Scott
DORA
(Scott)
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Post by Scott on Aug 19, 2018 21:12:21 GMT
I guess I didn't do a Detect Magic Spell already. (I think I turned away from it based on the poor reception for Detect Stone/Wood/metal)
Detect Magic Casting time: 1 round Range: 30m Duration: Concentration MP cost: 2mp You detect whether there is Magic in a 30m radius. This counts for anything that depends on "seeing magic". You get a sense of where and how strong it is. You probably need to roll Analyze Magic to get more out of this.
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It feels like this should go in the Meta tree, but it's pretty full and there's nothing obvious to branch off of. Maybe start a Meta 2 tree?
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Post by logan9a on Aug 19, 2018 21:29:23 GMT
Meta 2 perhaps. Or a branch. I'll figure it out later.
10m radius.
Basic spell: Magic is there.
More advanced spell - roughly how strong the magic is.
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Scott
DORA
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Posts: 1,919
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Post by Scott on Aug 28, 2018 22:07:32 GMT
Detect Magic 1 Casting time: 1 round Range: 10m Duration: Concentration MP cost: 2mp You detect where there is Magic in a 30m radius.
Detect Magic 2 Casting time: 1 round Range: 10m Duration: Concentration MP cost: 2mp You detect where there is Magic in a 30m radius. You get a sense of how strong it is.
Detect Magic 3 Casting time: 1 round Range: 10m Duration: Concentration MP cost: 2mp You can see the magic. You probably need to roll Analyze Magic to get more out of this.
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Post by logan9a on Aug 29, 2018 7:59:46 GMT
Digging this - anyone else have input on it?
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Post by Fantômas on Aug 31, 2018 7:35:51 GMT
There is a magic item that allows you to see magic and thus gives a bonus to Analyse Magic. As such I think Detect Magic 3 should give a bonus to Analyse Magic. Also I assume the 3rd spell also gives a sense of strength of what you are seeing.
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Post by logan9a on Aug 31, 2018 19:06:57 GMT
Have that for the level 3 one?
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Scott
DORA
(Scott)
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Posts: 1,919
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Post by Scott on Aug 31, 2018 19:15:48 GMT
I think he wanted a clarification that 3 also does what 2 does instead of just assuming it.
Detect Magic 1 Casting time: 1 round Range: 10m Duration: Concentration MP cost: 2mp You detect where there is Magic in a 10m radius.
Detect Magic 2 Casting time: 1 round Range: 10m Duration: Concentration MP cost: 2mp You detect where there is Magic in a 10m radius. You get a sense of how strong it is.
Detect Magic 3 Casting time: 1 round Range: 10m Duration: Concentration MP cost: 2mp You can see the magic. Where, how strong, etc. You probably need to roll Analyze Magic to get more out of this.
Detect Magic 4 Casting time: 1 round Range: 10m Duration: Concentration MP cost: 2mp You can see even more magic. As above and you get +10 to Analyze Magic rolls.
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Post by logan9a on Aug 31, 2018 19:30:25 GMT
Interesting - thoughts?
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Post by Fantômas on Sept 7, 2018 4:27:57 GMT
People can analyse magic without detecting it, just by looking at it's affects, what it did etc. As such I'm thinking have the +10% on the third one and no 4th one, or have the 4th one give a bigger bonus (with the 3rd one +10%).
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Post by logan9a on Sept 7, 2018 8:36:29 GMT
Instead of a bigger bonus (I'd like no spell to go above +10%) is there anything else we could have the 4th one do?
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Post by Fantômas on Sept 7, 2018 10:13:29 GMT
....is there anything else we could have the 4th one do? Larger range?
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Post by logan9a on Sept 7, 2018 11:03:35 GMT
Possible but you could use a meta spell to accomplish that - I was thinking about some other interesting effect. Also, thinking about it, we have no spells higher in a tree that are just better versions of a previous spell (with no additional effects) so that might be a good thing to keep going with.
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Post by Fantômas on Sept 7, 2018 12:12:23 GMT
You have previously mentioned (in the podcasts I've listened to) that PCs could when rolling a crit do a more powerful version or altered version (less MP or better ranger or faster casting etc)of a spell instead of next in the tree.
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Post by logan9a on Sept 7, 2018 12:57:53 GMT
If so, that is something that hasn't come up since - and I'm OK with that. So far the only altered versions are things like 'dagger trick' off the 'sword trick', etc.
But yeah - I'd rather have all unique stuff. With the meta tree people can alter their spells and such.
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Scott
DORA
(Scott)
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Posts: 1,919
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Post by Scott on Sept 10, 2018 17:43:54 GMT
Detect Magic 1 Casting time: 1 round Range: 10m Duration: Concentration MP cost: 2mp You detect where there is Magic in a 10m radius.
Detect Magic 2 Casting time: 1 round Range: 10m Duration: Concentration MP cost: 2mp You detect where there is Magic in a 10m radius. You get a sense of how strong it is.
Detect Magic 3 Casting time: 1 round Range: 10m Duration: Concentration MP cost: 2mp You can see the magic. Where, how strong, etc. You get +10 to Analyze Magic rolls.
Detect Magic 4 Casting time: 1 round Range: 10m Duration: Concentration MP cost: 2mp You can see even more magic. As above and you get a 1-5 feel out of the magical potential of people/creatures in range.
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