creature must make a will save DC 10 + your Cha modifier. A commanded creature is under the mental control of the spell caster for 5 rounds. The spell caster must take a standard action to give mental orders to a commanded creature. The caster may voluntarily relinquish command on his target in order to command a new one. If the creature passes its save it is unable to be effected by another command attempt. This ability if a full round action. ****** XP

The character gains the ability to command two creatures at one time. ****** XP
The character gains the ability to command three creatures at one time. ****** XP

Air
XP to learn: 250
Requirements: none
Casting Time: 1 standard action
Duration: Instantaneous
Spell point cost: **
supernatural ability: **

The spell creates a wisp of swirling air that rests in palm of your hand. The amount of air produced is strong enough to blow light objects (paper, leaves, feathers, etc). As well as provide the character a single breath worth of air.

Range Enhancements

Increase spells range by 5ft       500XP
Increase spells area by 5ft       1,000XP

Shape Enhancements

The spell can be cast as a burst       2,000XP
The spell can be cast as a cone       2,000XP
The spell can be cast as a line       2,000XP
The spell can be cast as a cylinder             2,000XP
The spell can be cast as a ray       2,000XP
The spell can be cast as a cube      2,000XP
The spell can be cast as a touch       4,000XP
The spell can be cast as a range touch   6,000XP

The damage die is increased by 1d (current damage type) 2,000XP

Damage Enhancements

The character has learned the power of the east wind. The east wind does d6 damage and has the possibility to push the target back 5 feet 10,000XP

The character has learned the power of the west wind. The east wind does d8 damage and has the possibility to push the target it back 10 feet 15,000XP

The character has learned the power of the south wind. The east wind does d10 damage and has the possibility to push the target it back 15 feet 20,000XP

The character has learned the power of the north wind. The east wind does d12 damage and has the possibility to push the target it back 20 feet 25,000XP

Non-Combat Enhancements

The character gains the ability to levitate. This ability allows you to move yourself, another creature, or an object up and down as you wish. The target of this spell must make fortitude save DC 10 + your intelligence modifier. You can mentally direct the target to move up or down as much as 20 feet each round; doing so is a move action. A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; all of his attacks have a '"2 penalty.

The character gains the ability to fly. This ability allows the spell caster  can fly at a speed of 60 feet It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.

Water
XP to learn: 250
Requirements: none
Casting Time: 1 standard action
Duration: Instantaneous
Spell point cost: **
supernatural ability:**

The spell creates a small orb of water that rests in palm of your hand. The amount of water produced is enough to snuff out any small source of flame such as a candle, torch, lantern, etc.

Range Enhancements

Increase spells range by 5ft       500XP
Increase spells area by 5ft       1,000XP

Shape Enhancements

The spell can be cast as a burst       2,000XP
The spell can be cast as a cone       2,000XP
The spell can be cast as a line       2,000XP
The spell can be cast as a cylinder             2,000XP
The spell can be cast as a ray       2,000XP
The spell can be cast as a cube      2,000XP
The spell can be cast as a touch       4,000XP
The spell can be cast as a range touch   6,000XP

[/spoiler]

XXsiriusXX

update on spells  
[spoiler=earth magic]
Earth
XP to learn: 250
Requirements: none
Casting Time: 1 standard action
Duration: Instantaneous
Spell point cost: **
supernatural ability: **

The spell creates a small orb of mud/soil/stone that rests in palm of your hand. The amount of earth produced is enough to snuff out any small source of flame such as a candle, torch, lantern, etc.

Range Enhancements

Increase spells range by 5ft       500XP
Increase spells area by 5ft       1,000XP

Shape Enhancements

The spell can be cast as a burst       2,000XP
The spell can be cast as a cone       2,000XP
The spell can be cast as a line       2,000XP
The spell can be cast as a cylinder       2,000XP
The spell can be cast as a ray          2,000XP
The spell can be cast as a cube      2,000XP
The spell can be cast as a touch       4,000XP
The spell can be cast as a range touch   6,000XP

Damage Enhancements

The spell caster learns the power of *******. *******does d8 damage and has the possibility to *******to the target for *******15,000XP

The spell caster learns the power of *******. *******does d10 damage and has the possibility to *******to the target for *******20,000XP

The spell caster learns the power of *******. *******does d12 damage and has the possibility to *******to the target for *******25,000XP

The spell caster learns the power of *******. *******does d20 damage and has the possibility to *******to the target for *******30,000XP

The damage die is increased by 1d (current damage type) 2,000XP

Non-Combat Enhancements

The character gains the ability to rebuke Earth based creatures: All creatures in 30ft must make a will save, DC 10 + your Cha modifier or be rebuked. A rebuked creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 5 rounds. This ability if a full round action. 5,000 XP

The character gains the ability to Command earth based creatures: the player is able to command one creature that is with in 30ft of him. The creature must make a will save DC 10 + your Cha modifier. A commanded creature is under the mental control of the spell caster for 5 rounds. The spell caster must take a standard action to give mental orders to a commanded creature. The caster may voluntarily relinquish command on his target in order to command a new one. If the creature passes its save it is unable to be effected by another command attempt. This ability if a full round action. 5,000 XP

The character gains the ability to command two creatures at one time. ****** XP
The character gains the ability to command three creatures at one time. ****** XP

The character gains the ability to animate a piece of earth. The spell caster may animate a single 5 foot square of stone/sand/metal/crystal. The animated fire has the statistics of a Small earth elemental and attacks as you direct. It cannot move beyond the range of its source of the stone. This ability if a full round action. 5,000 XP

