|
Post by logan9a on Feb 25, 2019 15:27:45 GMT
These spells wouldn't be for charging/recharging crys - let's leave that to the NPC's for awhile.
Later, perhaps.
But some spells I can see in this tree:
Analyse crys: Tells you how many MP are left in the crys, if the crys is in good repair or should be thrown out.
Repair crys: If the crys has been damaged (but not exploded for some reason) it can be repaired a bit.
Hook up crys to something. For ethereal things (like a gate) you'd need to make some sort of mechanism to hook it in to.
Unhook crys: Safely remove the crys without bad shit happening to you.
Thoughts?
|
|
|
Post by docfullton on Feb 25, 2019 17:00:33 GMT
that was all under magitech skill before... is what we learned in school... analyse magic tells the charges...
|
|
|
Post by logan9a on Feb 25, 2019 17:02:57 GMT
Hum. Yes - maybe a spell for people who don't have that skill? I can see it being a low MP, low level spell.
|
|
|
Post by docfullton on Feb 25, 2019 17:13:18 GMT
it'd be easier to learn the skill and more beneficial. I could see:
Activate magitech item cast time: 1min target: touch duration combat/10min. mp:4 You can activate a magitech item for a short duration
I know you said recharging is a NPC but idea-
Recharge magitech minor (small crys) cast time 10 minutes target: touch Mp: 2 +charge Costs 2 mp to cast the spell and you declare how many points you put into the spell, the cry is charged with that many times 5mp ='s 5charges
Recharge Magitech Greater (large crys) see above, exept the mp ratio is 2:1 you put in 10 mp for 5 charges
|
|
|
Post by logan9a on Feb 25, 2019 17:25:27 GMT
I think magitek items normally don't require a roll to activate. Usually they have some sort of trigger or on switch. They're kind of like a bit of 'clockwork' type of stuff - just powered with magic.
|
|
|
Post by docfullton on Feb 25, 2019 17:32:53 GMT
right but with no crys in it they don't work... that's what I was getting at... sorry at work and I need to type the thoughts quick... busy day...
|
|
|
Post by logan9a on Feb 25, 2019 17:40:41 GMT
Depending on what item it was it would certainly cost a hell of a lot more than 4mp.
|
|
|
Post by docfullton on Feb 25, 2019 19:10:12 GMT
calm those tits sir... so if i used it on the car it'd work for 10minutes... for 4mp... so the doc would get 50min flight time on a full day of Mp... is that really that bad?
|
|
|
Post by logan9a on Feb 25, 2019 19:14:17 GMT
There are a lot more magitek items than just flying cars so I'd have to figure that out.
|
|
|
Post by docfullton on Feb 25, 2019 19:29:52 GMT
could go by crys size... also the types of shit PC's use and all...
|
|
|
Post by logan9a on Feb 25, 2019 19:54:32 GMT
There you go - that's possible. Here is the table:
MAGIC CRYSTAL SIZES AND MP MAX Max MP Cost (SP)
Small (size of your finger) 50 20 (the one used in magitek guns)
Medium (size of three AA batteries lined up) 200 100
Large (size of three D batteries lined up) 1000 5000
Huge (size of three rolls of toilet paper lined up) 5000 30,000 (the one used in cars)
Holy shit (size of your leg) 10,000 80,000
|
|
|
Post by logan9a on Feb 25, 2019 19:54:46 GMT
Fucking spacing.
|
|
|
Post by Fantômas on Feb 26, 2019 2:56:10 GMT
A couple of artifice style spells - MP recharger. Builds an device powered by a crys that restores MP to the user, eg 1MP every 5 min a variation that does a quick restore (in a round) and destroys the crys in the process. - keep keyed gate actively keyed. - Build a device that extends the period of a keyed gate from sunset/sunrise till all crys drained. Drains x (20?) MP a day. Device can have more than one crys to allow for swapping out drained and keeping the machine going. - crys bomb. Could be variations, eg one that acts like a magic version of an emp pulse, one that does explosive damage.
Does the 'spell' also account for artificing the device or would that be a separate skill?
|
|
|
Post by logan9a on Feb 26, 2019 9:27:08 GMT
I want to avoid recharging the PC's as holy crap it multiplies the power. True you can get 1/min or 1/rnd from Matrix powers but those are hard to get. (Note 1/min requires 150 overflow and a lucky roll; and 1/rnd requires 300 overflow and getting the same roll.)
Draining the crys, yes, swapping out no. I want the swap out procedure to be dangerous and messy. "The gate is open - we are now working - defend the gate - working!"
"crys bomb. Could be variations, eg one that acts like a magic version of an emp pulse, one that does explosive damage." Possible.
"Does the 'spell' also account for artificing the device or would that be a separate skill?" I want LOTS of different skills required to artifice - minimum of six, more is better.
|
|
|
Post by logan9a on Feb 27, 2019 15:57:05 GMT
We can also put various tinkering things into this sort of tree. The caster will need to be good at actually building shit to do it.
This could be where golems and stuff are created. However, having a golem (etc) active will always reduce the maximum number of MP the caster has on hand substantially.
Repair golem Modify golem
Make some other gadgets that will need to be nerfed into submission later, etc.
|
|