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Post by docfullton on Feb 20, 2019 16:05:11 GMT
Flesh Ward lesser
Casting time: 1min Range: self Duration: sunrise/1day MP cost: 5mp per 1d4
Cast a spell that gives the caster extra Hp on top of their max. These Hp get consumed first.
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Post by logan9a on Feb 20, 2019 16:22:33 GMT
For spells like this, I'd want some caveats as last time wow, did it get OP quick. Like for example magic and magic weapons or whatever ignores them etc.
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Post by docfullton on Feb 20, 2019 16:28:44 GMT
yeah, but you were dealing with the doc and a cane with 50 POW/essence... I have 21... if I wanted to JUST do this... I'd have 4d4 extra Hp a day... all done... yay for being a caster. It helps a little but not to the stupid level... IMO
I also had the 3-1d6 fleshward/essence wards it took time to get to the docs old power lvl
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Post by logan9a on Feb 20, 2019 16:42:32 GMT
I'd probably have it something like 2MP = d3. Caster must declare how many MP they wanted to put into the spell (even number, as always) BEFORE the dice roll. Then, every 2MP above the regular investment steps up their die one on the damage track.
Hence, 10mp would be 1d10 HP. Or 20mp for 2d10 HP total. Yes, it would give the potential of a 'shit roll'. And I wouldn't have 'greater' - this would be it. But being able to dump all of your MP (assuming you had 21 ESS) to potentially double your HP (assuming 20 willpower) is about as good as I'd want this to get.
And I'd still have it where say 'magic weapons' or 'magic spells' could cut through them. As well as things like 'dispel magic', etc.
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Post by docfullton on Feb 20, 2019 16:55:16 GMT
Flesh Ward
Casting time: 1min Range: self Duration: sunrise/1day MP cost: 2mp = 1d3hp (every 2mp that goes into the spell bumps it on the dmg track)
Cast a spell that gives the caster extra Hp on top of their max. These Hp get consumed first. If hit with magic it cuts through the Hps first. Must declare MP going in, before spell is cast.
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Post by logan9a on Feb 20, 2019 17:10:56 GMT
Flesh Ward [credit: Chris] <Body spell tree>
Casting time: 1min Range: self Duration: sunrise/sunset MP cost: 2mp = 1d3hp (every +2mp that goes into the spell bumps one up on the dmg track)
Cast a spell that gives the caster extra Hp on top of their max. Before casting, the caster must declare how many MP they are using on this spell (even number). If the caster takes damage, these HP are consumed first. However, magical attacks and magic weapons ignore the 'flesh ward' HP and go for the HP of the caster as per normal. Also, there may be other special attacks which bypass the magical HP.
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Post by Fantômas on Feb 20, 2019 20:15:18 GMT
The spell does not stack with itself. If recast, you only have the extra hp of the latest casting.
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Post by logan9a on Feb 20, 2019 20:20:13 GMT
Flesh Ward [credit: Chris, Pete] <Body spell tree>
Casting time: 1min Range: self Duration: sunrise/sunset MP cost: 2mp = 1d3hp (every +2mp that goes into the spell bumps one up on the dmg track)
Cast a spell that gives the caster extra Hp on top of their max. Before casting, the caster must declare how many MP they are using on this spell (even number). If the caster takes damage, these HP are consumed first. However, magical attacks and magic weapons ignore the 'flesh ward' HP and go for the HP of the caster as per normal. Also, there may be other special attacks which bypass the magical HP. This spell does not stack with any other spell that grants temporary or magical HP. In those cases, only the one which gives the most HP sticks around.
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