The player may animate 2 5 foot squares at once      ****** XP
The player may animate 3 5 foot squares at once      ****** XP
The player may animate 4 5 foot squares at once      ****** XP

The player may increase the size category of the elemental created   ****** XP
 
The player gains the ability to travel thorough the earth. The player can burrow through earth and loose rock (but not solid stone) with a speed of 20 feet (or 5 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). This ability lasts for 5 rounds 5,000 XP

The ability lasts for 10 rounds (1 min)         ****** XP
The ability lasts for 10 minutes            ****** XP
The ability lasts for 1 hour               ****** XP
The ability lasts for 10 hours               ****** XP
The player may increase the speed of his burring by 5fy   ****** XP

The player gains the ability to resistance to blows, cuts, stabs, and slashes. The spell caster gains damage reduction 10/adamantine. (It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction.) Once the spell has prevented a total of 10 points of damage it is discharged. 5,000 XP

The player may increase the amount of protection by 5 points    ****** XP

The player gains the ability to move dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth. However, in no event can rock formations be collapsed or moved. This spell is able to move single 5 cubic feet of dirt each time that it is cast. This spell has no effect on earth creatures. 5,000 XP

The player may increase the amount of earth moved by 5 cubic feet      ****** XP

The player gains the ability to form an existing piece of stone into any shape that suits his purpose. For example, the player can make a stone weapon, a special trapdoor, or a crude idol. This ability also permits you to reshape a stone door to make an exit where one didn't exist or to seal a door shut. While it's possible to make crude coffers, doors, and so forth with this ability, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work 5,000 XP

The player may use this ability on metal.      ****** XP
The player may use this ability on crystal      ****** XP

The player gains the ability turn living creatures to stone and back again. The target, regardless of size, must make fortitude save DC 10 + Intelligence modifier or be turn into a mindless, inert statue. To restore a petrified creature to its normal state, the creature must make Fortitude save (DC 10 + Intelligence) to survive the process. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. (For example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a corpse. 5,000 XP
[/spoiler]
[spoiler=Fire Magic]
Fire
XP to learn: 250
Requirements: none
Casting Time: 1 standard action
Duration: Instantaneous
Spell point cost: **
supernatural ability: fire resistance 1 + and additional +1 for every two fire enhancements purchased.

The spell creates a small wisp of flame that rests in palm of your hand Flammable materials, such as cloth, paper, parchment, and thin wood burn if the flames touch them. A character can extinguish burning items as a full-round action. The wisp provides the same amount of light as a torch.

Range Enhancements

Increase spells range by 5ft       500XP
Increase spells area by 5ft       1,000XP

Shape Enhancements

The spell can be cast as a burst       2,000XP
The spell can be cast as a cone       2,000XP
The spell can be cast as a line       2,000XP
The spell can be cast as a cylinder       2,000XP
The spell can be cast as a ray          2,000XP
the spell can be cast as a cube         2,000XP
The spell can be cast as a touch       4,000XP
The spell can be cast as a range touch   6,000XP

Damage Enhancements

The spell caster learns the power of red fire. Red fire does d4 damage and has the possibility to daze the target for 1 round. 5,000XP

The spell caster learns the power of orange fire. Orange fire does d6 damage and has the possibility to dazzle a target for 1d2 rounds 10,000XP

The spell caster learns the power of yellow fire. Yellow fire does d8 damage and has the possibility to blind a target for 1d3 rounds. 15,000XP

The spell caster learns the power of green fire. Green fire does d10 damage and has the possibility to burn an additional 1 damage to the target for 1d4 rounds 20,000XP

The spell caster learns the power of blue fire. Blue fire does d12 damage and has the possibility to burn an additional 2 damage to the target for 1d6 rounds 25,000XP

The spell caster learns the power of white fire. White fire does d20 damage and has the possibility to burn an additional 3 damage to the target for 1d8 rounds 30,000XP

The damage die is increased by 1d (current damage type) 2,000XP

Non-Combat Enhancements

The character gains the ability to light or extinguish any light source based on fire. (Candles, torches, braziers, etc) with a simple gesture. ****** XP

The player gains the ability to travel great distances by use of fire. The fires you enter and move between must be at least as big around as you are, and once you they are extinguished. Fire based creatures not considered 'fires' for the purpose of this ability, nor are sources of great heat, such as pools of lava. Once in a fire, you instantly know the locations of all suitable fires and can transport yourself to one of them. Each transport counts as a full-round action. ****** XP

The character gains the ability to rebuke fire based creatures: All creatures in 30ft must make a will save, DC 10 + your Cha modifier or be rebuked. A rebuked creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 5 rounds. This ability if a full round action. ****** XP

The character gains the ability to Command fire based creatures: the player is able to command one creature that is with in 30ft of him. The creature must make a will save DC 10 + your Cha modifier. A commanded creature is under the mental control of the spell caster for 5 rounds. The spell caster must take a standard action to give mental orders to a commanded creature. The caster may voluntarily relinquish command on his target in order to command a new one. If the creature passes its save it is unable to be effected by another command attempt. This ability if a full round action. ****** XP

The character gains the ability to command two creatures at one time. ****** XP
The character gains the ability to command three creatures at one time. ****** XP

The player gains the ability to animate a fire, which must be approximately the size of a campfire. The animated fire has the statistics of a Small fire elemental and attacks as you direct. It cannot move beyond the range of its source fire

The player may animate 2 5 foot squares at once      ****** XP
The player may animate 3 5 foot squares at once      ****** XP
The player may animate 4 5 foot squares at once      ****** XP

The player may increase the size category of the elemental created   ****** XP
[/spoiler]
[spoiler=Air magic]
Air
XP to learn: 250
Requirements: none
Casting Time: 1 standard action
Duration: Instantaneous
Spell point cost: **
supernatural ability: **

The spell creates a wisp of swirling air that rests in palm of your hand. The amount of air produced is strong enough to blow light objects (paper, leaves, feathers, etc). As well as provide the character a single breathe worth of air.

