Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on Apr 24, 2018 18:34:20 GMT
Craft Stone -> Smooth Stone -> Detect Stone -> Shape Stone -> Wield Stone -> Pierce Stone -> Transmute Stone to Mud -> Repel Stone -> Become Stone -> Command Stone | | | | | | Mend Stone Create Stone Stone Weapon Destroy Stone Transmute Mud to Stone Meld with Stone | | Repair Stone Transmute Stone to Wood | | Reinforce Stone Transmute Stone to Metal
Craft Wood -> Smooth Wood -> Detect Wood -> Shape Wood -> Wield Wood -> Pierce Wood -> Transmute Wood to Mud -> Repel Wood -> Become Wood -> Command Wood | | | | | | Mend Wood Create Wood Wood Weapon Destroy Wood Transmute Mud to Wood Meld with Wood | | Repair Wood Transmute Wood to Stone | | Reinforce Wood Transmute Wood to Metal
Craft Metal -> Smooth Metal -> Detect Metal -> Shape Metal -> Wield Metal -> Pierce Metal -> Transmute Metal to Mud -> Repel Metal -> Become Metal -> Command Metal | | | | | | Mend Metal Create Metal Metal Weapon Destroy Metal Transmute Mud to Metal Meld with Metal | | Repair Metal Transmute Metal to Wood | | Reinforce Metal Transmute Metal to Stone
Craft Stone/Wood/Metal Casting time: 1 minute Range: Self Duration: until sunup/sundown or until rolled, whichever is sooner. MP cost: 2mp You get a one time +20 to your next Masonry/Carpentry/Smithing roll to create an object or your next Mining/Lumberjacking/Metallurgy roll to produce raw materials. This spell ends as soon as you roll a relevant roll.
Smooth Stone/Wood/Metal Casting time: 5 minutes Range: Touch Duration: Instant MP cost: 2mp Resurfaces 1 square meter of cosmetic damage (scratches, dents, dings, etc.) to "good as new" quality
Mend Stone/Wood/Metal Casting time: 5 rnds Range: Touch Duration: Instant MP cost: 2mp Repairs one small/simple break, tear, or hole in an object made of Stone/Wood/Metal. Multiple breaks/tears/holes each require separate castings. On composite objects, only the relevant portion of the object will be repaired; e.g. Mend Wood on a snapped pencil will rejoin the wood casing, but the graphite inside will still be cracked. The spell can repair a magic item, but the item’s magical abilities are not restored nor does it affect creatures.
Repair Stone/Wood/Metal Casting time: 5 minutes Range: Touch Duration: Instant MP cost: 4mp Repairs a worn/damaged object (up to 1 cubic meter) of the appropriate material, such as restoring an edge to a weapon.
Reinforce Stone/Wood/Metal Casting time: 5 minutes Range: 5m Duration: Instant MP cost: 4mp Shores up a weakened floor/ceiling/wall of the appropriate material (up to 5 linear meters).
Detect Stone/Wood/Metal Casting time: 1 action Range: 20m Duration: Concentration MP cost: 2mp You detect whether there is Stone/Wood/Metal a given 1 cubic meter area. Each round you can focus on a different area. This is a binary yes/no indication. You cannot us this spell pinpoint the exact location of a detected object, nor determine the shape of the object detected. This spell can penetrate solid barriers, but more than 1m of solid stone/wood/metal/dirt blocks it.
Shape Stone/Wood/Metal Casting time: 1 action Range: Touch Duration: 1 hour MP cost: 4mp You can form an existing piece of stone/wood/metal (up to 2 cubic meters) into any shape that suits your purpose. For example this permits you to shape a doorway to make an exit where one didn’t exist or to seal a door shut. While it’s possible to make crude objects with this spell, fine detail isn’t possible without also making an appropriate craft roll. Even with a craft roll there is a zero chance that any shape including moving parts works properly.
Create Stone/Wood/Metal Casting time: 1 action Range: 10m Duration: Instant MP cost: 4mp You conjure a 2 cubic meter block of stone/wood/metal out of nothing. The block cannot be conjured so that it occupies the same space as a creature or another object, nor can it be conjured in mid air, poised to fall.
Wield Stone/Wood/Metal Casting time: Instant Range: Self Duration: until sunup/sundown MP cost: 2mp You conjure (out of nothing) a rock/stick/bar, suitble as a d6 melee weapon (club) or to throw with the throw skill (also d6 damage).
Stone/Wood/Metal *Weapon* *EACH TYPE OF WEAPON IS A DIFFERENT SPELL* Casting time: Instant Range: Self Duration: until sunup/sundown MP cost: 4mp You conjure (out of nothing) a stone/wood/metal *weapon* or 10 pieces of stone/wood/metal *missile weapon ammunition* (arrows, bolts, sling bullets, etc.).
Pierce Stone/Wood/Metal Casting time: 2 rounds Range: Touch Duration: instant MP cost: 2mp You make a hole in the appropriate substance, up to 1m deep and 10cm diameter.
Destroy Stone/Wood/Metal Casting time: 2 rounds Range: 5m Duration: instant MP cost: 4mp You destroy up to 2 cubic meters of stone/wood/metal without a trace. Either 1 object up to 2 cubic meters, or 2 cubic meters out of a larger object of the appropriate material. If used as an attack against a creature primarily composed of stone/wood/metal, the spell simply deals d10 AoE damage instead.
Transmute Stone/Wood/Metal to Mud Casting time: 2 rounds Range: 10m Duration: until sunup/sundown MP cost: 4mp This spell turns up to 5 cubic meters of stone/wood/metal of any sort into an equal volume of mud. If the spell is cast upon a boulder/tree/gate, for example, it collapses into mud. Magical stone/wood/metal is not affected by the spell. A creature unable to free itself from the mud sinks. If this spell is cast upon a ceiling, the mud falls to the floor and spreads out in a pool at a depth of 1m. The falling mud (and possible ensuing cave-in) deal damage to anyone caught directly beneath the area. When the spell ends, the material is returned to it's original substance, but not it's original form.
