Scott
DORA
(Scott)
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Post by Scott on Jun 10, 2018 19:55:09 GMT
Meta tree:
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 11, 2018 15:07:07 GMT
Destabilize Spell Casting time: 1 round Range: 30m MP cost: 4mp
You attempt to nullify an active spell that a caster is currently operating. Unless the caster of the target spell wins an opposed ESS roll, the spell declared by the caster of destabilize stops working. The caster of destabilize must know generally what spell ('the one making him on fire', etc) he is going after.
If instead this is cast upon an item (any item) the caster must make an ESS roll, the difficulty of which is determined by the GM. You may be asked to make anything from an ESS x1 roll (for very sturdy items) up to an ESS x5 roll (for weak items). This only works on magic items where the magic is actually present. Quasi magical items (potions, one shot magical scrolls, etc) can still be individually targeted and are usually considered 'weak' items.
Thoughts?
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Scott
DORA
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Post by Scott on Jun 23, 2018 15:17:34 GMT
Is "currently operating" just supposed to mean concentration spells? If so, it's not very useful since you can just shoot them or slap them (or w/e). I'm thinking it should work on any spell with a duration.
Also, if you use it to "shut off" a magic item, can they just "turn it on" again? Or is it suppressed for some amount of time? Seems not very useful if they can just reactivate it. OTOH, ruining an item permanently seems OP.
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Post by logan9a on Jun 23, 2018 15:38:57 GMT
Is "currently operating" just supposed to mean concentration spells? If so, it's not very useful since you can just shoot them or slap them (or w/e). I'm thinking it should work on any spell with a duration. Also, if you use it to "shut off" a magic item, can they just "turn it on" again? Or is it suppressed for some amount of time? Seems not very useful if they can just reactivate it. OTOH, ruining an item permanently seems OP. Good points. What about: Destabilize Spell Casting time: 1 round Range: 30m MP cost: 4mp You attempt to nullify an active spell on an individual, whether it is a concentration or currently on a duration timer. Unless the caster of the target spell wins an opposed ESS roll, the spell declared by the caster of destabilize stops working. The caster of destabilize must know generally what spell ('the one making him on fire', etc) he is going after. If instead this is cast upon an item (any item) the caster must make an ESS roll, the difficulty of which is determined by the GM. You may be asked to make anything from an ESS x1 roll (for very sturdy items) up to an ESS x5 roll (for weak items). This only works on magic items where the magic is actually present. Quasi magical items (potions, one shot magical scrolls, etc) can still be individually targeted and are usually considered 'weak' items. If the roll for the magic item is a failure, the item is shut down for one hour. In the case of a fumble, the magic item is permanently dead.
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Scott
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Post by Scott on Jun 23, 2018 19:37:12 GMT
I like where this is going. If instead this is cast upon an item (any item) the caster must make an ESS roll, the difficulty of which is determined by the GM. You may be asked to make anything from an ESS x1 roll (for very sturdy items) up to an ESS x5 roll (for weak items). This only works on magic items where the magic is actually present. Quasi magical items (potions, one shot magical scrolls, etc) can still be individually targeted and are usually considered 'weak' items. If the roll for the magic item is a failure, the item is shut down for one hour. In the case of a fumble, the magic item is permanently dead. I think this bit is unclear though. Presumably it is the caster of Destabilize that is rolling ESS, so "If the roll for the magic item is a failure, the item is shut down for one hour. In the case of a fumble, the magic item is permanently dead." should probably be changed to "If the roll for the magic item is a success, the item is shut down for one hour. In the case of a critical, the magic item is permanently dead.
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Post by logan9a on Jun 24, 2018 11:26:44 GMT
Ah. I see the point. Let me change it again.
Destabilize Spell Casting time: 1 round Range: 30m MP cost: 4mp
This spell is used to either nullify an active spell on an individual (concentration or on a duration timer) or a specific item within the possession of the defender. The caster must specify generally which effect they are going after so that the GM knows. 'Just anything' or 'I don't know' means the spell fails automatically.
As the player will be the one rolling (whether attacking or defending) it is their result which determines the effects. If attacking, a success or critical success. If defending a fail or fumble.
If the spell effect/item is on an individual use ESS vs ESS. If they are casting the spell against an item (no individual holding/touching it) the target number is the casters ESS times 1 to times 5 at GM whim (you don't get to know till after you cast it).
