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Post by logan9a on May 9, 2019 12:38:14 GMT
Here are my current notes on the knowledge tree:
Knowledge spells
find direction -> [TBD] -> Alarm -> [TBD] -> Detect magic -> [TBD] -> [TBD] -> [TBD] -> identify magic -> [TBD] ->
IDEAS:
Conceal magic
Find Direction
Casting time: 1 round Range: Self Duration: Instantaneous MP cost: 2mp
The caster’s right arm immediately points north. If north does not exist, it makes a jerking off motion. This sudden uncontrolled motion may cause the caster to accidentally smack other people, fall into volcanoes or whatever the GM finds is funny. Avoid this by being in a flat area away from others.
Alarm
Casting time: 10 rounds + placing stones, making chalk marks, drawing a big circle, etc. Range: Self to a 30m radius Duration: Till sunset or sunrise or till triggered. MP cost: 2mp
Any one entering the radius once set by the caster (up to 30m) causes the caster to immediately be alerted that someone has entered the zone. After that, the spell is done. They would then need to go around placing markers etc all over again.
Detect magic
Casting time: 1 round Range: 3m Duration: Instantaneous MP cost: 2mp
Gives yes/no to ‘is this item magical’ or ‘is there magic in this area’.
Analyze Magic
Casting time: 1 round Range: 3m Duration: Instantaneous MP cost: 4mp
Tells whether an item is magic or not and gives a high, medium or low amount of magic and what school that magic is.
Identify magic
Casting time: 1 round Range: 3m Duration: Instantaneous MP cost: 8mp
Tells any information the GM cares to give about a magic item. Usually all of it unless the GM wants to get all cagey about certain aspects or certain mysterious items.
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on May 11, 2019 18:21:50 GMT
Alarm Casting time: 10 rounds + placing stones, making chalk marks, drawing a big circle, etc. Range: Self to a 30m radius Duration: Till sunset or sunrise or till triggered. MP cost: 2mp Any one entering the radius once set by the caster (up to 30m) causes the caster to immediately be alerted that someone has entered the zone. After that, the spell is done. They would then need to go around placing markers etc all over again. "Someone"? Does it have to count as a person? Or is it any creature? If it's any creature, it would need to exclude tiny gnats and mosquitoes and such to be useful.
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Post by logan9a on May 12, 2019 7:14:22 GMT
A good point - any creature larger than a house cat?
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on May 12, 2019 22:07:28 GMT
Alarm [Credit: Scott]
Casting time: 10 rounds + placing stones, making chalk marks, drawing a big circle, etc. Range: Self to a 30m radius Duration: Till sunset or sunrise or till triggered. MP cost: 2mp
Any creature (house cat or larger) entering the radius once set by the caster (up to 30m) causes the caster to immediately be alerted that something has entered the zone. After that, the spell is done. They would then need to go around placing markers etc all over again.
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Post by logan9a on May 17, 2019 13:01:11 GMT
Find Direction
Casting time: 1 round Range: Self Duration: Instantaneous MP cost: 2mp
The caster’s right arm immediately points north. If north does not exist, it makes a jerking off motion. This sudden uncontrolled motion may cause the caster to accidentally smack other people, fall into volcanoes or whatever the GM finds is funny. Avoid this by being in a flat area away from others.
Alarm [Credit: Scott]
Casting time: 10 rounds + placing stones, making chalk marks, drawing a big circle, etc. Range: Self to a 30m radius Duration: Till sunset or sunrise or till triggered. MP cost: 2mp
Any creature (house cat or larger) entering the radius once set by the caster (up to 30m) causes the caster to immediately be alerted that something has entered the zone. After that, the spell is done. They would then need to go around placing markers etc all over again and recast the spell.
Detect magic
Casting time: 1 round Range: 3m Duration: Instantaneous MP cost: 2mp
Gives yes/no to ‘is this item magical’ or ‘is there magic in this area’.
Analyze Magic
Casting time: 1 round Range: 3m Duration: Instantaneous MP cost: 4mp
Tells whether an item is magic or not and gives a high, medium or low amount of magic and what school that magic is.
Identify magic
Casting time: 1 round Range: 3m Duration: Instantaneous MP cost: 8mp
Tells any information the GM cares to give about a magic item. Usually all of it unless the GM wants to get all cagey about certain aspects or certain mysterious items.
HALFWAY TO A WORKING TREE.
If anyone wants to rewrite any of these spells or make new ones, please start a new thread for them.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on May 17, 2019 14:51:38 GMT
Suggest renaming Analyse Magic to something like Study Magic so as to not get confused with the already-existing skill Analyse Magic.
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Post by logan9a on May 17, 2019 17:01:31 GMT
Or 'classify magic'? "Power level"?
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on May 17, 2019 18:14:12 GMT
Classify Magic is also fine.
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Post by logan9a on May 17, 2019 18:22:51 GMT
Find Direction
Casting time: 1 round Range: Self Duration: Instantaneous MP cost: 2mp
The caster’s right arm immediately points north. If north does not exist, it makes a jerking off motion. This sudden uncontrolled motion may cause the caster to accidentally smack other people, fall into volcanoes or whatever the GM finds is funny. Avoid this by being in a flat area away from others.
Alarm [Credit: Scott]
Casting time: 10 rounds + placing stones, making chalk marks, drawing a big circle, etc. Range: Self to a 30m radius Duration: Till sunset or sunrise or till triggered. MP cost: 2mp
Any creature (house cat or larger) entering the radius once set by the caster (up to 30m) causes the caster to immediately be alerted that something has entered the zone. After that, the spell is done. They would then need to go around placing markers etc all over again and recast the spell.
Detect magic
Casting time: 1 round Range: 3m Duration: Instantaneous MP cost: 2mp
Gives yes/no to ‘is this item magical’ or ‘is there magic in this area’.
Classify Magic [Credit: Freddy]
Casting time: 1 round Range: 3m Duration: Instantaneous MP cost: 4mp
Tells whether an item is magic or not and gives a high, medium or low amount of magic and what school that magic is.
Identify magic
Casting time: 1 round Range: 3m Duration: Instantaneous MP cost: 8mp
Tells any information the GM cares to give about a magic item. Usually all of it unless the GM wants to get all cagey about certain aspects or certain mysterious items.
HALFWAY TO A WORKING TREE.
If anyone wants to rewrite any of these spells or make new ones, please start a new thread for them.
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Post by logan9a on Jun 19, 2019 15:46:54 GMT
Another idea - maybe something like 'figure out monsters stats' or something.
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on Jun 20, 2019 18:00:04 GMT
Pinpoint Weakness [Credit: Scott]
Casting time: 1 round Range: 30m Duration: Instantaneous MP cost: 4mp
Gives you insight regarding a monster's strengths and weaknesses. OOG: the GM gives you the monster's stats. Note: Teammates cannot act on this knowledge unless you share it with them. Any sharing should be done in character. E.g., don't say "this thing has high HP', instead "this thing can take a lot of abuse" would be acceptable. Also remember that you are limited to three words per round in combat.
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Post by logan9a on Jun 20, 2019 19:09:43 GMT
We can even divide up the different stats or group of stats into different spells - a mini spell tree. Also, I'd like to limit the number of stats - we could even just make it the monster's weakness if it has one.
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Post by logan9a on Jul 3, 2019 10:48:18 GMT
Special attacks: Special defenses: Special weaknesses: Special other:
These are four potential categories of things to figure out with spells - hence, four different spells that can be in a branch.
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