Magic v7 (out of date: see downloads for 7.3)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 » Thu Apr 18, 2013 7:51 pm

Why no DR to meta?
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Luke
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Re: Magic v7 (rules not active yet)

Postby Luke » Thu Apr 18, 2013 7:58 pm

Just seems a bit crappy, only one(?) meta damaging spell, I suppose the specialist elemental merge pure spells count but I find that quite specific. It was only a suggestion.
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Re: Magic v7 (rules not active yet)

Postby Ben » Fri Apr 19, 2013 12:47 am

I can see it wouldn't be as useful as "Light Shield" which would grant 1 DR v Light and Shadow...however I like the simplicity of it being 20 essence for 20 globals: I'll have a think of something else they might get with it.
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Re: Magic v7 (rules not active yet)

Postby Ben » Fri Apr 19, 2013 1:28 am

With SoP going, Light needs a buff. Here we go:

Light
Circle 1

Chameleon
Rank: 2
Range: Touch
Duration: 5 Minutes
Renders one person invisible against the scenery for 5 minutes. If they move the spell is broken.

Detect Lie (I)
Rank: 3
Range: Self
Duration: 5 Minutes
Allows the caster to know if any spoken statements are a lie or not. This is in respect to what the speaker believes, not what is actually truth.

Flash
Rank: 1
Range: Self
Duration: Instant
The caster flashes with an intense light for an instant blinding everyone looking at the target for 15 seconds.

Magical Sight
Rank: 4
Range: Touch
Duration: 5 Minutes
This allows the target to see all invisible or otherwise magically hidden creatures. It will not be apparent that they are invisible, except by the reactions of other people, or unless they suddenly appear when you cast the spell. This spell also removes magical blindness and makes you immune for the duration.

Circle 2
Aura
Rank: 4
Range: Self
Duration: 5 Minutes
This spell weakens all beings who try to attack you. You count as having a stacking physical damage resistance, to which normal rules apply. The caster must chant ‘Aura’, or another suitable verbal to maintain this spell. Should they stop for any reason (except to call damage grades, which are an OOC declaration), the spell immediately fails.

Light Step
Rank: 5
Range: Self
Duration: Instant
Allows the caster to take up to 7 paces in Time Freeze. Upon time in they may carry on as they were (i.e. there is no phase in time as with Shift).

Reintegration
Rank: 3
Range: Touch
Duration: Instant
Magically repairs any item including those affected by Disintegrate.

Circle 3
Improved Aura
Rank: 8
Range: Touch
As per Aura except can be cast on others and you do not need to chant. Can stack with Aura.

Invisibility
Rank: 6
Range: Touch
Duration: 5 Minutes / Until discharged
While under the effect of this spell, the target should raise a hand to represent the fact they cannot be seen. Until an attack is made, the subject cannot be seen with normal sight. An attack includes completing a spell that affects another being in any way, shape or form. Invisibility ends when a spell being cast is completed, though verbals remain fully audible and you may well face attacks from people with acute hearing, including individuals under the effect of the Enhanced Sense spell.

Remove Domination
Rank: 8
Range: Touch
Duration: Instant
Removes any domination effects from touched target and renders them immune to domination effects for 5 minutes.

Sunray
Rank: 6
Range: 40’
Duration: Instant/30 Seconds
Everything within a 90 degree area in front of the caster is enveloped in sunlight streaming from their essence. Any creatures within the arc suffer a Light Dart every 5 seconds for the duration of the spell as long as the caster continues to chant.

True Sight
Rank: 8
Range: Touch
Duration: 5 Minutes
This spell bestows the effects of See Invisible but also allows the target to tell if something is invisible/hidden/disguised and is able to see both reality and what others see. This spell also removes magical blindness and makes you immune for the duration.


Circle 4
Far Sight [S]
Rank: 10
Range: N/A
Duration: 5 Minutes
Allows the user to view an area that they either have visited previously, or have been given a detailed description of (in terms of location and setting). The referee should give the caster a very detailed description of what they can see in that area. A secondary effect of this spell is that it allows you to cast spells on anyone or thing you can see in the vision for twice the usual power cost, and one soul for every spell, which can be healed.

Improved Invisibility
Rank: 10
Range: Touch
Duration: 1 hour / Until discharged
As Invisibility but with improved duration. Casting beneficial magic does not classify as an attack under this version of invisibility, so the invisible creature can still heal or aid friends in combat, but other attacks will still discharge the effects of this spell.

Trick of Loki the Light®
Rank: 15
Range: Self
Duration: Instant
Can instantly travel up to 7 paces in Time Freeze ignoring the last spell, blow or effect that was used on the target (if appropriate). In game terms the spell, blow or effect was targeted against an illusionary copy of the caster created some moments before and the caster was nearby invisible.

Circle 5
Absolute Invisibility
Rank: 20
Range: Self
Duration: 1 hour
As Improved Invisibility but attacking or casting offensive spells only renders the caster visible for 5 seconds.

Mental Freedom
Rank: 20
Range: Touch
Duration: Until Sunrise
Makes the recipient immune to domination until Sunrise.
"And unconscious people always count as willing"

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Stevie
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Re: Magic v7 (rules not active yet)

Postby Stevie » Fri Apr 19, 2013 7:16 am

Trick of the light is SO FUCKING COOL.

