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Post by logan9a on Sept 10, 2018 17:53:49 GMT
Or -
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. With this, you may *attempt* an analyze magic roll that tells you something other than the obvious.
Detect Magic 4 Casting time: 1 round Range: 10m Duration: Concentration MP cost: 2mp You get +10 to Analyze Magic rolls because you are awesome.
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Scott
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Post by Scott on Sept 10, 2018 18:18:22 GMT
What did you think about the "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."? It could be Detect magic 5 if you like my 1-4 as you reposted them just now.
(You know what I mean by 1-5 feel, right? Megas, adept, etc. Just like the testing machine.)
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Post by logan9a on Sept 10, 2018 18:22:06 GMT
I said "Nah" and then did a rewrite that had a different idea. I couldn't find anything I wanted to use out of that idea.
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Post by logan9a on Sept 10, 2018 18:34:11 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%). I think I've been way too generous with the info people get from that skill without being able to see magic. Analyze magic is something like "The spell seems to cause the light bulb to illuminate giving you light". Being able to analyze magic will include the fact that it is electrical in nature and maybe can be interrupted by some sort of switch, etc. Initially, unless you could see the magic somehow you didn't even get a roll. Not sure where that changed. I blame persuasive players.
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Post by logan9a on Sept 10, 2018 18:39:30 GMT
Detect Magic 1 (credit: Pete, Scott) Casting time: 1 round Range: 10m Duration: Concentration MP cost: 2mp You detect where there is Magic in a 10m radius.
Detect Magic 2 (credit: Pete, Scott) Casting time: 1 round Range: 10m Duration: Concentration MP cost: 2mp You detect where there is Magic in a 10m radius. The GM will tell you roughly what 'tier' of magic it is. The current (working) tiers are - in order from weakest to strongest: Crap the PC's can cast (generally lasting less than 24 hours), magitek and enchanted stuff (generally built by NPC's), gates and weird 'how did this get into the world' stuff, 'Matrix powers' and lastly other stuff the PC's have not yet found out about is up here some where.
Detect Magic 3 (credit: Pete, Scott) Casting time: 1 round Range: 10m Duration: Concentration MP cost: 2mp You can see the magic. Where, how strong, etc. With this, you may *attempt* an analyze magic roll that tells you something other than the obvious.
Detect Magic 4 (credit: Pete, Scott) Casting time: 1 round Range: 10m Duration: Concentration MP cost: 2mp You get +10 to Analyze Magic rolls because you get more information to work with.
Currently, this is where I stuck it:
->Detect Magic 1 -> 2 -> 3 -> 4 | Spell Helper -> Damaging Spell -> Lingering Spell -> Rapid Spell -> Time Delay -> Embiggen Spell -> Destabilize Spell -> Ready Spell -> Mana Trickle -> Efficient Spell | —> (TBD) -> (TBD) -> (TBD) -> Mana Recharge -> (TBD) -> (TBD) -> (TBD) -> (TBD) -> Mana Jolt (TBD)
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Scott
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Post by Scott on Oct 22, 2018 15:31:47 GMT
Logan, are these good to go, or do we need to finish a tree to use them?
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Post by logan9a on Oct 22, 2018 15:43:18 GMT
Apparently the spacing thing I tried above did not work.
The new detect magic spells are off the lingering spell er spell.
Let's see if a copy paste works (edit: No, it did not)
..........................->Detect Magic 1 -> 2 -> 3 -> 4 .................................| Spell Helper -> Damaging Spell -> Lingering Spell -> Rapid Spell -> Time Delay -> Embiggen Spell -> Destabilize Spell -> Ready Spell -> Mana Trickle -> Efficient Spell ....| .....—> (TBD) -> (TBD) -> (TBD) -> Mana Recharge -> (TBD) -> (TBD) -> (TBD) -> (TBD) -> Mana Jolt (TBD)
Hence if you are talking about detect magic 1 to 4, those are good to go.
If you are talking about mana recharge and jolt, no thhey would have to have the TBD's filled in.
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Scott
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Post by Scott on Oct 23, 2018 17:42:15 GMT
Okay. Does "(TBD) -> (TBD) -> (TBD) -> Mana Recharge -> (TBD) -> (TBD) -> (TBD) -> (TBD) -> Mana Jolt (TBD)" branch off of Spell Helper, or is it its own "meta 2" tree?
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Post by logan9a on Oct 23, 2018 18:01:32 GMT
It branches off of 'Mana Trickle' currently.
Looking at it, not sure if it will in the future.
It might just be a 'possible shit place holder'.
I'd ignore it for now.
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Scott
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Post by Scott on Oct 23, 2018 18:11:16 GMT
It branches off of 'Mana Trickle' currently. Looking at it, not sure if it will in the future. It might just be a 'possible shit place holder'. I'd ignore it for now. Like this?: Detect Magic 1 -> 2 -> 3 -> 4 | Spell Helper -> Damaging Spell -> Lingering Spell -> Rapid Spell -> Time Delay -> Embiggen Spell -> Destabilize Spell -> Ready Spell -> Mana Trickle -> Efficient Spell | (TBD) -> (TBD) -> (TBD) -> Mana Recharge -> (TBD) -> (TBD) -> (TBD) -> (TBD) -> Mana Jolt -> (TBD)
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Post by logan9a on Oct 23, 2018 18:44:53 GMT
Detect magic comes off damaging spell.
TBD comes off of Mana Trickle.
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PotatoJedi
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Post by PotatoJedi on Oct 24, 2018 19:30:07 GMT
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Post by logan9a on Oct 24, 2018 20:09:58 GMT
It just says I'm signed out. I'd try using Scapple instead and taking a screenshot of it. It's a lovely program.
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PotatoJedi
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Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Oct 24, 2018 21:02:11 GMT
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Post by logan9a on Oct 24, 2018 21:08:24 GMT
Very pretty. Yes - at a glance that seems correct.
Note - at this time I've made it incorrectly as the top spells are suppose to be 10 tiers up. So I know it's wrong but I've not figured out that particular tree well yet.
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