Transmute Mud to Stone/Wood/Metal Casting time: 2 rounds Range: 10m Duration: until sunup/sundown MP cost: 4mp This spell transforms up to 5 cubic meters of normal mud or quicksand into soft stone/wood/metal (sandstone/pine/lead or similar). Any creature in the mud is snared/encased. When the spell ends, the material is returned to it's original substance.
Transmute Stone/Wood/Metal to Stone/Wood/Metal Casting time: 2 rounds Range: 10m Duration: until sunup/sundown MP cost: 4mp This spell transforms up to 5 cubic meters, or one object, of normal Stone/Wood/Metal into Stone/Wood/Metal.
Repel Stone/Wood/Metal Casting time: 1 round Range: 20m Duration: 1 hour MP cost: 4mp Waves of energy roll forth from you, moving in the direction that you determine, causing all stone/wood/metal objects in the path of the spell to be pushed away from you to the limit of the range. Wooden objects larger than 10cm in diameter that are fixed firmly are not affected, but loose objects are. Objects 10cm in diameter or smaller that are fixed in place splinter and break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 10m per round. Carried/worn/held objects are pushed back, dragging those carrying them along. (A creature being dragged by an item it is holding can let go.) If a weapon is planted/set to prevent this forced movement, it breaks. Even magic items with stone/wood/metal sections are repelled. The waves of energy continue to sweep down the set path for the spell’s duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere.
Become Stone Casting time: 1 round Range: Self Duration: 1 minute MP cost: 4mp You gain resistance to blows, cuts, stabs, slashes, etc. Your existing DR (or lack thereof) increases by 2. Your unarmed damage increase by 1 shift.
Become Wood Casting time: 1 round Range: Self Duration: 1 minute MP cost: 4mp Your body toughens, yet remains pliable. You are able to parry OR dodge 1 extra attack at full skill each round. Your unarmed damage increases by 1 shift.
Become Metal Casting time: 1 round Range: Self Duration: 1 minute MP cost: 4mp This spell transforms your body into living metal. You are immune to blindness, deafness, disease, drowning, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. All magical and/or energy (fire, etc) damage is reduced by half (round up). Your unarmed damage increases by 1 shift.
Meld with Stone/Wood/Metal Casting time: 1 round Range: Self Duration: 1 hour MP cost: 6mp This spell enables you to meld your body and up to 50kg of non-living possessions into a block of stone/wood/metal. The stone/wood/metal must be large enough to accommodate your body in all three dimensions. While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals 1 point of damage. The stone’s complete destruction expels you and slays you instantly unless you make an ESSx3 roll. Any time before the duration expires, you can step out of the stone through the surface that you entered.
Command Stone/Wood/Metal
Casting time: 2 rounds Range: next to you Duration: 1 minute MP cost: 8mp
A block of stone/wood/metal springs to life. Simple commands only, all humans (etc) look alike to it, etc. It is stupid.
Stone/Wood/Metal ELEMENTAL Travel rate: 30KM/day, 20KM/day burrowing through it's native element Maneuver%; Combat move: 30%; 3/10m burrowing through it's native element, 60%; 2/6m To hit/Damage: 40%/d8 Armor/HP: 2/30 Special attacks: If out of melee range, may shoot it's element at 30%/d6 damage (indefinitely) Special defenses: Special abilities: Special weaknesses: takes +d6 damage from the opposite element Description: Variable; physical form comprised entirely of the element. Sometimes with eyes. Or a mouth. Diet: None
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on Apr 24, 2018 19:24:07 GMT
All of this is up for discussion, of course.
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Post by logan9a on Apr 24, 2018 21:40:04 GMT
All of this is up for discussion, of course. Of course - I looked at them a bit and will need to look at them a bit more. It's a good first effort though I fear you may be wasted on such simple spells. I will put up some ideas later (perchance tomorrow) for 'meta spells' - delay casting, etc to see if they take root within your fertile mind.
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Post by logan9a on Apr 24, 2018 21:56:12 GMT
So craft goes to either smooth etc or mend, repair etc? Not clear if it goes that way or if you have it as you wanted it where become then goes to mend, repair.
Not sure on this.
Now for the spells themselves:
Craft Stone/Wood/Metal I'd be happy with a +10% instead of +20%.
Smooth Stone/Wood/Metal Resurfaces 1 square meter of cosmetic damage (scratches, dents, dings, etc.) to "good as new" quality This seems like a fairly useless spell. Wondering if instead we could have it be 'heal stone/wood/metal'? If damaged restores d6 HP to it or something.
Mend Stone/Wood/Metal Repair Stone/Wood/Metal Reinforce Stone/Wood/Metal
This is all kind of the same shit and it is a bit meh. Nothing ever loses it's edge nor gets a random hole in it.
Detect Stone/Wood/Metal I'm not sure if I can think of any time when someone ever would try to detect these things.
Shape Stone/Wood/Metal Casting time: 1 action Range: Touch Duration: 1 hour MP cost: 4mp You can form an existing piece of stone/wood/metal (up to 2 cubic meters) into any shape that suits your purpose. For example this permits you to shape a doorway to make an exit where one didn’t exist or to seal a door shut. While it’s possible to make crude objects with this spell, fine detail isn’t possible without also making an appropriate craft roll. Even with a craft roll there is a zero chance that any shape including moving parts works properly.
I dislike the idea of being able to pop a doorway through rock in an action.
Create Stone/Wood/Metal Casting time: 1 action Range: 10m Duration: Instant MP cost: 4mp You conjure a 2 cubic meter block of stone/wood/metal out of nothing. The block cannot be conjured so that it occupies the same space as a creature or another object, nor can it be conjured in mid air, poised to fall.
Thinking that conjuring metal (or anything else) out of nothing sets a dangerous precedent. Iron? Gold? Not good.
Wield Stone/Wood/Metal Casting time: Instant Range: Self Duration: until sunup/sundown MP cost: 2mp You conjure (out of nothing) a rock/stick/bar, suitble as a d6 melee weapon (club) or to throw with the throw skill (also d6 damage).
