Magic v7 (out of date: see downloads for 7.3)

The place to talk about the rules of the system and to get any help with the making of characters etc.

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Ben
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Re: Magic v7 (rules not active yet)

Postby Ben » Sun Apr 14, 2013 2:15 pm

Yeah, I was thinking that the only enchantment that would be self only would be "soul"
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Re: Magic v7 (rules not active yet)

Postby Ben » Wed Apr 17, 2013 9:50 pm

Proposed Removals

Shield of Purity
Shield of Darkness
Shield of the Elements
Imbue Element
Elemental Enchantment
Elemental Sword
Blessed Weapon


New spells

Elemental
Elemental Shield 1-4/5-8/9-12/13-16/17-20
Grants extra global hits, one for every point of Essence used. Also grants 1 DR v the element in question and its opposite while the shield is active (i.e. if you have an Earth Shield active you gain 1 DR v Earth and 1 DR v Air until all the protection of the shield is used up). Damage will be taken from this shield before armour, location hits and parries but after Dexterity.
You can only have one Elemental Shield of any type up at any one time.

Elemental Enchantment 1
Rank: 4
Range: Touch
Duration: 5 Minutes
The targeted weapon now inflicts + 1 damage of the specified element type (i.e. if you were calling "Double" then "Lightning Enchantment" would allow you to call "Lightning Triple"), damage grades granted by this spell allow you to call more than your usual Maximum Damage. Note that some creatures will take extra damage from certain elements, as well as being immune to others.

Elemental Enchantment 2
Rank: 8
As per Elemental Enchantment 1 except now the weapon inflicts +2 damage of the specified element. Please note that you can only take advantage of 1 additional damage grade per threshold (e.g. if you are 60-120 skill, you could wield a +4 sword but only take advantage of a +3 bonus).

Elemental Enchantment 3
Rank: 12
As per Elemental Enchantment 2 except now the weapon inflicts +3 damage.

Elemental Enchantment 4
Rank: 16
As per Elemental Enchantment 2 except now the weapon inflicts +4 damage.

Elemental Enchantment 5
Rank: 20
As per Elemental Enchantment 2 except now the weapon inflicts +5 damage.

Metamagic
Circle 2
Rift Edge
Rank: 3
Range: Touch
Duration: 5 Minutes
Allows you to call "Rift" along with your normal damage grade with the targetted weapon. Rift exists in all planes of existence and therefore will strike (though not necessarily damage) incorporeal creatures and those that are only affected by magical weapons.

Death
Death Circle 4
Spectral Weapon
Rank: 12
Range: Touch
Duration: 5 minutes
Allows you to call "Soul" (half your normal damage grade, rounded up) with the targetted weapon. If you lose contact with the weapon or after 5 minutes, the spell ends and the weapon disappears into the Hope Wastes. DRs v Absolute will provide protection however Immunity to Death magic will not.

Life Circle 4
Holy Weapon
Rank: 12
Range: Touch
Duration: 5 minutes
Allows you to call Gravenail along with your normal damage grade with the targetted weapon. Gravenail causes double the normal damage to undead creatures. DRs v Absolute will provide protection however Immunity to Life magic will not.
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Luke
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Re: Magic v7 (rules not active yet)

Postby Luke » Wed Apr 17, 2013 10:47 pm

All great. This make meta mages pretty poor (no shield and cannot buff weapon damage). Maybe just something to consider. I always felt like meta should be a sphere worthy of taking in its own right.
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Re: Magic v7 (rules not active yet)

Postby Rebecca » Wed Apr 17, 2013 10:52 pm

Overall I like these. The only one I'm not too sure about is the spectral weapon, since one circle above that you get spectral form which gives you the same thing for only 3 more essence and makes you immune to nonmagical damage, making spectral sword a moot spell only one circle up. Perhaps soul enhancement (only +2 or +1 since soul damage is way stronger than physical in most cases) instead?
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Re: Magic v7 (rules not active yet)

Postby Rebecca » Wed Apr 17, 2013 10:55 pm

Sorry, I take that back. Just realised spectral weapon was touch instead of self.
Uukumanu - ranger and spirit seeker
Tuvstarr - Black Queen of Pharon Glos
Imliss - High Elven researcher in Blood Magic
Aetheldred - Sorcerer and psychomancer, daughter of the Völva of the Blood of Alfhild