Range Enhancements

Increase spells range by 5ft       500XP
Increase spells area by 5ft       1,000XP

Shape Enhancements

The spell can be cast as a burst       2,000XP
The spell can be cast as a cone       2,000XP
The spell can be cast as a line       2,000XP
The spell can be cast as a cylinder    2,000XP
The spell can be cast as a ray       2,000XP
The spell can be cast as a cube      2,000XP
The spell can be cast as a touch       4,000XP
The spell can be cast as a range touch   6,000XP

The damage die is increased by 1d (current damage type) 2,000XP

Damage Enhancements

The character has learned the power of the east wind. The east wind does d6 damage and has the possibility to push the target back 5 feet 10,000XP

The character has learned the power of the west wind. The east wind does d8 damage and has the possibility to push the target it back 10 feet 15,000XP

The character has learned the power of the south wind. The east wind does d10 damage and has the possibility to push the target it back 15 feet 20,000XP

The character has learned the power of the north wind. The east wind does d12 damage and has the possibility to push the target it back 20 feet 25,000XP

Non-Combat Enhancements

The character gains the ability to levitate. This ability allows you to move yourself, another creature, or an object up and down as you wish. The target of this spell must make fortitude save DC 10 + your intelligence modifier. You can mentally direct the target to move up or down as much as 20 feet each round; doing so is a move action. A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; all of his attacks have a '"2 penalty.
The character gains the ability to fly. This ability allows the spell caster to fly at a speed of 90 feet with good maneuverability. The spell caster cannot carry aloft more weight than its maximum load, plus any armor it wears. Should the spell duration expire while the subject is still aloft, the spell caster fails, taking 1d6 points of damage per 10 feet of fall. This ability lasts for 5 rounds

The fly ability lasts for 10 rounds (1 min)   ****** XP
The fly ability lasts for 10 minutes      ****** XP
The fly ability lasts for 1 hour         ****** XP
The fly ability lasts for 10 hours      ****** XP

The character gains the ability to rebuke air based creatures: All creatures in 30ft must make a will save, DC 10 + your Cha modifier or be rebuked. A rebuked creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 5 rounds. This ability if a full round action. ****** XP

The character gains the ability to Command air based creatures: the player is able to command one creature that is with in 30ft of him. The creature must make a will save DC 10 + your Cha modifier. A commanded creature is under the mental control of the spell caster for 5 rounds. The spell caster must take a standard action to give mental orders to a commanded creature. The caster may voluntarily relinquish command on his target in order to command a new one. If the creature passes its save it is unable to be effected by another command attempt. This ability if a full round action. ****** XP

The character gains the ability to command two creatures at one time. ****** XP
The character gains the ability to command three creatures at one time. ****** XP

The character gains the ability to animate the air around him. The spell caster may animate a single 5 foot square of wind or air. The animated air has the statistics of a Small earth elemental and attacks as you direct. It cannot move beyond the range of its source of the air. This ability if a full round action. 5,000 XP

The player may animate 2 5 foot squares at once      ****** XP
The player may animate 3 5 foot squares at once      ****** XP
The player may animate 4 5 foot squares at once      ****** XP

The player may increase the size category of the elemental created   ****** XP
[/spoiler]  
[spoiler=Water Magic]
Water
XP to learn: 250
Requirements: none
Casting Time: 1 standard action
Duration: Instantaneous
Spell point cost: **
supernatural ability:**

The spell creates a small orb of water that rests in palm of your hand. The amount of water produced is enough to snuff out any small source of flame such as a candle, torch, lantern, etc.

Range Enhancements

Increase spells range by 5ft       500XP
Increase spells area by 5ft       1,000XP

Shape Enhancements

The spell can be cast as a burst       2,000XP
The spell can be cast as a cone       2,000XP
The spell can be cast as a line       2,000XP
The spell can be cast as a cylinder    2,000XP
The spell can be cast as a ray       2,000XP
The spell can be cast as a cube      2,000XP
The spell can be cast as a touch       4,000XP
The spell can be cast as a range touch   6,000XP

Damage Enhancements

The spell caster learns the power of *******. *******does d8 damage and has the possibility to *******to the target for *******15,000XP

The spell caster learns the power of *******. *******does d10 damage and has the possibility to *******to the target for *******20,000XP

The spell caster learns the power of *******. *******does d12 damage and has the possibility to *******to the target for *******25,000XP

The spell caster learns the power of *******. *******does d20 damage and has the possibility to *******to the target for *******30,000XP

The damage die is increased by 1d (current damage type) 2,000XP

The player gains the ability to transform himself and all of his gear into water. This new form is boneless and fluid, enabling the subject to pass through holes or narrow openings as small as 2 inches in diameter. While amorphous, the subject is immune to poison, polymorphing, and stunning, it cannot be flanked, and it is not subject to extra damage from critical hits. It gains a swim speed (if it does not have one already) equal to its land speed. The subject can remain submerged as long as desired without breathing. The subject's armor (including natural armor) becomes worthless, though its modifiers for size, Dexterity, and deflection still apply to Armor Class. While amorphous, the subject can't attack or cast spells. The subject loses all supernatural abilities while in amorphous form, and its magic items, aside from those bonuses noted above, cease functioning as long as it remains amorphous. This ability lasts for 5 rounds