Thinking that this is not wonderful - you can pick up better.
Stone/Wood/Metal *Weapon* *EACH TYPE OF WEAPON IS A DIFFERENT SPELL* Casting time: Instant Range: Self Duration: until sunup/sundown MP cost: 4mp You conjure (out of nothing) a stone/wood/metal *weapon* or 10 pieces of stone/wood/metal *missile weapon ammunition* (arrows, bolts, sling bullets, etc.).
Pierce Stone/Wood/Metal Casting time: 2 rounds Range: Touch Duration: instant MP cost: 2mp You make a hole in the appropriate substance, up to 1m deep and 10cm diameter.
Destroy Stone/Wood/Metal Casting time: 2 rounds Range: 5m Duration: instant MP cost: 4mp You destroy up to 2 cubic meters of stone/wood/metal without a trace. Either 1 object up to 2 cubic meters, or 2 cubic meters out of a larger object of the appropriate material. If used as an attack against a creature primarily composed of stone/wood/metal, the spell simply deals d10 AoE damage instead.
This may be more powerful than I want to get.
Transmute Stone/Wood/Metal to Mud Casting time: 2 rounds Range: 10m Duration: until sunup/sundown MP cost: 4mp This spell turns up to 5 cubic meters of stone/wood/metal of any sort into an equal volume of mud. If the spell is cast upon a boulder/tree/gate, for example, it collapses into mud. Magical stone/wood/metal is not affected by the spell. A creature unable to free itself from the mud sinks. If this spell is cast upon a ceiling, the mud falls to the floor and spreads out in a pool at a depth of 1m. The falling mud (and possible ensuing cave-in) deal damage to anyone caught directly beneath the area. When the spell ends, the material is returned to it's original substance, but not it's original form.
Same as above.
Transmute Mud to Stone/Wood/Metal Casting time: 2 rounds Range: 10m Duration: until sunup/sundown MP cost: 4mp This spell transforms up to 5 cubic meters of normal mud or quicksand into soft stone/wood/metal (sandstone/pine/lead or similar). Any creature in the mud is snared/encased. When the spell ends, the material is returned to it's original substance.
Transmute Stone/Wood/Metal to Stone/Wood/Metal Casting time: 2 rounds Range: 10m Duration: until sunup/sundown MP cost: 4mp This spell transforms up to 5 cubic meters, or one object, of normal Stone/Wood/Metal into Stone/Wood/Metal.
As above.
Repel Stone/Wood/Metal Casting time: 1 round Range: 20m Duration: 1 hour MP cost: 4mp Waves of energy roll forth from you, moving in the direction that you determine, causing all stone/wood/metal objects in the path of the spell to be pushed away from you to the limit of the range. Wooden objects larger than 10cm in diameter that are fixed firmly are not affected, but loose objects are. Objects 10cm in diameter or smaller that are fixed in place splinter and break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 10m per round. Carried/worn/held objects are pushed back, dragging those carrying them along. (A creature being dragged by an item it is holding can let go.) If a weapon is planted/set to prevent this forced movement, it breaks. Even magic items with stone/wood/metal sections are repelled. The waves of energy continue to sweep down the set path for the spell’s duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere.
I like the idea of being able to become immune (basically) from your element for an hour though a minute would also work. If a combat goes over 12 rounds, you're screwed anyway.
Become Stone Casting time: 1 round Range: Self Duration: 1 minute MP cost: 4mp You gain resistance to blows, cuts, stabs, slashes, etc. Your existing DR (or lack thereof) increases by 2. Your unarmed damage increase by 1 shift.
DR? What is DR?
Become Wood Casting time: 1 round Range: Self Duration: 1 minute MP cost: 4mp Your body toughens, yet remains pliable. You are able to parry OR dodge 1 extra attack at full skill each round. Your unarmed damage increases by 1 shift.
Um, to get a haste effect alone for one round is usually 6 MP or more...
Become Metal Casting time: 1 round Range: Self Duration: 1 minute MP cost: 4mp This spell transforms your body into living metal. You are immune to blindness, deafness, disease, drowning, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. All magical and/or energy (fire, etc) damage is reduced by half (round up). Your unarmed damage increases by 1 shift.
Interesting - but on all of these forms they could have one good thing and one bad thing. And cost a hell of a lot more MP.
Meld with Stone/Wood/Metal Casting time: 1 round Range: Self Duration: 1 hour MP cost: 6mp This spell enables you to meld your body and up to 50kg of non-living possessions into a block of stone/wood/metal. The stone/wood/metal must be large enough to accommodate your body in all three dimensions. While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals 1 point of damage. The stone’s complete destruction expels you and slays you instantly unless you make an ESSx3 roll. Any time before the duration expires, you can step out of the stone through the surface that you entered.
Interesting.
Command Stone/Wood/Metal
Casting time: 2 rounds Range: next to you Duration: 1 minute MP cost: 8mp
A block of stone/wood/metal springs to life. Simple commands only, all humans (etc) look alike to it, etc. It is stupid.
Stone/Wood/Metal ELEMENTAL Travel rate: 30KM/day, 20KM/day burrowing through it's native element Maneuver%; Combat move: 30%; 3/10m burrowing through it's native element, 60%; 2/6m To hit/Damage: 40%/d8 Armor/HP: 2/30 Special attacks: If out of melee range, may shoot it's element at 30%/d6 damage (indefinitely) Special defenses: Special abilities: Special weaknesses: takes +d6 damage from the opposite element Description: Variable; physical form comprised entirely of the element. Sometimes with eyes. Or a mouth. Diet: None
Didn't the air elemental cost more MP?
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Post by logan9a on Apr 24, 2018 21:59:25 GMT
Matt: "Spells in the system should not reflect D&D but would rather be either a fun or quirky ability and useful - potentially powerful if used in a clever way - but otherwise just helpful rather than game breaking."
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Post by logan9a on Apr 24, 2018 22:04:15 GMT
As an example: Alex has two abilities - one a overflow Hero Point power, the other a spell. If he uses both (ie makes two different rolls from two unrelated disciplines) and if he uses most of his MP (over half) then he can pass through a thin wall or door once. He can't get through. This is very powerful in the right situation. But it takes over half of his MP and if he needed to come back, he's fucked.
