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12:36, 4th May 2024 (GMT+0)

Spell Design.

Posted by Alpha SGFor group 0
Macrinus ex Tytalus
Magus, 4 posts
Sun 28 Feb 2021
at 00:23
  • msg #36

Re: Spell Design

Alpha SG:
In reply to Macrinus ex Tytalus (msg # 34):
Or just CrTe a dagger.

CrTe a dagger is a 15, (Base 5, +1 Touch, +1 Conc) I'll have to wait to later to do that.
Salma ex Miscellanea
Maga, 12 posts
Sun 28 Feb 2021
at 03:09
  • msg #37

Re: Spell Design

Ok, a few spell ideas for approval. They aren't that odd but I feel I do need approval regarding the "specific type":

Close the Solomonic Portal
PeVi Gen R: Voice, D: Mom, T: Ind
This spell cancels the effect of any Solomonic Travel spell if (spell level + 10 + stress die[no botch]) is greater than the level of the Solomonic Travel spell.
(Base effect, +2 voice)

Still the Lying Tongue of the Sahir
ReVi Gen R: Voice, D: Sun, T: Ind
The target of this spell may not use any Solomonic Storytelling magic with a level less than or equal to (spell level - 5)
(Base Effect, +2 Voice, +1 Conc)

Foil the Sahir's Escape
ReVi Gen R: Voice, D: Diam, T: Ind
The target of this spell may not use any Solomonic Travel magic with a level less than or equal to (spell level - 5)
(Base Effect, +2 Voice, +1 Conc)

As a side note, I was unable to determine the manner in which Sahir gain MR, if they do or if it is merely their Magical Defenses which are always relatively low being similar to Form Bonuses. I may be missing something but I'm trying to avoid a deep read of a form of magic I'm not going to practice while I'm trying to build a few characters.
Reiner Corvus ex Bjornaer
Magus, 3 posts
Sun 28 Feb 2021
at 03:40
  • msg #38

Re: Spell Design

In reply to Salma ex Miscellanea (msg # 37):

I don't think Sahirs have any kind of MR? They sure have unique Magical Defenses that work akin to Form bonuses, but they gain no MR from it.

In general Perdo / Rego Vim magic that affects other "specific" kinds of magic requires you to have knowledge of said magic. Hedge Magic Revised, Gruagach chapter makes a couple of suggestions on how this would look like. Namely Magic Lore of 5 and relevant Area Lore of 2 are given suggestions. Organization Lore for Suihar Suleiman definitely sounds like a good fit too.

Edit: Nevermind me, I forgot Salma is a Pralixian, right? Analyzing one Sahir with the Solomonic Travel should be enough. Comprehend Magic is awesome.
This message was last edited by the player at 03:44, Sun 28 Feb 2021.
Salma ex Miscellanea
Maga, 13 posts
Sun 28 Feb 2021
at 03:58
  • msg #39

Re: Spell Design

I also assume a Pralician who travelled extensively around the Mediterranean, as her Parens did,  would have the sort of experience to invent those spells as well and anyone can learn these spells from a lab text far as I understand. Note I’m not taking any anti-Settuten and I’m a lot more scared of some of their stuff.
Alpha SG
GM, 106 posts
General rules
Sun 28 Feb 2021
at 04:53
  • msg #40

Re: Spell Design

In reply to Salma ex Miscellanea (msg # 37):

Leaving aside the question of knowledge, figuring if your parens had it, your parens could have passed it to you, my big question is what Rego Vim base you're using. I'm unaware of it. Are you using the version of the same guideline as Maintaining the Demanding Spell and Suppressing the Wizard's Handiwork that is for a spell cast by another? You usually cast these spells on a spell and it is sustained/suppressed for the duration. It seems like you're trying to do roughly this PeVi guideline:
quote:
Reduce the Casting Total for a specific type of magic (such as Infernal Powers) cast by the target by the (level + 2 magnitudes) of the spell.

but using ReVi instead, which generally won't work. AotH is noted as an exception.
Salma ex Miscellanea
Maga, 14 posts
Sun 28 Feb 2021
at 04:59
  • msg #41

Re: Spell Design

In reply to Alpha SG (msg # 40):

HoH:S p129:
New Spell Guideline
Rego Vim

General: Sustain or suppress a spell of a specific type cast by another with level less than the level + 2 mag-nitudes of the Vim spell. Examples of specifics types include Hermetic Terram magic and Shamanic spirit control magic.