The ability lasts for 10 rounds (1 min)   ****** XP
The ability lasts for 10 minutes      ****** XP
The ability lasts for 1 hour         ****** XP
The ability lasts for 10 hours         ****** XP

The character gains the ability to animate a pool of water. The spell caster may animate a single 5 foot square of water. The animated water has the statistics of a small water elemental and attacks as you direct. It cannot move beyond the range of its source of the water. This ability if a full round action. 5,000 XP

The player may animate 2 5 foot squares at once      ****** XP
The player may animate 3 5 foot squares at once      ****** XP
The player may animate 4 5 foot squares at once      ****** XP

The player may increase the size category of the elemental created   ****** XP
[/spoiler]  

XXsiriusXX

ok i have given XP values to all of the abilites. you will still see some areas that are blank. i have just filled them in with stars

[spoiler=earth]
Earth
XP to learn: 250
Requirements: none
Casting Time: 1 standard action
Duration: Instantaneous
Spell point cost: **
supernatural ability: **

The spell creates a small orb of mud/soil/stone that rests in palm of your hand. The amount of earth produced is enough to snuff out any small source of flame such as a candle, torch, lantern, etc.

Range Enhancements

Increase spells range by 5ft          500XP
Increase spells area by 5ft          1,000XP

Shape Enhancements

The spell can be cast as a burst       2,000XP
The spell can be cast as a cone       2,000XP
The spell can be cast as a line       2,000XP
The spell can be cast as a cylinder       2,000XP
The spell can be cast as a ray       2,000XP
The spell can be cast as a cube      2,000XP
The spell can be cast as a touch       4,000XP
The spell can be cast as a range touch   6,000XP

Damage Enhancements

The spell caster learns the power of ******. ****** does d4 damage and has the possibility to ****** the target for ******.                5,000XP

The spell caster learns the power of ******. ****** does d6 damage and has the possibility to ****** a target for ******                10,000XP

The spell caster learns the power of *******. *******does d8 damage and has the possibility to *******to the target for *******            15,000XP

The spell caster learns the power of *******. *******does d10 damage and has the possibility to *******to the target for *******            20,000XP

The spell caster learns the power of *******. *******does d12 damage and has the possibility to *******to the target for *******            25,000XP

The spell caster learns the power of *******. *******does d20 damage and has the possibility to *******to the target for *******30,000XP

The damage die is increased by 1d (current damage type) 2,000XP

Non-Combat Enhancements

The character gains the ability to rebuke Earth based creatures: All creatures in 30ft must make a will save, DC 10 + your Cha modifier or be rebuked. A rebuked creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 5 rounds. This ability if a full round action.                   5,000 XP

The character gains the ability to Command earth based creatures: the player is able to command one creature that is with in 30ft of him. The creature must make a will save DC 10 + your Cha modifier. A commanded creature is under the mental control of the spell caster for 5 rounds. The spell caster must take a standard action to give mental orders to a commanded creature. The caster may voluntarily relinquish command on his target in order to command a new one. If the creature passes its save it is unable to be effected by another command attempt. This ability if a full round action.       5,000 XP

The character gains the ability to command two creatures at one time.    2,000 XP
The character gains the ability to command three creatures at one time.    4,000 XP

The character gains the ability to animate a piece of earth. The spell caster may animate a single 5 foot square of stone/sand/metal/crystal. The animated fire has the statistics of a Small earth elemental and attacks as you direct. It cannot move beyond the range of its source of the stone. This ability if a full round action.          5,000 XP

The player may animate 2 5 foot squares at once      1,000 XP
The player may animate 3 5 foot squares at once      3,000 XP
The player may animate 4 5 foot squares at once      5,000 XP

The player may increase the size category of the elemental created   3,000 XP
 
The player gains the ability to travel thorough the earth. The player can burrow through earth and loose rock (but not solid stone) with a speed of 20 feet (or 5 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). This ability lasts for 5 rounds                               5,000 XP

The ability lasts for 10 rounds (1 min)         1,000 XP
The ability lasts for 10 minutes            2,000 XP
The ability lasts for 1 hour               3,000 XP
The ability lasts for 10 hours               4,000 XP
The player may increase the speed of his burrowing by 5ft   1,000 XP

The player gains the ability to resistance to blows, cuts, stabs, and slashes. The spell caster gains damage reduction 10/adamantine. (It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction.) Once the spell has prevented a total of 10 points of damage it is discharged.
 5,000 XP

The player may increase the amount of protection by 5 points       1,000 XP

The player gains the ability to move dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth. However, in no event can rock formations be collapsed or moved. This spell is able to move single 5 cubic feet of dirt each time that it is cast. This spell has no effect on earth creatures.    5,000 XP

The player may increase the amount of earth moved by 5 cubic feet      1,000 XP

The player gains the ability to form an existing piece of stone into any shape that suits his purpose. For example, the player can make a stone weapon, a special trapdoor, or a crude idol. This ability also permits you to reshape a stone door to make an exit where one didn't exist or to seal a door shut. While it's possible to make crude coffers, doors, and so forth with this ability, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work                5,000 XP

The player may use this ability on metal.      1,000 XP
The player may use this ability on crystal      1,000 XP

The player gains the ability turn living creatures to stone and back again. The target, regardless of size, must make fortitude save DC 10 + Intelligence modifier or be turn into a mindless, inert statue. To restore a petrified creature to its normal state, the creature must make Fortitude save (DC 10 + Intelligence) to survive the process. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. (For example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a corpse.          5,000
[/spoiler]  
[spoiler=fire]
Fire
XP to learn: 250
Requirements: none
Casting Time: 1 standard action
Duration: Instantaneous
Spell point cost: **
supernatural ability: fire resistance 1 + and additional +1 for every two fire enhancements purchased.