That's two powerful rare abilities.
Some of the above (above metal/stone/wood) are too powerful by a long shot.
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on Apr 24, 2018 22:55:47 GMT
So craft goes to either smooth etc or mend, repair etc? Not clear if it goes that way or if you have it as you wanted it where become then goes to mend, repair. I meant for craft to go to smooth, then smooth to go to either detect or mend. Then crit on mend to get repair and then crit on repair to get reinforce. That's easy. Yeah, I kind of had all of those effects under one spell to begin with, but it seemed like too much text. A generic restore hp to object is probably better. Hmm, I was thinking detect metal might be too good actually. I guess I wrote this one up wrong. I meant for it to be 1 action cast, and then you can slowly sculpt stuff for 1 hour. But the 1 action casting time + 1 hour duration instead implies that you shape it in one action and that change lasts for 1 hour. I don't know. Didn't you already establish that easily acquired gold was "goldish". Or we could caveat no precious metals/stones. Or we could specify it can only create a low value metal, like brass. Well the idea here was to not be caught disarmed or out of ammo. I guess Sword trick already handles most of that. The various weapon is more for versatility. Could we do "Conjures a weapon OR increases your existing stone/wood/metal weapon's damage by 1 shift"? Too big? I mean, this one's obviously awesome in just the right circumstances, but still not an autowin. I'm okay with situationally great spells. Yeah, that duration should be lower. Damage reduction. What are you calling it now? Armor? Nowhere near as useful as a haste... What would be a good drawback? Reduced movement? I thought you'd go for the one where you might kill yourself... Yes,...but this one has 1/4 of the movement speed AND can't fly AND isn't immune to nonmagic damage.
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on Apr 24, 2018 23:28:53 GMT
Also, I don't think any of the spells I proposed are as powerful as Flying.
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Post by logan9a on Apr 25, 2018 0:42:16 GMT
Also, I don't think any of the spells I proposed are as powerful as Flying. The flying is very expensive and very brief. The spells should be limited to manipulated - not creating or destroying. Right now, the spells you've got are super powered. Make them a LOT lower powered and we'll see.
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Post by logan9a on Apr 25, 2018 11:04:49 GMT
Also, I don't think any of the spells I proposed are as powerful as Flying. Fly Casting time: 1 round Range: Self Duration: 24 rounds MP cost: 10mp You fly at 10m per round for up to 24 rounds. Note if you want to use this to avoid death by falling, either cast it beforehand or be over 200m in the air - otherwise you’ll splat before your spell is done. Let's take a look at it. Basically, you can sprint for 2 minutes above the ground. You can't say 'zounds I am falling, let me cast this to not die' unless you have lots of time. I'd even say that if someone was a long way up and trying to cast it just right so they could land it would be tricky as hell. Essentially, it is a potentially powerful thing in certain circumstances. And it's a 'level 10' spell - meaning that this is the top of the tree. There are no better spells in air. And several of the spells in the metal/wood, etc thing - at lower level - are more powerful.
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Post by logan9a on Apr 25, 2018 11:23:43 GMT
Now that I have more time, let me go through them again:
Craft Stone/Wood/Metal I'd be happy with a +10% instead of +20%.
Smooth Stone/Wood/Metal Resurfaces 1 square meter of cosmetic damage (scratches, dents, dings, etc.) to "good as new" quality This seems like a fairly useless spell. Wondering if instead we could have it be 'heal stone/wood/metal'? If damaged restores d6 HP to it or something.
Mend Stone/Wood/Metal Repair Stone/Wood/Metal Reinforce Stone/Wood/Metal
This is all kind of the same shit and it is a bit meh. Nothing ever loses it's edge nor gets a random hole in it.
I'd be happy with something like 'on objects formed of stone/wood/metal, the caster may repair d6 damage.
Detect Stone/Wood/Metal I'm not sure if I can think of any time when someone ever would try to detect these things.
Guessing that this could be potentially good for miners IF they already had a tunnel. Walk through it slowly, looking for metal. But you could just use a geology roll to try to mine for veins. Finding stone? Wood? Can you give examples of how those might be useful?
Shape Stone/Wood/Metal Casting time: 1 action Range: Touch Duration: 1 hour MP cost: 4mp You can form an existing piece of stone/wood/metal (up to 2 cubic meters) into any shape that suits your purpose. For example this permits you to shape a doorway to make an exit where one didn’t exist or to seal a door shut. While it’s possible to make crude objects with this spell, fine detail isn’t possible without also making an appropriate craft roll. Even with a craft roll there is a zero chance that any shape including moving parts works properly.
I dislike the idea of being able to pop a doorway through rock in an action. Also, I'd rather have people buy 'craft' skills for the stuff. I try to make it so that spells don't replace crafting. And if these were crafting, they're already covered by the level one spell.
Create Stone/Wood/Metal Casting time: 1 action Range: 10m Duration: Instant MP cost: 4mp You conjure a 2 cubic meter block of stone/wood/metal out of nothing. The block cannot be conjured so that it occupies the same space as a creature or another object, nor can it be conjured in mid air, poised to fall.
Thinking that conjuring metal (or anything else) out of nothing sets a dangerous precedent. Iron? Gold? Not good.
No creating stuff out of nothing nor destroying stuff poof nor transmuting it into something like mud. Buy a battering ram. (Which gives me an idea further down).
Wield Stone/Wood/Metal Casting time: Instant Range: Self Duration: until sunup/sundown MP cost: 2mp You conjure (out of nothing) a rock/stick/bar, suitble as a d6 melee weapon (club) or to throw with the throw skill (also d6 damage).
Thinking that this is not wonderful - you can pick up better.
Thinking that since you can pick up a large club without the spell that does more damage I'm not seeing the point of this spell. Can you give me an example of when it might be useful?