Public Service Announcement: If you want to stack Aura's, make sure you cast Improved Aura first, as you can't cast and have regular Aura up.

The circle 6, all day, always on Aura stacks with the improved version too, right?

(Also, do we have a Absolute Max DR in the same way we have an AMD, I think we do, but I can't find anything written for it.)

Oooo.. Also, I suppose we can't technically use TOTL(dile) to cross lines etc, because whilst we are moving 7 paces and ignoring a spell hit, it's assumed we were originally able to travel the 7 paces beforehand (past the line) and make a clone.

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Re: Magic v7 (rules not active yet)

Postby Luke » Fri Apr 19, 2013 8:02 am

What about 5 new abilities/spells

1) Everytime a light caster hits an enemy with a spell they charge it with energy. If the caster damages the enemy with physical damage within 3 seconds they use the charge dealing bonus light damage.
2) Light Snare - you fire a spell in a line, the first enemy it hits is snared for x time, the snare travels behind that target to the next enemy but is only half as effective.
3) Shield - you throw a boomerang (phys rep) anyone the boomerang flies past gains x globals, when the boomerang returns they gain x globals again. These globals last 3 seconds.
4) Light bomb - throw a light bomb to an area which forced all nearby enemies to move at half speed, the caster may choose to detonate the light bomb dealing tons of damage.
5) Laser - fire a light laser in a line 999999999km long and 40ft wide, this consumes a magical charge and replaces it. It also does light 100.
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Re: Magic v7 (rules not active yet)

Postby Dellam » Fri Apr 19, 2013 8:29 am

And here was I about to apply for a unique that was basically the same as Trick of the Light. Win

Is this effectively a cast and then avoid the next blow or more like cheat death but more expensive?
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Re: Magic v7 (rules not active yet)

Postby Stevie » Fri Apr 19, 2013 8:59 am

Luke wrote:What about 5 new abilities/spells

1) Everytime a light caster hits an enemy with a spell they charge it with energy. If the caster damages the enemy with physical damage within 3 seconds they use the charge dealing bonus light damage.
2) Light Snare - you fire a spell in a line, the first enemy it hits is snared for x time, the snare travels behind that target to the next enemy but is only half as effective.
3) Shield - you throw a boomerang (phys rep) anyone the boomerang flies past gains x globals, when the boomerang returns they gain x globals again. These globals last 3 seconds.
4) Light bomb - throw a light bomb to an area which forced all nearby enemies to move at half speed, the caster may choose to detonate the light bomb dealing tons of damage.
5) Laser - fire a light laser in a line 999999999km long and 40ft wide, this consumes a magical charge and replaces it. It also does light 100.



(*HIGH PITCHED*) HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA

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Re: Magic v7 (rules not active yet)

Postby Stevie » Fri Apr 19, 2013 10:59 am

Warding Aura
Rank: 24
Range: Touch
Duration: Until Sunrise
As per Aura with extended duration and does not require continual chanting. May stack with other Aura spells.


Circle 3
Improved Aura
Rank: 8
Range: Touch
As per Aura except can be cast on others and you do not need to chant. Can stack with Aura.


Circle 2
Aura
Rank: 4
Range: Self
Duration: 5 Minutes
This spell weakens all beings who try to attack you. You count as having a stacking physical damage resistance, to which normal rules apply. The caster must chant ‘Aura’, or another suitable verbal to maintain this spell. Should they stop for any reason (except to call damage grades, which are an OOC declaration), the spell immediately fails.



I can stack all 3 right? (Suddenly Astos doesn't seem like such an awful spend.)

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Re: Magic v7 (rules not active yet)

Postby Ben » Fri Apr 19, 2013 2:24 pm

Is this effectively a cast and then avoid the next blow or more like cheat death but more expensive?


Cheat Death but the same price?
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Re: Magic v7 (rules not active yet)

Postby Ben » Fri Apr 19, 2013 2:28 pm

I can stack all 3 right? (Suddenly Astos doesn't seem like such an awful spend.)


That was my intention, yeah: 3 extra DRs is amazing but you have to chant for one of them and the other lasts 5 minutes. A lot less powerful than Unity was. On that note I'm thinking of changing the DRs from Unity to be magical damage whereas the Aura ones will be physical damage.
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Re: Magic v7 (rules not active yet)

Postby Stevie » Fri Apr 19, 2013 6:14 pm

Do we have an AM(DR)?

I'm sure I remember Luke mentioning he hit it.

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Re: Magic v7 (rules not active yet)

Postby Dellam » Fri Apr 19, 2013 6:56 pm

Light based cheat death but with moving away instead? Yes please.

So with SoP going whats the light specialist bonus in place of the shadow drs or are we getting that in the form of all the upgraded spells?
Player of;
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Jaguar, High priest of the Party
Ekrit, Nomad Magic Weapon maker of Yashmanar
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Re: Magic v7 (rules not active yet)

Postby Ben » Fri Apr 19, 2013 10:24 pm

I'm thinking about that currently
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Re: Magic v7 (rules not active yet)

Postby Luke » Sat Apr 20, 2013 10:34 am

No AM(DR)

Just that you can only standardly buy 2. I uniqued a third, had a saga item for a fourth and could rank cautious twice. If Aura stacks then I guess you could feasably get to 5 DRs. Seems fucking tough.
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Ten Tigers - Serkanian Furious Blade
Ishan-bey - Kor Sorcerer


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