The spell creates a small wisp of flame that rests in palm of your hand Flammable materials, such as cloth, paper, parchment, and thin wood burn if the flames touch them. A character can extinguish burning items as a full-round action. The wisp provides the same amount of light as a torch.

Range Enhancements

Increase spells range by 5ft          500XP
Increase spells area by 5ft          1,000XP

Shape Enhancements

The spell can be cast as a burst       2,000XP
The spell can be cast as a cone       2,000XP
The spell can be cast as a line       2,000XP
The spell can be cast as a cylinder       2,000XP
The spell can be cast as a ray          2,000XP
the spell can be cast as a cube         2,000XP
The spell can be cast as a touch       4,000XP
The spell can be cast as a range touch   6,000XP

Damage Enhancements

The spell caster learns the power of red fire. Red fire does d4 damage and has the possibility to daze the target for 1 round.                5,000XP

The spell caster learns the power of orange fire. Orange fire does d6 damage and has the possibility to dazzle a target for 1d2 rounds                10,000XP

The spell caster learns the power of yellow fire. Yellow fire does d8 damage and has the possibility to blind a target for 1d3 rounds.                15,000XP

The spell caster learns the power of green fire. Green fire does d10 damage and has the possibility to burn an additional 1 damage to the target for 1d4 rounds    20,000XP

The spell caster learns the power of blue fire. Blue fire does d12 damage and has the possibility to burn an additional 2 damage to the target for 1d6 rounds    25,000XP

The spell caster learns the power of white fire. White fire does d20 damage and has the possibility to burn an additional 3 damage to the target for 1d8 rounds    30,000XP

The damage die is increased by 1d (current damage type)          2,000XP

Non-Combat Enhancements

The character gains the ability to light or extinguish any light source based on fire. (Candles, torches, braziers, etc) with a simple gesture.          1,500 XP

The player gains the ability to travel great distances by use of fire. The fires you enter and move between must be at least as big around as you are, and once you they are extinguished. Fire based creatures not considered 'fires' for the purpose of this ability, nor are sources of great heat, such as pools of lava. Once in a fire, you instantly know the locations of all suitable fires and can transport yourself to one of them. Each transport counts as a full-round action.                      3,000 XP

The character gains the ability to rebuke fire based creatures: All creatures in 30ft must make a will save, DC 10 + your Cha modifier or be rebuked. A rebuked creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 5 rounds. This ability if a full round action.                   5,000 XP

The character gains the ability to Command fire based creatures: the player is able to command one creature that is with in 30ft of him. The creature must make a will save DC 10 + your Cha modifier. A commanded creature is under the mental control of the spell caster for 5 rounds. The spell caster must take a standard action to give mental orders to a commanded creature. The caster may voluntarily relinquish command on his target in order to command a new one. If the creature passes its save it is unable to be effected by another command attempt. This ability if a full round action.       5,000 XP

The character gains the ability to command two creatures at one time.    2,000 XP
The character gains the ability to command three creatures at one time.    4,000 XP

The player gains the ability to animate a fire, which must be approximately the size of a campfire. The animated fire has the statistics of a Small fire elemental and attacks as you direct. It cannot move beyond the range of its source fire

The player may animate 2 5 foot squares at once      1,000 XP
The player may animate 3 5 foot squares at once      3,000 XP
The player may animate 4 5 foot squares at once      5,000 XP

The player may increase the size category of the elemental created   3,000 XP
[/spoiler]  
[spoiler=air]
Air
XP to learn: 250
Requirements: none
Casting Time: 1 standard action
Duration: Instantaneous
Spell point cost: **
supernatural ability: **

The spell creates a wisp of swirling air that rests in palm of your hand. The amount of air produced is strong enough to blow light objects (paper, leaves, feathers, etc). As well as provide the character a single breathe worth of air.

Range Enhancements

Increase spells range by 5ft          500XP
Increase spells area by 5ft          1,000XP

Shape Enhancements

The spell can be cast as a burst       2,000XP
The spell can be cast as a cone       2,000XP
The spell can be cast as a line       2,000XP
The spell can be cast as a cylinder       2,000XP
The spell can be cast as a ray          2,000XP
The spell can be cast as a cube      2,000XP
The spell can be cast as a touch       4,000XP
The spell can be cast as a range touch   6,000XP

The damage die is increased by 1d (current damage type) 2,000XP

Damage Enhancements

The character has learned the power of the east wind. The east wind does d6 damage and has the possibility to push the target back 5 feet 10,000XP

The character has learned the power of the west wind. The east wind does d8 damage and has the possibility to push the target it back 10 feet 15,000XP

The character has learned the power of the south wind. The east wind does d10 damage and has the possibility to push the target it back 15 feet 20,000XP

The character has learned the power of the north wind. The east wind does d12 damage and has the possibility to push the target it back 20 feet 25,000XP



Non-Combat Enhancements

The character gains the ability to levitate. This ability allows you to move yourself, another creature, or an object up and down as you wish. The target of this spell must make fortitude save DC 10 + your intelligence modifier. You can mentally direct the target to move up or down as much as 20 feet each round; doing so is a move action. A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; all of his attacks have a '"2 penalty.               5,000XP
The character gains the ability to fly. This ability allows the spell caster to fly at a speed of 90 feet with good maneuverability. The spell caster cannot carry aloft more weight than its maximum load, plus any armor it wears. Should the spell duration expire while the subject is still aloft, the spell caster fails, taking 1d6 points of damage per 10 feet of fall. This ability lasts for 5 rounds                   5,000XP

