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Post by logan9a on Jun 1, 2018 11:38:07 GMT
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.
Not liking this.
We could divide it up into two different spells:
Stronger damage adder
Casting time: 1 round in addition to the damage spell you are casting Range: Self Duration: Special MP cost: Same as the damage spell (for a total of double the MP)
When casting a purely damage spell, this spell may be cast stretching out the casting time by one round and doubling the MP expenditure. When the damage is being rolled, the caster may have a free reroll but if they take it, they are stuck with the second result even if it is lower than the first.
Again, spells should be expensive and not fucking wonderful. Low power. Low power.
As to the other spell you were making, I'm not sure what you were going for at all with that one.
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Scott
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Post by Scott on Jun 4, 2018 22:47:26 GMT
Stronger damage adder Casting time: 1 round in addition to the damage spell you are casting Range: Self Duration: Special MP cost: Same as the damage spell (for a total of double the MP) When casting a purely damage spell, this spell may be cast stretching out the casting time by one round and doubling the MP expenditure. When the damage is being rolled, the caster may have a free reroll but if they take it, they are stuck with the second result even if it is lower than the first. Again, spells should be expensive and not fucking wonderful. Low power. Low power. It seems like that would be always worse than just casting the damage spell twice. As to the other spell you were making, I'm not sure what you were going for at all with that one. Some sorta counterspell thingy. I was working off of your suggestions here: What were you going for with "When used on others' spells, users can cause them to fail or backfire."?
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Post by logan9a on Jun 5, 2018 12:01:39 GMT
It seems like that would be always worse than just casting the damage spell twice.
>>>Depends on the CT and MP cost of the initial spell.
What were you going for with "When used on others' spells, users can cause them to fail or backfire."?
>>>Not sure. Maybe something for spells that are either long long cast (like ritual magic) or messing with already running spells by throwing a sabot into the machine?
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Scott
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Post by Scott on Jun 8, 2018 23:39:03 GMT
First off, are there any pure damage spells?
It's strictly for combat spells, so it's usually going to be 2 rounds, which is generally a bad idea. If it full out doubled the damage of a 2 round spell, you'd come out ahead, but it's super-risky casting for 3 full rounds.
The more important point to make here is that an optional reroll is not very helpful. A lot of spells, that is going to add less than one damage on average. Example: a d6 damage spell with an optional reroll averages to .75 more damage than a straight d6.
This isn't a bad mechanic, but if you want to use it, it should be pretty cheap IMO. Double MP cost and +1 round casting is lolnope.
I'm reading this as the same as what I was going for, but leaving ambiguous the possibility of readying to nix an instantaneous spell.
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Post by logan9a on Jun 9, 2018 11:56:03 GMT
How about for stronger spell, +1 on damage track for +2MP, instant cast?
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Scott
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Post by Scott on Jun 9, 2018 19:00:29 GMT
How about for stronger spell, +1 on damage track for +2MP, instant cast? One bump on the damage track is the same as +1 damage (on average). So that would be usable, but not exciting. I actually liked the reroll idea, you just had it costing way too much. We could have a "roll twice, keep the one you like" and it would be about the same average damage increase on a d6 as +1 bump on the damage track, but much more fun. Strengthen Spell Casting time: part of casting another spell (free action) Range: Self Duration: Instant MP cost: 2 Roll the target spell's damage twice and pick the one you want to keep. Destabilize Spell Casting time: 1 action Range: 30m MP cost: 2mp You try to ruin someone else's magic. Target spell that is being cast or already in place fizzles/ends unless the caster beats you on an opposed ESS roll. If the caster is not present, no roll is required. Has no effect on permanent magic objects or spells that have ESS invested in them.
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Post by logan9a on Jun 9, 2018 19:10:33 GMT
I'd rather have the less exciting version that does a bump of extra damage, less rolls and it fits in well with everything else. Don't forget, we need low level spells as well. As to the other spell, please start a new thread for each new spell, otherwise, fuckery ensues.
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Scott
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Post by Scott on Jun 9, 2018 22:21:13 GMT
I'd rather have the less exciting version that does a bump of extra damage, less rolls and it fits in well with everything else. Don't forget, we need low level spells as well. As to the other spell, please start a new thread for each new spell, otherwise, fuckery ensues. Yeah, looks good for a low level spell. Now are there actual damage spells to use it on or do we need to make those too? ... Are you able to rename this thread to "strengthen spell" so I can start a different "destabilize spell" thread?
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Post by logan9a on Jun 9, 2018 22:46:09 GMT
I do not seem to have the power to rename threads.
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Scott
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Post by Scott on Jun 9, 2018 23:05:22 GMT
If you edit your original post, there should be a "subject" line that you can change.
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Post by logan9a on Jun 9, 2018 23:16:03 GMT
AH!
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Post by logan9a on Jul 4, 2018 19:14:34 GMT
Strengthen Spell (credit: Scott)
Casting time: part of casting another spell (free action) Range: Self Duration: Instant MP cost: 2 Damaging spells are bumped up one place on the damage track.
(Note - this is meant to be a low level spell)
I cleaned this up a bit and am posting up what - unless someone else has any input - will be the final version.
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Post by Fantômas on Jul 5, 2018 23:14:28 GMT
Nothing leaping out at me as being wrong with it. Pretty much equivalent to making a martial arts roll but for combat damage spells.
In some realms I could see verbal shouting eg “HADOUKEN!” While doing flashy hand movements giving a casting bonus.
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Post by logan9a on Aug 14, 2018 10:34:04 GMT
Damaging Spell (credit: Scott)
Casting time: part of casting another spell (free action) Range: Self Duration: Instant MP cost: 2 Damaging spells are bumped up one place on the damage track.
I found 'strengthen' too vague so changed to damaging so it hints at what the spell actually does.
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