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Post by docfullton on Feb 12, 2019 19:05:43 GMT
Name: group water travel
Casting time: 1 minute Range: 5m radius Duration: 10 minutes MP cost: 8
Description: as a group, Travel on top of water as if you were a boat. Use skiing skill to travel faster or maneuver. Only caster needs to make “skiing roll” if supporters can increase speed?
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Post by logan9a on Feb 12, 2019 19:12:58 GMT
It might be funnier if everyone had to make their water skiing skill. Those who failed are pulled along by an invisible tether from the caster and look very much like people drug after failing their water skiing roll by a regular boat. They pretty much can't do anything and will be completely sodden and have excellent chances of losing their gear unless it has been strapped on.
Maybe some sort of other spell to carry gear along with the convoy?
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 13, 2019 13:39:50 GMT
Name: Group Water Travel
Casting time: 1 minute Range: 5m radius Duration: 10 minutes MP cost: 8
Description: As a group, travel on top of water as if you were a boat. Use skiing skill to travel faster or maneuver. If the caster fails the skiing roll, the "boat" goes out of control (use similar rules to Driving). If anyone else in the group fails the skiing roll, they instead get dragged along by an invisible tether while flopping around helplessly. They may choose to end the effect of the spell on themselves at any point, but doing so will mean they cannot "rejoin" the boat unless the spell is cast again. They may attempt another skiing roll to regain their balance/footing at the GM's discretion.
Not sure if you want this to be an eight-hour duration with maybe MP 10 or…? You mentioned that in the other spell – Water Travel.
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Post by logan9a on Feb 13, 2019 14:19:42 GMT
Name: Group Water Travel [Credit: Alex, Chris]
Casting time: 1 minute Range: 5m radius Duration: Up to 8 hours MP cost: 10
Description: As a group, travel on top of water as if you were a boat. Use skiing skill to travel faster or maneuver. If the caster fails the skiing roll, the "boat" goes out of control (use similar rules to Driving). If anyone else in the group fails the skiing roll, they instead get dragged along by an invisible tether while flopping around helplessly. The GM will have them make various rolls to hang on to their gear. They may choose to end the effect of the spell on themselves at any point, but doing so will mean they cannot "rejoin" the boat unless the spell is cast again. They may attempt another skiing roll to regain their balance/footing at a -30%. This spell ends when the caster (and anyone being dragged) reaches land.
Thoughts?
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 13, 2019 14:25:20 GMT
Name: Group Water Travel [Credit: Alex, Chris]
Casting time: 1 minute Range: 5m radius Duration: Up to 8 hours MP cost: 10
Description: As a group, travel on top of water as if you were a boat. Use Water Skiing skill to travel faster or maneuver. If the caster fails the skiing roll, the "boat" goes out of control (use similar rules to Driving). If anyone else in the group fails the skiing roll, they instead get dragged along by an invisible tether while flopping around helplessly. The GM will have them make various rolls to hang on to their gear. They may choose to end the effect of the spell on themselves at any point, but doing so will mean they cannot "rejoin" the boat unless the spell is cast again. They may attempt another skiing roll to regain their balance/footing at a -30%. This spell ends when the caster (and anyone being dragged) reaches land.
Added in "water skiing" as I believe you wanted it more specific.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 13, 2019 14:33:00 GMT
No "calm water" specification needed for this, right? If you go into rough waters, you roll Waterskiing?
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Post by logan9a on Feb 13, 2019 14:37:35 GMT
To both (solo and group) water skiing we should add in that waters the GM considers 'rough' will give a penalty to the 'water skiing' skill.
You can try it but if you're battling big assed waves you might be fucked. Watch some sea shows. If the waves are real big only an idiot would try it.
We should also figure out 'how fast' this is. From the internet, I'm going to guess around 70 KPH.
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Post by docfullton on Feb 13, 2019 14:54:57 GMT
boat speed... not hyper fast... I'm not picky
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Post by logan9a on Feb 13, 2019 15:00:42 GMT
I'd looked up 'how fast do people water ski' and found that 70KPH figure.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 13, 2019 17:12:42 GMT
Name: Group Water Travel [Credit: Alex, Chris]
Casting time: 1 minute Range: 5m radius Duration: Up to 8 hours MP cost: 10
Description: As a group, travel on top of water as if you were a boat. Top speed is 70 km/h. Use Water Skiing skill to travel faster or manoeuver. If the caster fails the skiing roll, the "boat" goes out of control (use similar rules to Driving). If anyone else in the group fails the skiing roll, they instead get dragged along by an invisible tether while flopping around helplessly. The GM will have them make various rolls to hang on to their gear. They may choose to end the effect of the spell on themselves at any point, but doing so will mean they cannot "rejoin" the boat unless the spell is cast again. They may attempt another skiing roll to regain their balance/footing at a -30%. This spell ends when the caster (and anyone being dragged) reaches land. If attempting to traverse "rough waters", all waterskiing spells will be at a negative subject to the GM's discretion.
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Scott
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*Sigh*
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Post by Scott on Feb 25, 2019 23:25:34 GMT
Logan prefers multi target spells to have a set maximum number of targets rather than AoE radii in meters.
Perhaps 6 targets maximum?
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