The fly ability lasts for 10 rounds (1 min)   1,000 XP
The fly ability lasts for 10 minutes      2,000 XP
The fly ability lasts for 1 hour         3,000 XP
The fly ability lasts for 10 hours      4,000 XP

The character gains the ability to rebuke air based creatures: All creatures in 30ft must make a will save, DC 10 + your Cha modifier or be rebuked. A rebuked creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 5 rounds. This ability if a full round action.                   5,000XP

The character gains the ability to Command air based creatures: the player is able to command one creature that is with in 30ft of him. The creature must make a will save DC 10 + your Cha modifier. A commanded creature is under the mental control of the spell caster for 5 rounds. The spell caster must take a standard action to give mental orders to a commanded creature. The caster may voluntarily relinquish command on his target in order to command a new one. If the creature passes its save it is unable to be effected by another command attempt. This ability if a full round action.       5,000 XP

The character gains the ability to command two creatures at one time.    2,000 XP
The character gains the ability to command three creatures at one time.    4,000 XP

The character gains the ability to animate the air around him. The spell caster may animate a single 5 foot square of wind or air. The animated air has the statistics of a Small earth elemental and attacks as you direct. It cannot move beyond the range of its source of the air. This ability if a full round action.             5,000 XP

The player may animate 2 5 foot squares at once      1,000 XP
The player may animate 3 5 foot squares at once      3,000 XP
The player may animate 4 5 foot squares at once      5,000 XP

The player may increase the size category of the elemental created      3,000 XP
[/spoiler]  
[spoiler=water]
Water
XP to learn: 250
Requirements: none
Casting Time: 1 standard action
Duration: Instantaneous
Spell point cost: **
supernatural ability:**

The spell creates a small orb of water that rests in palm of your hand. The amount of water produced is enough to snuff out any small source of flame such as a candle, torch, lantern, etc.

Range Enhancements

Increase spells range by 5ft       500XP
Increase spells area by 5ft       1,000XP

Shape Enhancements

The spell can be cast as a burst       2,000XP
The spell can be cast as a cone       2,000XP
The spell can be cast as a line       2,000XP
The spell can be cast as a cylinder    2,000XP
The spell can be cast as a ray       2,000XP
The spell can be cast as a cube      2,000XP
The spell can be cast as a touch       4,000XP
The spell can be cast as a range touch   6,000XP

Damage Enhancements

The spell caster learns the power of ******. ****** does d4 damage and has the possibility to ****** the target for ******.                5,000XP

The spell caster learns the power of ******. ****** does d6 damage and has the possibility to ****** a target for ******                10,000XP

The spell caster learns the power of *******. *******does d8 damage and has the possibility to *******to the target for *******            15,000XP

The spell caster learns the power of *******. *******does d10 damage and has the possibility to *******to the target for *******            20,000XP

The spell caster learns the power of *******. *******does d12 damage and has the possibility to *******to the target for *******            25,000XP

The spell caster learns the power of *******. *******does d20 damage and has the possibility to *******to the target for *******            30,000XP

The damage die is increased by 1d (current damage type) 2,000XP

Non-Combat Enhancements

The player gains the ability to transform himself and all of his gear into water. This new form is boneless and fluid, enabling the subject to pass through holes or narrow openings as small as 2 inches in diameter. While amorphous, the subject is immune to poison, polymorphing, and stunning, it cannot be flanked, and it is not subject to extra damage from critical hits. It gains a swim speed (if it does not have one already) equal to its land speed. The subject can remain submerged as long as desired without breathing. The subject's armor (including natural armor) becomes worthless, though its modifiers for size, Dexterity, and deflection still apply to Armor Class. While amorphous, the subject can't attack or cast spells. The subject loses all supernatural abilities while in amorphous form, and its magic items, aside from those bonuses noted above, cease functioning as long as it remains amorphous. This ability lasts for 5 rounds. 5,000 XP

The ability lasts for 10 rounds (1 min)      1,000 XP
The ability lasts for 10 minutes         2,000 XP
The ability lasts for 1 hour         3,000 XP
The ability lasts for 10 hours         4,000 XP

The character gains the ability to animate a pool of water. The spell caster may animate a single 5 foot square of water. The animated water has the statistics of a small water elemental and attacks as you direct. It cannot move beyond the range of its source of the water. This ability if a full round action.                            5,000 XP

The player may animate 2 5 foot squares at once      1,000 XP
The player may animate 3 5 foot squares at once      3,000 XP
The player may animate 4 5 foot squares at once      5,000 XP

The player may increase the size category of the elemental created   3,000 XP

The character gains the ability to rebuke water based creatures: All water based creatures in 30ft must make a will save, DC 10 + your Cha modifier or be rebuked. A rebuked creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 5 rounds. This ability if a full round action.             5,000XP

The character gains the ability to Command water based creatures: the player is able to command one creature that is with in 30ft of him. The creature must make a will save DC 10 + your Cha modifier. A commanded creature is under the mental control of the spell caster for 5 rounds. The spell caster must take a standard action to give mental orders to a commanded creature. The caster may voluntarily relinquish command on his target in order to command a new one. If the creature passes its save it is unable to be effected by another command attempt. This ability if a full round action.       5,000 XP

The character gains the ability to command two creatures at one time.    2,000 XP
The character gains the ability to command three creatures at one time.    4,000 XP
[/spoiler]

XXsiriusXX

First, after looking at my last post for the system I found that it was a little hard to read so I cleaned that up a bit. The updated PDF is below.