Stone/Wood/Metal *Weapon* *EACH TYPE OF WEAPON IS A DIFFERENT SPELL* Casting time: Instant Range: Self Duration: until sunup/sundown MP cost: 4mp You conjure (out of nothing) a stone/wood/metal *weapon* or 10 pieces of stone/wood/metal *missile weapon ammunition* (arrows, bolts, sling bullets, etc.).
Again, making something out of nothing is not what I'm going for. I could instead see something like enchanting something (your fist, a sword, etc) to have the damage flavor of stone/wood/metal and getting a bump in damage against the opposite - if stone/wood/metal had an opposite. I could see that for the normal of earth/air/fire/water but the elementals in the game are not so detailed that they go beyond those four - hence this would not be useful here.
Pierce Stone/Wood/Metal Casting time: 2 rounds Range: Touch Duration: instant MP cost: 2mp You make a hole in the appropriate substance, up to 1m deep and 10cm diameter.
How is this useful? I could see instead a spell that allows you to use your craft (stuff) skill without tools. For people who don't have enough foresight to buy a wood crafting kit, for example.
Destroy Stone/Wood/Metal Casting time: 2 rounds Range: 5m Duration: instant MP cost: 4mp You destroy up to 2 cubic meters of stone/wood/metal without a trace. Either 1 object up to 2 cubic meters, or 2 cubic meters out of a larger object of the appropriate material. If used as an attack against a creature primarily composed of stone/wood/metal, the spell simply deals d10 AoE damage instead.
This may be more powerful than I want to get.
On second thought it is hella more powerful than I want to get. I could see something like 'batter (element)' that you can cause d6 damage (etc) per round against it in a short range in a small area. Wooden door? Eventually (and noisily) you will get through it. Of course, kicking it open may be quicker but if that is not an option, then having a 'batter' spell might be handy. Something like 1-2MP /d6 damage?
Transmute Stone/Wood/Metal to Mud Casting time: 2 rounds Range: 10m Duration: until sunup/sundown MP cost: 4mp This spell turns up to 5 cubic meters of stone/wood/metal of any sort into an equal volume of mud. If the spell is cast upon a boulder/tree/gate, for example, it collapses into mud. Magical stone/wood/metal is not affected by the spell. A creature unable to free itself from the mud sinks. If this spell is cast upon a ceiling, the mud falls to the floor and spreads out in a pool at a depth of 1m. The falling mud (and possible ensuing cave-in) deal damage to anyone caught directly beneath the area. When the spell ends, the material is returned to it's original substance, but not it's original form.
Same as above. (Nope!)
Transmute Mud to Stone/Wood/Metal Casting time: 2 rounds Range: 10m Duration: until sunup/sundown MP cost: 4mp This spell transforms up to 5 cubic meters of normal mud or quicksand into soft stone/wood/metal (sandstone/pine/lead or similar). Any creature in the mud is snared/encased. When the spell ends, the material is returned to it's original substance.
Nope!
I could see some sort of 'ensnare' spell that causes (element - if around already) to wrap itself around the feet/psudeopods/etc of a creature (no spell has AOE square feet for a reason - number of targets only - one is a safe bet) for a time but there needs to be saves, etc.
Transmute Stone/Wood/Metal to Stone/Wood/Metal Casting time: 2 rounds Range: 10m Duration: until sunup/sundown MP cost: 4mp This spell transforms up to 5 cubic meters, or one object, of normal Stone/Wood/Metal into Stone/Wood/Metal.
As above. (nope! No wood to iron etc - that's crazy)
Repel Stone/Wood/Metal Casting time: 1 round Range: 20m Duration: 1 hour MP cost: 4mp Waves of energy roll forth from you, moving in the direction that you determine, causing all stone/wood/metal objects in the path of the spell to be pushed away from you to the limit of the range. Wooden objects larger than 10cm in diameter that are fixed firmly are not affected, but loose objects are. Objects 10cm in diameter or smaller that are fixed in place splinter and break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 10m per round. Carried/worn/held objects are pushed back, dragging those carrying them along. (A creature being dragged by an item it is holding can let go.) If a weapon is planted/set to prevent this forced movement, it breaks. Even magic items with stone/wood/metal sections are repelled. The waves of energy continue to sweep down the set path for the spell’s duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere.
I like the idea of being able to become immune (basically) from your element for an hour though a minute would also work. If a combat goes over 12 rounds, you're screwed anyway.
Let's compare the cost between this and 'deflect missile'.
Deflect missile (advanced)
Casting time: 1 rnd Range: Self Duration: Till the caster decides to turn it off - not concentration - you can decide off at any time but cannot choose between which missile to block. It is simply on until it is turned off. MP cost: 2mp per missile - works for anything baseball sized on down thrown at you. If something throws a tree at you, you’re fucked.
Basically, 4mp per hour vs 2mp per missile. See what I mean? Expensive, limited = more in line with other spells = better.
Become Stone Casting time: 1 round Range: Self Duration: 1 minute MP cost: 4mp You gain resistance to blows, cuts, stabs, slashes, etc. Your existing DR (or lack thereof) increases by 2. Your unarmed damage increase by 1 shift.
DR? What is DR? Damage resistance, got it. I'd say 'this provides one place of magical armor and increases unarmed damage by one place' but it should be X MP per round.
Become Wood Casting time: 1 round Range: Self Duration: 1 minute MP cost: 4mp Your body toughens, yet remains pliable. You are able to parry OR dodge 1 extra attack at full skill each round. Your unarmed damage increases by 1 shift.
Um, to get a haste effect alone for one round is usually 6 MP or more...
Become Metal Casting time: 1 round Range: Self Duration: 1 minute MP cost: 4mp This spell transforms your body into living metal. You are immune to blindness, deafness, disease, drowning, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. All magical and/or energy (fire, etc) damage is reduced by half (round up). Your unarmed damage increases by 1 shift.
Interesting - but on all of these forms they could have one good thing and one bad thing. And cost a hell of a lot more MP.
