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Post by logan9a on Apr 24, 2018 21:43:26 GMT
Here are my brief notes - maybe it will jar something in someone's brain to get it started:
Meta
Side effects and limitations
How long to make the item - too many days can interrupt the plot.
Delay -> Make spell go longer? -> Link/trigger
Also, making spells permanent for ESS pay out.
Creating items which can make spells of a very specific type cheaper to cast?
Increase range
Decrease MP cost by making longer cast time, shittier range, etc.
Ritual spells - groups of people able to pool MP.
Pre-cast a spell and have it ready to go instantaneously on one’s round without using an action.
Dig deep - sacrifice permanent ESS for more MP now.
Delay Make spell go longer? Link/trigger - an ‘if then’ thing to cause the spell to activate
Roping together multiple spells - add together the casting time and MP to get a multi-effect spell that all starts at the same time? Going to need it for a very low level spell in this chain if you cast the ‘increase range’ spell then the spell itself.
Reduce MP cost?
Increase MP?
Casting time: Range: Duration: MP cost:
Spell destabilization: When used on their own spells, they can increase its destructiveness in exchange for accuracy, duration, or range to be reduced. When used on others' spells, users can cause them to fail or backfire.
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Post by logan9a on May 28, 2018 11:48:36 GMT
I'm kind of surprised nobody has jumped on this. These sort of spells have HUGE POTENTIAL to make magic a lot more powerful.
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on May 31, 2018 18:50:56 GMT
Prolong Spell Casting time: Free action (only as part of casting another spell) Range: Self Duration: Instant MP cost: 2 Increase the unit of measure of the target spell's duration by one place; E.G., rounds -> minutes -> hours -> days -> weeks -> months If the spell instead has a duration of "until sunup/sundown", it increases to 1 week, but you must make an ESSx3 roll or lose it each sunup/sundown.
Embiggen Spell Casting time: Free action (only as part of casting another spell) Range: Self Duration: Instant MP cost: 2 Double the range OR area of effect of the target spell. OR if the range is "self" increase it to "touch".
Ready Spell Casting time: Free action (only as part of casting another spell) Range: Self Duration: Until sunup/sundown MP cost: 2 The target spell is cast, but doesn't take effect until you say the magic word. (Pick a word.) Note that the spell will go off unintentionally if you say the word accidentally. "That was OOC" is not an excuse.
Destabilize Spell Casting time: 1 action OR as part of casting another spell (free action), see below Range: 100m OR Self Duration: Instant MP cost: 2 As part of casting another spell, the target spell automatically deals maximum damage, but decrease its range by half. OR Cast at someone else's magic, that spells ends or on a crit possibly backfires (GM discretion). Note, to foil an "instant" duration spell, you need to ready your action.
Dig Deep Casting time: 1 action Range: Self Duration: Instant MP cost: 0 Choose a number of HERO points to sacrifice. Gain that many d8 MP.
Efficient Spell Casting time: Free action (only as part of casting another spell) Range: Self Duration: Instant MP cost: 0 Decrease the target spell's MP cost by 2 by doubling the casting time or halving the range, or both (for -4) down to a minimum of 2.
Ritual Spell Casting time: Free action (only as part of casting another spell) Range: Self Duration: Instant MP cost: 0 You lead a group spell. The group pools their MP for this spell, each participant must pool at least 1 MP. Each participant that knows the target spell may also roll to support you casting it.
Easy Spell Casting time: Free action (only as part of casting another spell) Range: Self Duration: Instant MP cost: 2 You cast the target spell at +10 skill.
Rapid Spell Casting time: Free action (only as part of casting another spell) Range: Self Duration: Instant MP cost: 2 Decrease the unit of measure of the target spell's duration by one place; E.G., hours -> minutes -> rounds -> 1 action -> free
Elemental Spell Casting time: Free action (only as part of casting another spell) Range: Self Duration: Instant MP cost: 2 You change the element of the target spell to an element of a spell chain that you know at least the first spell of. This only has an effect if it makes sense. (GM discretion applies) For example, you know the spell Pyrokinesis and the first spell in the "cold" chain. You can cast this to adapt Pyrokinesis to instead deal cold damage. "Cryokinesis" if you will.
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Post by logan9a on May 31, 2018 18:55:28 GMT
I'll look them over later (when I'm not drinking heavily) - if we go forward on them, let's split them up into different threads. Otherwise, it just gets too damned confusing.
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Post by logan9a on Jun 1, 2018 11:23:29 GMT
Yeah. I'm going to split them up. From now on, please start with them split up into their own thread Scott - it will save me time.
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