Ok I have decided that I am going to make some massive changes to my role playing system. I'm going to be moving away as much as I can from D&D. the only thing that I am going to keep is the core mechanic and how saves work.

I'm going to totally revamp my skill set, I am going to condense some skills and expand others.

I'm going to change my stats by breaking them into 3 categories, physical, mental, social. Each will have three sub stats that when added together will create a composite score. For example, Physical is composed of strength, agility, and stamina. While social will be composed of charm, looks, and force of will. Mental is still up in the air.  I am also thinking of making either 10 or 12 the maximum number a sub-stat can be.

I am going to keep my techniques are going to stay the same, with minor tweaks to adjust them to the new changes.

Spells are still up in the air as well, I really like how I have them now, but I have been thinking about making them more customizable.

Armor is just going to provide damage reduction

Those are the only ideas I have for now; I will begin working on the changes as soon as I get done with my next update for my setting.

File: 1187652675_369_FT33872_cbgii_system_post.pdf

XXsiriusXX

Ok have been thinking more on how I am going to be implementing my stat system. As I referred to in my previous post I am going to be breaking my stating system into three parts, physical stats, mental stats, and social stats. Each will then have 3 sub-stats that determine your modifiers, below are the stats, sub-stats, and what everything affects. (everything below is in the outline stage, and I am looking for a critique )

Physical Stats

Strength: Strength is a measurement of the characters physical strength.
You apply your character's Strength modifier to:
'¢   Melee damage
'¢   Melee attacks
'¢   Carrying capacity
'¢   Certain skills
'¢   Certain spell DC's

Agility: Agility is a measurement of the characters nimbleness and ability to move quickly.
You apply your character's Agility modifier to:
'¢   Number of attacks per round
'¢   Reflex saves
'¢   Ranged attacks
'¢   Certain skills
'¢   Characters base speed

Stamina: Stamina is a measurement of the characters physical constitution; power to endure disease, fatigue, privation
You apply your character's Stamina modifier to:
'¢   Bonus hit points
'¢   Fortitude saves
'¢   Certain skills
'¢   Certain spell DC's

Mental Stats

Intelligence: Intelligence is a measurement of the characters capacity for learning, reasoning, and understanding
You apply your character's Intelligence modifier to:
'¢   Certain skills
'¢   Certain spell DC's

Wisdom: Wisdom is a measurement of the characters, common sense, perception, and intuition.
You apply your character's Wisdom modifier to:
'¢   Certain skills
'¢   Certain spell DC's

Unknown: I am still trying to think of another stat to add here I really don't know what other mental aspect I can add, any suggestions are welcome.

Social Stats

Charm: Charm is a measurement of the characters personality
You apply your character's Charm modifier to:
'¢   Certain skills
'¢   Certain spell DC's

Allure: Allure is a measurement of the characters physical beauty
You apply your character's Allure modifier to:
'¢   Certain skills
'¢   Certain spell DC's

Force of will: Force of will is a measurement of how strong the characters personality is.
You apply your character's Force of will modifier to:
'¢   Certain skills
'¢   Certain spell DC's
'¢   Will saves


Yes I know that some stats are more important then others right now, I am still trying to think of what other factors each stat will can be applied too. Any suggestions are welcome.

Each stat will range will range from 10, which is unearthly powerful. To -10 which is unearthly weak. A score of 0 will represent the average persons score. As for modifiers, they will follow the D&D pattern. For example 1-2 will be +1, 3-4 will be +2, and so on to a max of +5 at 9-10. (this will be the same pattern for the negative side) I am still up in the air about how characters will gain their stats. One idea I have right now is making the characters starting stats come from their nationality.

Also, I am thinking that I have going to the sub-stats combine into a composite stat, which will offer some type of bonus.

That is all I have for now.

Haphazzard

First I must say a few things about the system.  I was JUST thinking of the best way to make a system that involved leveling up as you play, rather than waking up one morning and suddenly being able to do more stuff.  

I love the way you've done the spells.  However, I would make the XP cost on making a spell a touch really low (maybe 500) because it would force the caster to move into the target's attack area.  Since the caster is already spending loads of XP on the spells there's not much room for health, which is exactly what touch spells endanger: the caster's health.

A couple questions: How much XP, on average, would a character start out with?  What are some of the ways a character can gain XP besides killing things and disabling traps?  Can a Character gain XP for spells only by successfully casting spells, or would that just get too complicated?

I know it's a lot to throw at you in one post, but also, I have a bunch of idea's for your wresting techniques.  It's more like your magic system than your technique system where they pay 500XP for a wrestling techniques that opens up the opportunity to take a bunch of different techniques that only require the first.

I also like the idea of armor giving damage resistance rather than AC.  Perhaps you could do something like a chain shirt does 10/bludgeoning and Half plate does 10/piercing.  You could wear them together, but add their penalties together.  So you would have like a -10 on climb checks.  This is all just me throwing stuff out there, by the way, so I don't mean to put you off track.
Thrice I've searched the forest of sanity, but have yet to find a single tree.

Belkar: We have a goal?
Roy: Sure, why do you think we're here?
Belkar: Well, I just figured we'd wander around, kill some sentient creatures because they had green skin and fangs and we don't, and then take their stuff.