Meld with Stone/Wood/Metal Casting time: 1 round Range: Self Duration: 1 hour MP cost: 6mp This spell enables you to meld your body and up to 50kg of non-living possessions into a block of stone/wood/metal. The stone/wood/metal must be large enough to accommodate your body in all three dimensions. While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals 1 point of damage. The stone’s complete destruction expels you and slays you instantly unless you make an ESSx3 roll. Any time before the duration expires, you can step out of the stone through the surface that you entered.
Interesting. Looking at this further, thinking that you might be able to hide in a tree or the ground but finding a big thing of metal?? Also, it should be more dangerous than 1 point of damage, etc. This one would require some thinking.
Command Stone/Wood/Metal
Casting time: 2 rounds Range: next to you Duration: 1 minute MP cost: 8mp
A block of stone/wood/metal springs to life. Simple commands only, all humans (etc) look alike to it, etc. It is stupid.
Stone/Wood/Metal ELEMENTAL Travel rate: 30KM/day, 20KM/day burrowing through it's native element Maneuver%; Combat move: 30%; 3/10m burrowing through it's native element, 60%; 2/6m To hit/Damage: 40%/d8 Armor/HP: 2/30 Special attacks: If out of melee range, may shoot it's element at 30%/d6 damage (indefinitely) Special defenses: Special abilities: Special weaknesses: takes +d6 damage from the opposite element Description: Variable; physical form comprised entirely of the element. Sometimes with eyes. Or a mouth. Diet: None
Didn't the air elemental cost more MP?
Note the cast time of air elemental -
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Post by logan9a on Apr 26, 2018 12:55:32 GMT
Scott?
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on Apr 27, 2018 17:48:50 GMT
Craft Stone/Wood/Metal I'd be happy with a +10% instead of +20%. Craft Stone/Wood/Metal Casting time: 1 minute Range: Self Duration: until sunup/sundown or until rolled, whichever is sooner. MP cost: 2mp You get a one time +10 to your next Masonry/Carpentry/Smithing roll to create an object or your next Mining/Lumberjacking/Metallurgy roll to produce raw materials. This spell ends as soon as you roll a relevant roll. Heal Stone/Wood/Metal Casting time: 1 round Range: 10m Duration: Concentration MP cost: 2mp to cast + 1mp per additional round of concentration You heal d6 damage per round on an object formed of stone/wood/metal. I would use Detect Metal to scan for concealed weapons. I would use Detect Wood/Stone to scan structures for concealed rooms/compartments/passages Make it 2 actions? And change "While it’s possible to make crude objects with this spell, fine detail isn’t possible without also making an appropriate craft roll. Even with a craft roll there is a zero chance that any shape including moving parts works properly." to "While it’s possible to make crude objects with this spell, you are not able to shape anything that would normally require a stonecraft roll." Shape Stone/Wood/Metal Casting time: 2 actions Range: Touch Duration: instant MP cost: 4mp You can form an existing piece of stone/wood/metal (up to 2 cubic meters) into any shape that suits your purpose. For example this permits you to shape a doorway to make an exit where one didn’t exist or to seal a door shut. While it’s possible to make crude objects with this spell, you are not able to shape anything that would normally require a stonecraft roll. I think having a create/transmute stone spell makes several of the otherwise marginal material manipulation spells more useful. Granted, this isn't a "I want to use this every combat" spell. You want this for when you run out of ammo or are otherwise deprived of weapons. You can say "just pick up a club" but note that this is instant-cast, so it's like an auto-quickdraw instead of "Spot club. Move to club. Pick up club.' Same as above, but just as good as what you can find/bring with you, AND really shines in that moment when you say "Damn! If only we had brought an axe/hammer/spear/boomerang/etc." Something else to consider: I heard that some Chinese Boy Scouts consider Wood and Metal to be opposing elements. I would use it to make a peep hole or a gun embrasure. But at least part of it's purpose is making the better version (Destroy Stone/Wood/Metal) harder to get. Batter Stone/Wood/Metal Casting time: 1 round Range: 10m Duration: Concentration MP cost: 2mp to cast + 1mp per additional round of concentration You cause d6 damage per round against on object formed of stone/wood/metal. Stone/Wood/Metal Snare Casting time: 2 rounds Range: 20m Duration: 1 minute MP cost: 4mp This spell that causes existing Stone/Wood/Metal to wrap itself around the bodies of up to 5 creatures. Targets get to roll dexterity to avoid being ensnared. Once ensnared, targets are able to use their action to attempt to break free with a Strength roll each round. Deflect Stone/Wood/Metal Casting time: 1 rnd Range: Self Duration: Until dismissed MP cost: 2mp per attack Attacks from weapons made of stone/wood/metal are automatically blocked. You can choose to turn this spell off at any time, but not which attacks to block. Does not work against ridiculously oversized (bigger than you are) weapons Become Stone Casting time: 1 round Range: Self Duration: Until dismissed (or you fall unconscious from running out of mp) MP cost: 4mp+1mp per round past the first round Your skin hardens, gaining resistance to blows, cuts, stabs, slashes, etc. This provides one place of magical armor and increases unarmed damage by one place, but your movement speed is halved. (Still no idea what dodging has to do with haste. Do you let people waste a haste to roll a second dodge at full skill?) Become Wood Casting time: 1 round Range: Self Duration: Until dismissed (or you fall unconscious from running out of mp) MP cost: 4mp+1mp per round past the first round Your body toughens, yet remains pliable. You are able to parry OR dodge 1 extra attack at full skill each round. This also increases unarmed damage by one place, but your movement speed is halved. Become Metal Casting time: 1 round Range: Self Duration: Until dismissed (or you fall unconscious from running out of mp) MP cost: 4mp+1mp per round past the first round This spell transforms your body into living metal. You are immune to blindness, deafness, disease, drowning, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. All magical and/or energy (fire, etc) damage is reduced by half (round up). This also increases unarmed damage by one place, but your movement speed is halved. Big thing of metal? I can think of half a dozen metal statues within 5 miles of me. But yeah, it would be more useful if we changed the metal one to allow for hollow and or flat objects. Or...idea coming to me here.... Change the spells to "you can slowly burrow (at contortions speed) through stone/wood/metal, and if the object is big enough to hold you, you can do the hide in it thing." Yes, I modeled this after the air elemental. I wouldn't obsess about that too much, because that air elemental spell was a special kind of worthless,...being only useful in combat because it only lasts for 10 rounds, but not usable in combat because it takes 5 rounds to cast. Let alone that I don't expect anyone to be able to maintain 13+ essence over the long term that is required to get a 9th tier spell given the number of equalizations in the deck, the fact that we only have 3 stats now, and the impossibility of essence checks. That spell is in dire need of revision, as is, I wouldn't even bother writing it out on my character sheet. So yes, I brought the mp cost and the casting time down to usable levels, in return extremely nerfing the stats/abilities of the creature summoned. Not to mention Command Stone/Wood/Metal has to use existing material, whereas Summon Air Elemental creates it out of nothing (breaking your own rule, tsk tsk). Of course we could stick with 5 round casting time and instead raise the duration. That would serve that same purpose of making the spell actually usable. ... This is a topic worthy of it's own thread if you (Logan) are willing to discuss it: Regarding MP costs in general, this job would easier if there wasn't an insistence on even numbers. There is precedent for rounding up the cost of fails, but really I don't see any reason why we couldn't track half (.5) spell points. That way you can have a variety of mp costs without sticking a "lolnope" 12 in there. Again, I don't expect anyone to honestly be able to maintain 13+ essence over the long term given the number of equalizations in the deck, the fact that we only have 3 stats now, and the impossibility of essence checks.
