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Post by logan9a on May 18, 2018 12:19:39 GMT
Wormhole is a fucking good idea.
(PS: See my note about minor helping getting credit for the spells as well - hence both Pete and Scott would gain credit for this spell as well).
So - a fresh write up with Scott's idea would read:
Casting time: 3 rounds Range: Self Duration: varies with distance MP cost: 6MP
Description:
This spell allows the caster to open a personal wormhole between where they are at and where they wish to go up to 100m away. The amount of time to traverse from the starting to the ending spot is one round per meter traveled, should the GM judge the travel time important.
The caster must make a Strength roll to carry someone else. Unwilling companions may stay in their original location with a successful resist roll (ESS x3).
Upon arrival at the destination, any traps in the area will be set off, injuring or killing the caster. Also, any physical objects in the destination space of the caster causes 2d8 damage and force the caster to instantly return to their starting point.
Should the shadows in the destination area be not deep enough, the spell fails and costs half the magic points.
Close by inhabitants may make a spot hidden at -60% to note caster presence if they hold still. Upon moving, usual stealth rolls apply.
Casting this spell requires silent concentration (no verbal components or gestures); it is possible enter, observe and leave completely in stealth.
Note: as a well-known spell, beings often place random objects about a room (aka “room decor”) to inconvenience unwelcome visitors.
Note2: the spells “phase” and “ghost form” work well to avoid some of the pitfalls with this spell (if the caster has the MP to cast those spells then keep them going long enough to arrive at their destination).
Does this make sense gang?
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on May 22, 2018 22:12:01 GMT
Physical objects = 2d8 still seems excessive. I don't think it should be enough to oneshot an average uninjured person. Especially if it's something like a caltrop on the floor. That'd normally be what? d3? d4? I mean, I could see 2d8 if you tried to come out inside of a wall or something, but really with reenvisioning the spell as a wormhole this shouldn't really be a problem as you should be able to look through before you exit. You might not see caltrops on the floor in the shadows, but since you are not bound to the floor, SOP would probably be to emerge at head level and just take the standard damage if you step down onto something...
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Post by logan9a on May 23, 2018 17:59:46 GMT
Physical objects = 2d8 still seems excessive. I don't think it should be enough to oneshot an average uninjured person. Especially if it's something like a caltrop on the floor. That'd normally be what? d3? d4? I mean, I could see 2d8 if you tried to come out inside of a wall or something, but really with reenvisioning the spell as a wormhole this shouldn't really be a problem as you should be able to look through before you exit. You might not see caltrops on the floor in the shadows, but since you are not bound to the floor, SOP would probably be to emerge at head level and just take the standard damage if you step down onto something... I agree the damage should be adjustable - anything from d3 up to 2d8. It would depend entirely on the GM whim. Having a simple table there is enough to cut someone in half who materialized inside of it. Why would you be able to see out of a wormhole? Personally, I like the 'well, I can try to teleport to the other side of that door - but it might kill me.'. This makes heading to somewhere you can't see super risky - which is how I want this spell. Teleport but the suck ass kind. I'd also hasten to add this would count not as a directed attack against someone but as something that happened to them (like AOE damage) hence you could not simply spend a HERO Point to negate the damage though you could spend them to reroll the damage dice.
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Post by logan9a on May 25, 2018 17:54:18 GMT
Think I'm going to move up the CT to 5 rounds to match a different TP spell from a different tree.
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Post by logan9a on May 25, 2018 17:59:29 GMT
And I added "If someone knows what they’re doing, they can easily get the maximum of 2d8 damage. Even well placed cloth streamers can be lethal to someone materializing within them. (”So now you have cloth in your brain.”)"
The lesson here is that if the person expects that people with this spell might try to pay a visit, expect to get 2d8 damage if you use it to get in there. And still get kicked back out.
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Scott
DORA
(Scott)
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Posts: 1,919
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Post by Scott on May 25, 2018 18:20:01 GMT
Seems weaponizable?
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Post by logan9a on May 25, 2018 19:11:36 GMT
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on May 25, 2018 19:21:21 GMT
You stealth up to someone, "silent concentration" to cast the spell, take them along unwilling, you materialize in the clear but their head is in the wall. 2d8 damage, not negate-able.
The more dangerous you make the spell, the more useful it is as a weapon.
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Post by logan9a on May 25, 2018 19:26:14 GMT
You stealth up to someone, "silent concentration" to cast the spell, take them along unwilling, you materialize in the clear but their head is in the wall. 2d8 damage, not negate-able. The more dangerous you make the spell, the more useful it is as a weapon. The caster must make a Strength roll to carry someone else. Unwilling companions may stay in their original location with a successful resist roll (ESS x3). So for an attack that takes multiple rounds, needs to be done only in the shadows, has a good chance of failing, needs to be carefully set up ahead of time and the target gets a resistance roll for all of it and you're using the highest level spell in the shadow tree - you get to do 2d8. I'm good with that. I think Kinley does that every round with his sword now.
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on May 31, 2018 19:06:11 GMT
I agree the damage should be adjustable - anything from d3 up to 2d8. I would reword it "up to 2d8 damage (GM discretion)" then.
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Post by logan9a on May 31, 2018 19:10:26 GMT
Sorry - here is what I currently have as the 'finished version':
Shadow Walking (credit: Scott, Pete)
Casting time: 5 rounds Range: Self Duration: varies with distance MP cost: 6MP
Description:
This spell allows the caster to open a personal wormhole between where they are at and where they wish to go up to 100m away. The amount of time to traverse from the starting to the ending spot is one round per meter traveled, should the GM judge the travel time important.
The caster must make a Strength roll to carry someone else. Unwilling companions may stay in their original location with a successful resist roll (ESS x3).
Upon arrival at the destination, any traps in the area will be set off, injuring or killing the caster. Also, any physical objects in the destination space of the caster causes up to 2d8 damage (GM call) and forces the caster to instantly return to their starting point.
Should the shadows in the destination area be not deep enough, the spell fails and costs half the magic points.
Close by inhabitants may make a spot hidden at -60% to note caster presence if they hold still. Upon moving, usual stealth rolls apply.
Casting this spell requires silent concentration (no verbal components or gestures); it is possible enter, observe and leave completely in stealth.
Note: as a well-known spell, beings often place random objects about a room (aka “room decor”) to inconvenience unwelcome visitors. If someone knows what they’re doing, they can easily get the maximum of 2d8 damage. Even well placed cloth streamers can be lethal to someone materializing within them. (”So now you have cloth in your brain.”)
Note2: the spells “phase” and “ghost form” work well to avoid some of the pitfalls with this spell (if the caster has the MP to cast those spells then keep them going long enough to arrive at their destination).
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