Cantus

And here's a list of 20 or so "mental" attributes.  I'm sure some of them overlap with what you've got already, but discipline, education, or sanity would be a good guess for that spot.

 
analytical
brains
cognition
common sense  
creativity
discipline    
education
focus
intellect
intelligence    
intuition
knowledge
logic
memory
mental prowess    
mind
perception
reasoning    
sanity
smarts

XXsiriusXX

I really like sanity and discipline. Thank you for the suggestions

Haphazzard

I was thinking about it, and getting a -1 on everything sucks, so the human template needs advantages.  In regular D20 they gain more skill points per level and an extra feat at first level.  This is because they're considered fast learners.  Why don't you keep that explanation, but instead of skill points and a feat give them the advantage of doubling their in-game experience.  Otherwise it's a 24,000 XP charge to get rid of those -1's.
Thrice I've searched the forest of sanity, but have yet to find a single tree.

Belkar: We have a goal?
Roy: Sure, why do you think we're here?
Belkar: Well, I just figured we'd wander around, kill some sentient creatures because they had green skin and fangs and we don't, and then take their stuff.

XXsiriusXX

First I just want to say sorry that I have not gotten back to your post, until now. To be honest I didn't see it until just a few minutes ago.

Quote from: HaphazzardFirst I must say a few things about the system.  I was JUST thinking of the best way to make a system that involved leveling up as you play, rather than waking up one morning and suddenly being able to do more stuff.  

Thanks. I always hated the idea of having to wait to gain a level and I hated it more so when I gained a level and got noting but hp and skill points.
 
Quote from: HaphazzardI love the way you've done the spells.  However, I would make the XP cost on making a spell a touch really low (maybe 500) because it would force the caster to move into the target's attack area.  Since the caster is already spending loads of XP on the spells there's not much room for health, which is exactly what touch spells endanger: the caster's health.

Yeah I think you are right about lowering the cost for a touch attack. When I make my next update that will be changed. Thank you for the suggestion.

Quote from: HaphazzardA couple questions: How much XP, on average, would a character start out with?  What are some of the ways a character can gain XP besides killing things and disabling traps?  Can a Character gain XP for spells only by successfully casting spells, or would that just get too complicated?

The starting Xp would depend upon the DM, but I would say that the lowest the DM should give you would be 10,000. DM's would also decide what they would give XP out for, but most of the games I have played or DMed, I have given out extra xp for really good ideas, role playing, and being able to out smart me.

As for giving out xp for spells, could you explain that more?

Quote from: HaphazzardI know it's a lot to throw at you in one post, but also, I have a bunch of ideas for your wresting techniques.  It's more like your magic system than your technique system where they pay 500XP for a wrestling techniques that opens up the opportunity to take a bunch of different techniques that only require the first.

I would like to hear your ideas about this.

Quote from: HaphazzardI also like the idea of armor giving damage resistance rather than AC.  Perhaps you could do something like a chain shirt does 10/bludgeoning and Half plate does 10/piercing.  You could wear them together, but add their penalties together.  So you would have like a -10 on climb checks.  This is all just me throwing stuff out there, by the way, so I don't mean to put you off track.

I like that idea, I will have to see how I will be able to implement it but I think that this might make it into the next update.

Quote from: HaphazzardI was thinking about it, and getting a -1 on everything sucks, so the human template needs advantages.  In regular D20 they gain more skill points per level and an extra feat at first level.  This is because they're considered fast learners.  Why don't you keep that explanation, but instead of skill points and a feat give them the advantage of doubling their in-game experience.  Otherwise it's a 24,000 XP charge to get rid of those -1's.

Well the setting I am designing this system for is all human. I thought that having everyone start at the same level and allow them to customize there stats would work well for balance. Also I was thinking about creating templates that a character could add on that would offer pluses or minus to their stats.

The new system I am thinking about using will have everyone starting off at 0, which means they will have no bonus or minus starting out.

Haphazzard

Quote from: XXsiriusXXAs for giving out xp for spells, could you explain that more?
Go ahead and forget about that.  Basically my idea was to put a DC on casting spells and every time you cast a spell get a small amount of xp for it, then you could only use that xp to buy spell related things.  But, it'd be overly complicated to put proper DC's on it, pick places to get numbers from (wisdom, intelligence, skills, etc.) and not to mention really redundant with the xp reward system that you have in place.

As for the wrestling thing basically, the first feat is either "Wrestling Proficiency" or "Wrestling I" (depending on whether you want to give the techniques names or keep them numbered).  That would give you a plus 1 or so on grapple checks.  Then you could get techniques like "Arm Lock" or "Full Nelson" or "Half Nelson."  If you wanted I could do a little research on wrestling moves to find out the names and ultimate goals of moves.  I'm thinking to use a move you would have to succesfully beat an opposed grapple, and you could only use one move at a time.  So, if an arm lock prevents them from drawing light weapons and a half nelson does 1D4 damage (with wrestling proficiency technique it'll do lethal otherwise non-lethal), you would have to stop doing 1D4 damage to prevent them from drawing 1D4 damage.  
These are my suggestions for the techniques from what I know so far:
Wrestling proficiency - allows some techniques to do lethal damage and gives +1 to attack rolls while grappling
Arm Lock - prevents opponent from drawing light weapons
Half Nelson - deals 1D4+Str damage each succesfull round.  "Wrestling proficiency" allows damage to be lethal.
Full Nelson - deals 1D6+Str damage each succesfull round.  "Wrestling proficiency" allows damage to be lethal.

One more question, are hit dies automatic max (1D6 always = 6) or do you have to actually roll that die to get your health?

Thanks for listening to my suggestions.  It's nice to see my opinions making a difference in a world.  Even if that world only exists on paper and in our minds.
Thrice I've searched the forest of sanity, but have yet to find a single tree.

Belkar: We have a goal?
Roy: Sure, why do you think we're here?
Belkar: Well, I just figured we'd wander around, kill some sentient creatures because they had green skin and fangs and we don't, and then take their stuff.