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Post by logan9a on Apr 27, 2018 19:10:56 GMT
Note - the order of them might need to be changed around but we'll get to that later - just concentrating on the spells for now.]
Note - there is nothing wrong with only getting part of the tree done - you'll still get credit (and spells) for part of the tree.
Craft Stone/Wood/Metal Casting time: 1 minute Range: Self Duration: until sunup/sundown or until rolled, whichever is sooner. MP cost: 2mp You get a one time +10 to your next Masonry/Carpentry/Smithing roll to create an object or your next Mining/Lumberjacking/Metallurgy roll to produce raw materials. This spell ends as soon as you roll a relevant roll.
[Above is OK]
Heal Stone/Wood/Metal Casting time: 1 round Range: 10m Duration: Concentration MP cost: 2mp to cast + 2mp per additional round of concentration You heal d6 damage per round on an object formed of stone/wood/metal.
[Slightly increased casting cost.]
Detect Stone/Wood/Metal Casting time: 1 action Range: 20m Duration: Concentration MP cost: 2mp You detect whether there is Stone/Wood/Metal a given 1 cubic meter area. Each round you can focus on a different area. This is a binary yes/no indication. You cannot us this spell pinpoint the exact location of a detected object, nor determine the shape of the object detected. This spell can penetrate solid barriers, but more than 1m of solid stone/wood/metal/dirt blocks it. Detect Metal can be used to scan for concealed weapons. Detect Wood/Stone could be used to scan structures for concealed rooms/compartments/passages.
[I'm thinking I am no where near anal enough to know which square meter this stuff is in. How about rewriting it to just do this purpose of 'scan for metal weapons on a person' and 'scan area for secret compartments/passages'? I could see it costing like 4 MP and doing a 10m radius around the character. Sure, that gives metal a bit of the shaft but maybe it will shine on other spells.]
Shape Stone/Wood/Metal
[Let's scrap this one entirely. Not happy with it.]
Batter Stone/Wood/Metal Casting time: 1 round Range: 10m Duration: Concentration MP cost: 2mp to cast + 2mp per additional round of concentration You cause d6 damage per round against on object formed of stone/wood/metal.
[Increased MP cost slightly. Of course, I'd have to then figure out what the HP of 'stuff' is.]
Stone/Wood/Metal Snare Casting time: 2 rounds Range: 20m Duration: 1 minute MP cost: 4mp
This spell that causes existing Stone/Wood/Metal to wrap itself around the bodies of up to 5 creatures. Targets get to roll dexterity to avoid being ensnared. Once ensnared, targets are able to use their action to attempt to break free with a Strength roll each round.
Deflect Stone/Wood/Metal
Casting time: 1 rnd Range: Self Duration: Until dismissed MP cost: 2mp per attack Attacks from weapons made of stone/wood/metal are automatically blocked. You can choose to turn this spell off at any time, but not which attacks to block. Does not work against ridiculously oversized (bigger than you are) weapons
Become Stone Casting time: 1 round Range: Self Duration: Until dismissed (or you fall unconscious from running out of mp) MP cost: 4mp+2mp per round past the first round Your skin hardens, gaining resistance to blows, cuts, stabs, slashes, etc. This provides one place of magical armor and increases unarmed damage by one place, but your movement speed is halved.
Become Wood Casting time: 1 round Range: Self Duration: Until dismissed (or you fall unconscious from running out of mp) MP cost: 4mp+1mp per round past the first round Your body toughens, yet remains pliable. You are able to parry OR dodge 1 extra attack at full skill each round. This also increases unarmed damage by one place, but your movement speed is halved.
Become Metal Casting time: 1 round Range: Self Duration: Until dismissed (or you fall unconscious from running out of mp) MP cost: 4mp+1mp per round past the first round This spell transforms your body into living metal. You are immune to blindness, deafness, disease, drowning, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. All magical and/or energy (fire, etc) damage is reduced by half (round up). This also increases unarmed damage by one place, but your movement speed is halved.
Change the spells to "you can slowly burrow (at contortions speed) through stone/wood/metal, and if the object is big enough to hold you, you can do the hide in it thing."
I'd have the guy/gal inside the metal/whatever take full damage of whatever the thing took. Unless special stuff, it is the ultimate hiding.
I agree the elementals need work.
Keeping the even numbers.
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on Apr 28, 2018 22:02:36 GMT
Did you mean for Pierce to be out of the running? I think it could still be reworked and branch off from Detect. Also are Deflect, Snare, and Become approved? It looks like you just didn't get to them, though you bumped up the per round cost on Become Stone...