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Ben
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Re: Magic v7 (rules not active yet)

Postby Ben » Wed Apr 17, 2013 11:12 pm

Well, it's touch but it also has the rule that if you (the caster) lose contact with it then the spell ends and the weapon disappears :)

Ignore Spectral Form for a minute. I think 12 essence to gain a soul weapon for 5 minutes is pretty awesome...it's just that Spectral Form is amazing: any weapons you are holding become soul and you are immune to physical is amazing. I don't want to down power Spectral Form (as I haven't seen it abused and I don't believe in change for change's sake), I just don't want to make Spectral Sword any cheaper/more powerful.
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Huw
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Re: Magic v7 (rules not active yet)

Postby Huw » Thu Apr 18, 2013 1:26 am

Spectral Form used to drain your soul (like Haste does) while it was active, and a Spectral Weapon wouldn't...

Or am I making that up?
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Ben
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Re: Magic v7 (rules not active yet)

Postby Ben » Thu Apr 18, 2013 2:16 am

I *think* you're making it up: it doesn't say that in the current rules but I'm willing to believe it did at some point!
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Huw
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Re: Magic v7 (rules not active yet)

Postby Huw » Thu Apr 18, 2013 1:54 pm

Meh, it doesn't anymore, which is the important thing. You could say that once I've got +2 Elemental Enchantment, the +1 Enchantment becomes moot. It's still useful to the caster who can't affort Circle 2 Elemental magic...or the man with only 4 essence.


I get why people would say one sphere of magic is better or worse than another, but I don't really see it as a problem - they all do something different and unique to them. Sure - if you want to have combat-useful spells, then Metamagic or Light aren't as good as other circles. But you wouldn't go to a Water mage to help you burn things, and try seeing things on the other side of the world without Light magic, or teleporting yourself and 5 unconscious bodies out of combat without Metamagic...
Ancálimon y Festaer y Helyanwe, Alchemist
Azael Bannon, Telefret High Mage
Fox, Shaman of the Tsimshian

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Stevie
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Re: Magic v7 (rules not active yet)

Postby Stevie » Thu Apr 18, 2013 5:07 pm

Ben wrote:Well, it's touch but it also has the rule that if you (the caster) lose contact with it then the spell ends and the weapon disappears :)


Could it be cast with the caster touching the weapon. Then by strapping their hand to the hilt and chopping it off at the wrist?

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Re: Magic v7 (rules not active yet)

Postby Dellam » Thu Apr 18, 2013 5:16 pm

<3 Stevie

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Re: Magic v7 (rules not active yet)

Postby Rebecca » Thu Apr 18, 2013 6:24 pm

*ahem* so, about raising spell casting undead hands...
Uukumanu - ranger and spirit seeker
Tuvstarr - Black Queen of Pharon Glos
Imliss - High Elven researcher in Blood Magic
Aetheldred - Sorcerer and psychomancer, daughter of the Völva of the Blood of Alfhild

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Peter Levy
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Re: Magic v7 (rules not active yet)

Postby Peter Levy » Thu Apr 18, 2013 6:40 pm

Elemental Shield

Belongs in every element, and also in Meta, in the same way as Overchannel can be picked in Circle 6.



Spectral Form is indeed amazing.

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Ben
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Re: Magic v7 (rules not active yet)

Postby Ben » Thu Apr 18, 2013 7:18 pm

Elemental Shield

Belongs in every element, and also in Meta


Meta, sure...not sure about Life and Death...I guess there's no reason not to
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Re: Magic v7 (rules not active yet)

Postby Luke » Thu Apr 18, 2013 7:46 pm

I would tenatively suggest that elemental shield meta is just

Magic Shield 2-4, 5-8, 9-12 etc
costs are the shield number -1. (3 essence for 4 points, 7 essence for 8 etc)

It doesn't offer a DR.
Warryn Coshwood - Diamond Elf Paladin of Gerethenax
Ten Tigers - Serkanian Furious Blade
Ishan-bey - Kor Sorcerer


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