Success/Fail: Spell stops working. Item stops working for one hour. Critical/Fumble: Spell stops working and that effect cannot be used on that character again for one hour. Item is magically 'dead' forever.
Example: PC casting the spell on an NPC or the wand an NPC is holding. ESS vs ESS is rolled. PC ESS is 14, NPC is 16. Two points difference = 10% in favor of the bad guy leaving the PC with 40%. Hence, if the PC rolls a 40% or less, the wand stops working for an hour. If the PC rolls a 4% or less, the PC has 'killed' the wand. It is now a short poking stick.
Example: PC finds the GM's 'magic wall of fuck off'. They cast the disruption spell on that. The GM tells them they must roll ESS x1. PC ESS is still 14, hence 14% or less a critical on 1% or less.
Example: NPC decides to blast away PC 'sword of coolness'. NPC ESS is 18, PC ESS still 14. Difference of 4 points = 20% in favor of NPC, hence PC has 30%. That means if they fail their roll (31% to 92%) their magic 'sword of coolness' stops working for an hour. If they roll a 94% or higher (30% chance of success means fumble on 93% or higher) then the 'sword of coolness' is now either an ordinary sword, crumbles to dust, releases the demon that was trapped inside of it giving it the magic power, etc.
The reasons I always like the NPC's to roll include:
PC's like rolling dice. PC's may choose to burn HERO Points on their rolls. PC's have the illusion of more control.
How does that look?
PS: Clearly, this is going to be a fairly high tier spell.
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Scott
DORA
(Scott)
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Post by Scott on Jun 28, 2018 17:41:04 GMT
Looks great.
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Post by logan9a on Jun 28, 2018 23:27:26 GMT
It irritates me that the description is so long. Which tree was this for again? Thinking that (since I am working on other stuff) we should add that to the top - Tree: X
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Post by Fantômas on Jun 29, 2018 7:26:51 GMT
<snip>. If they roll a 94% or higher (30% chance of success means fumble on 93% or higher).... The reasons I always like the NPC's to roll include: I assume the 94% should read 93% and NPC's s/b PC's. You could also shorten it a little by just saying something like standard fumble rules apply. Would this spell work against a 'magical' effect like Talent (eg stop the target, be it a PC or NPC from re-genning HPs)? What about the various gained abilities from the Overflow Hero points? What about a Destabilise Technology variation of the spell?
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Post by logan9a on Jun 29, 2018 8:43:48 GMT
This would affect abilities given to AI Servitors but not 'overflow hero point' things. On Logan's magical strength of different shit, so far the players have found:
Overflow hero point stuff All the other stuff they have access to
There is other stuff but not yet discovered.
"What about a Destabilize Technology variation of the spell?"
I think that would be a different tree. Make a new thread, write it up and may the Force be with you!
Rewritten spell:
Destabilize Spell Casting time: 1 round Range: 30m MP cost: 4mp
This spell is used to either nullify an active spell on an individual (concentration or on a duration timer) or a specific item within the possession of the defender. [Effects normal spells as well as special abilities given to Servitors though not 'Overflow Hero point' powers.] The caster must specify generally which effect they are going after so that the GM knows. 'Just anything' or 'I don't know' means the spell fails automatically.
As the player will be the one rolling (whether attacking or defending) it is their result which determines the effects. If attacking, a success or critical success. If defending a fail or fumble.
If the spell effect/item is on an individual use ESS vs ESS. If they are casting the spell against an item (no individual holding/touching it) the target number is the casters ESS times 1 to times 5 at GM whim (you don't get to know till after you cast it).
Success/Fail: Spell stops working. Item stops working for one hour. Critical/Fumble: Spell stops working and that effect cannot be used on that character again for one hour. Item is magically 'dead' forever.
Example: PC casting the spell on an NPC or the wand an NPC is holding. ESS vs ESS is rolled. PC ESS is 14, NPC is 16. Two points difference = 10% in favor of the bad guy leaving the PC with 40%. Hence, if the PC rolls a 40% or less, the wand stops working for an hour. If the PC rolls a 4% or less, the PC has 'killed' the wand. It is now a short poking stick.
Example: PC finds the GM's 'magic wall of fuck off'. They cast the disruption spell on that. The GM tells them they must roll ESS x1. PC ESS is still 14, hence 14% or less a critical on 1% or less.