Craft -> Tools -> Detect -> Heal -> Batter -> Deflect -> Snare -> Command -> Become -> Meld \ \ Wield Pierce
Craft Stone/Wood/Metal (Approved) Casting time: 1 minute Range: Self Duration: until sunup/sundown or until rolled, whichever is sooner. MP cost: 2mp You get a one time +10 to your next Masonry/Carpentry/Smithing roll to create an object or your next Mining/Lumberjacking/Metallurgy roll to produce raw materials. This spell ends as soon as you roll a relevant roll.
Stone/Wood/Metal Tools ***NEW*** Casting time: 5 minutes Range: Touch Duration: until sunup/sundown MP cost: 2mp You form (out of some unworked Stone/Wood/Metal) some Stone/Wood/Metal tools, suitable for making a Masonry or Mining/Carpentry or Lumberjacking/Smithing or Metallurgy roll without the normal kit. You still need raw materials to work with if you are rolling to create something.
Wield Stone/Wood/Metal *Revised* Casting time: Instant Range: Self Duration: until sunup/sundown MP cost: 2mp You form (out of some unworked Stone/Wood/Metal), a stone/wood/metal *weapon* or 5 pieces of stone/wood/metal *missile weapon ammunition* (arrows, bolts, sling bullets, etc.).
Detect Stone/Wood/Metal *Revised* Casting time: 1 round Range: 10m Duration: Concentration MP cost: 4mp You detect whether there is Stone/Wood/Metal a 10m radius. You automatically spot concealed Stone/Wood/Metal weapons and secret compartments/passages in Stone/Wood/Metal architecture. Also if you are looking for a particular type of Stone/Wood/Metal raw material (are there any ash trees/copper veins/granite slabs?), you spot it if it is in range.
Pierce Stone/Wood/Metal ***NEW*** Casting time: 5 rounds Range: Touch Duration: Concentration MP cost: 2mp You can see through Stone/Wood/Metal as if there were hole in the appropriate substance, up to 1m deep and 10cm diameter.
Heal Stone/Wood/Metal (Approved) Casting time: 1 round Range: 10m Duration: Concentration MP cost: 2mp to cast + 2mp per additional round of concentration You heal d6 damage per round on an object formed of stone/wood/metal.
Batter Stone/Wood/Metal (Approved) Casting time: 1 round Range: 10m Duration: Concentration MP cost: 2mp to cast + 2mp per additional round of concentration You cause d6 damage per round against on object formed of stone/wood/metal.
Deflect Stone/Wood/Metal Approved? Casting time: 1 rnd Range: Self Duration: Until dismissed MP cost: 2mp per attack Attacks from weapons made of stone/wood/metal are automatically blocked. You can choose to turn this spell off at any time, but not which attacks to block. Does not work against ridiculously oversized (bigger than you are) weapons
Let's try going the other way with this one and see what it looks like. Long casting time means you can't do this in combat, but a better duration means that if you know you are going to a fight, you can cast this somewhere safe and then try to get to the fight before it goes away. But the duration is not so good that it would last for more than one combat or that you would cast it just in case you are attacked while doing other stuff.
Command Stone/Wood/Metal *Revised*
Casting time: 5 minutes Range: next to you Duration: 10 minutes MP cost: 8mp
A block of stone/wood/metal springs to life. Simple commands only, all humans (etc) look alike to it, etc. It is stupid.
Stone/Wood/Metal ELEMENTAL Travel rate: 30KM/day, 20KM/day burrowing through it's native element Maneuver%; Combat move: 30%; 3/10m burrowing through it's native element, 60%; 2/6m To hit/Damage: 40%/d8 Armor/HP: 2/30 Special attacks: If out of melee range, may shoot it's element at 30%/d6 damage (indefinitely) Special defenses: Special abilities: Special weaknesses: takes +d6 damage from the opposite element Description: Variable; physical form comprised entirely of the element. Sometimes with eyes. Or a mouth. Diet: None
Become Stone Approved? Casting time: 1 round Range: Self Duration: Until dismissed (or you fall unconscious from running out of mp) MP cost: 4mp+2mp per round past the first round Your skin hardens, gaining resistance to blows, cuts, stabs, slashes, etc. This provides one place of magical armor and increases unarmed damage by one place, but your movement speed is halved.
Become Wood Approved? Casting time: 1 round Range: Self Duration: Until dismissed (or you fall unconscious from running out of mp) MP cost: 4mp+1mp per round past the first round Your body toughens, yet remains pliable. You are able to parry OR dodge 1 extra attack at full skill each round. This also increases unarmed damage by one place, but your movement speed is halved.
Become Metal Approved? Casting time: 1 round Range: Self Duration: Until dismissed (or you fall unconscious from running out of mp) MP cost: 4mp+1mp per round past the first round This spell transforms your body into living metal. You are immune to blindness, deafness, disease, drowning, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. All magical and/or energy (fire, etc) damage is reduced by half (round up). This also increases unarmed damage by one place, but your movement speed is halved.
I get the balance concern, but it seems like it should have protection of some sort, being literally inside a solid object. I was thinking contortions speed burrowing would be about 5 rounds of exposure to attacks before you are actually inside (then they can still hit the object) if you are trying to escape a fight, and if you are trying to get the drop on somebody, about 5 rounds of burrowing out of the wall where you are exposed to attack but unable to fight properly. So...maybe half damage while you are fully inside? Full damage during the 5 round ingress/egress?
Meld with Stone/Wood/Metal *Revised* Casting time: 1 round Range: Self Duration: 1 hour MP cost: 6mp This spell enables you to meld your body and up to 50kg of non-living possessions into solid stone/wood/metal. You burrow through the stone/wood/metal at contortions speed. If the stone/wood/metal is large enough to accommodate your body in all three dimensions you can hide there. It takes 5 rounds of burrowing to completely enter/exit any surface, during which time you are vulnerable to attack. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you and breathe normally. You take half of any physical damage to the stone/wood/metal. The stone/wood/metal’s complete destruction expels you and slays you instantly unless you make an ESSx3 roll.
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