Example: NPC decides to blast away PC 'sword of coolness'. NPC ESS is 18, PC ESS still 14. Difference of 4 points = 20% in favor of NPC, hence PC has 30%. That means if they fail their roll (31% to 92%) their magic 'sword of coolness' stops working for an hour. If they roll a 93% or higher (30% chance of success means fumble on 93% or higher) then the 'sword of coolness' is now either an ordinary sword, crumbles to dust, releases the demon that was trapped inside of it giving it the magic power, etc.
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Scott
DORA
(Scott)
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Posts: 1,919
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Post by Scott on Jul 2, 2018 16:29:20 GMT
Which tree was this for again? Thinking that (since I am working on other stuff) we should add that to the top - Tree: X Done. It irritates me that the description is so long. We can cut it down. The examples don't need to be a part of the "official" text, but they are posted here so you can point people to them if they don't get it. Rewritten spell: Destabilize Spell Casting time: 1 round Range: 30m MP cost: 4mp This spell dispels a concentration or duration spell [also spell-like abilities, but not 'Overflow Hero point' powers.], or nullifies the effect of a magic item. The caster must specify which effect they are targeting. If the spell effect/item is on an individual roll opposed ESS. If the spell is being cast against an item (no individual holding/touching it) it is a straight ESS roll. (GM determines difficulty.) The PC rolls, whether they are attacking of defending. If the caster succeeds, the spell ends OR the item stops working for one hour. If the caster criticals, the spell ends and that spell/ability cannot be used by that character for one hour OR the item is magically 'dead' forever.
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Post by logan9a on Aug 14, 2018 21:12:40 GMT
Bumped up the cost a bit.
Destabilize Spell (credit: Scott, Matt, Pete) Casting time: 1 round Range: 30m MP cost: 6mp
This spell dispels a concentration or duration spell [also spell-like abilities, but not 'Overflow Hero point' powers.], or nullifies the effect of a magic item. The caster must specify which effect they are targeting.
If the spell effect/item is on an individual roll opposed ESS. If the spell is being cast against an item (no individual holding/touching it) it is a straight ESS roll. (GM determines difficulty.) The PC rolls, whether they are attacking of defending.
If the caster succeeds, the spell ends OR the item stops working for one hour. If the caster criticals, the spell ends and that spell/ability cannot be used by that character for one hour OR the item is magically 'dead' forever.
[Full description of above if needed:
Destabilize Spell Casting time: 1 round Range: 30m MP cost: 4mp
This spell is used to either nullify an active spell on an individual (concentration or on a duration timer) or a specific item within the possession of the defender. [Effects normal spells as well as special abilities given to Servitors though not 'Overflow Hero point' powers.] The caster must specify generally which effect they are going after so that the GM knows. 'Just anything' or 'I don't know' means the spell fails automatically.
As the player will be the one rolling (whether attacking or defending) it is their result which determines the effects. If attacking, a success or critical success. If defending a fail or fumble.
If the spell effect/item is on an individual use ESS vs ESS. If they are casting the spell against an item (no individual holding/touching it) the target number is the casters ESS times 1 to times 5 at GM whim (you don't get to know till after you cast it).
Success/Fail: Spell stops working. Item stops working for one hour. Critical/Fumble: Spell stops working and that effect cannot be used on that character again for one hour. Item is magically 'dead' forever.
Example: PC casting the spell on an NPC or the wand an NPC is holding. ESS vs ESS is rolled. PC ESS is 14, NPC is 16. Two points difference = 10% in favor of the bad guy leaving the PC with 40%. Hence, if the PC rolls a 40% or less, the wand stops working for an hour. If the PC rolls a 4% or less, the PC has 'killed' the wand. It is now a short poking stick.
Example: PC finds the GM's 'magic wall of fuck off'. They cast the disruption spell on that. The GM tells them they must roll ESS x1. PC ESS is still 14, hence 14% or less a critical on 1% or less.
Example: NPC decides to blast away PC 'sword of coolness'. NPC ESS is 18, PC ESS still 14. Difference of 4 points = 20% in favor of NPC, hence PC has 30%. That means if they fail their roll (31% to 92%) their magic 'sword of coolness' stops working for an hour. If they roll a 93% or higher (30% chance of success means fumble on 93% or higher) then the 'sword of coolness' is now either an ordinary sword, crumbles to dust, releases the demon that was trapped inside of it giving it the magic power, etc.]
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