Same page see the example spell Quiet the Cursing Tongue. My understanding is the target in this case is the person, not the spells.
Alpha SG
GM, 108 posts
General rules
Sun 28 Feb 2021
at 05:16
  • msg #42

Re: Spell Design

In reply to Salma ex Miscellanea (msg # 41):

Yup, that's the guideline I referenced. But I'd missed that spell's alternative use for it. OK, looks good.
Player 14
player, 7 posts
Sun 28 Feb 2021
at 05:26
  • msg #43

Re: Spell Design

I have a couple:

Wizard's Fling ReTe 35 Base: 25  Voice(+2) Mom Ind     Hurl a stone projectile; +25 damage; Range Inc. 20

Main question is whether the guidelines in Societas go beyond +15 damage; siege weapons can get up to +25 so didn't try to go beyond that

Wizard's Far Step  ReIm 20  Base: 4 Per Sun(+2) Ind     As Wizard's Sidestep (ArM 147) but image appears up to 15 paces away.

Not sure exactly how an improved Wizard's Sidestep should work; possibility of a higher defense bonus, and/or extending how many attacks automatically miss.
Salma ex Miscellanea
Maga, 15 posts
Sun 28 Feb 2021
at 05:28
  • msg #44

Re: Spell Design

In reply to Alpha SG (msg # 42):

Yeah, on rereading the guideline I feel like your reading is what it says but since I assume the same author wrote the guideline and the sample spell it’s an issue of them not writing the guideline accurately to their intent.
Salma ex Miscellanea
Maga, 21 posts
Sun 28 Feb 2021
at 17:17
  • msg #45

Re: Spell Design

Sidestep of the Magus
ReIm 15
R: Per, D: Sun, T: Ind
As Wizard's Sidestep but includes the sounds of the target as well. This allows the magus to interact verbally with someone without giving away their actual location, a finesse roll is required to keep the appearance that they are talking directly to that person.
(base 2, +2 Sun, +1 changing image, +1 moved image matches changes, +1 for a second sense)

Might also make them more difficult to find once the image is hit the first time increasing the defense bonus but the important part for me is the illusion of normalcy as I approach an unknown hedge practitioner.

EDIT: Side note: I looked for synonyms of sidestep and "pussyfoot" came up and while I was tempted I realized that probably wasn't dignified enough for magi.
This message was last edited by the player at 17:30, Sun 28 Feb 2021.
Player 13
player, 66 posts
Sun 28 Feb 2021
at 20:04
  • msg #46

Re: Spell Design

Is Touch range always enough to cast Maintain the Demanding Spell on a spell you are concentrating on or do you need voice or further range for a spell you cast on someone else?
Player 2
player, 9 posts
Sun 28 Feb 2021
at 20:11
  • msg #47

Re: Spell Design

Player 13:
Is Touch range always enough to cast Maintain the Demanding Spell on a spell you are concentrating on or do you need voice or further range for a spell you cast on someone else?

Wow, I was just about to ask this! Is the target of Maintaining the Demanding Spell the target of the original spell, or the person who would otherwise need to be concentrating?

Arguably the presented spell is designed so that one magus can assist another by touch, or so that an item enchanted with it as an effect could do so.
This message was last edited by the player at 20:14, Sun 28 Feb 2021.
Player 12
player, 16 posts
Sun 28 Feb 2021
at 20:12
  • msg #48

Re: Spell Design

Sniff out the Witch - InVi 20
R: Personal, D: Concentration, T: Smell
Description: The caster gains the ability to smell the presence of active magic, and track it down.
(Base 5; +1 Concentration, +2 Smell)

Suppressing the Hostile Gift - PeVi 25
R: Voice, D: Concentration, T: Individual
Description: All the Casting Totals of the Target is reduced by 10 for the duration of the spell. The spell needs to penetrate Magic resistance of the target, if any, in order to have any effect.
(Base 10; +2 Voice, +1 Concentration)

Edit: Changed the name of the first spell.
This message was last edited by the player at 20:16, Sun 28 Feb 2021.
Alpha SG
GM, 127 posts
General rules
Sun 28 Feb 2021
at 23:02
  • msg #49

Re: Spell Design

Salma ex Miscellanea:
Yeah, on rereading the guideline I feel like your reading is what it says but since I assume the same author wrote the guideline and the sample spell it’s an issue of them not writing the guideline accurately to their intent.

Of course, the author didn't really create the guideline. It's just a modified version of the core guideline.

Player 2:
Wow, I was just about to ask this! Is the target of Maintaining the Demanding Spell the target of the original spell, or the person who would otherwise need to be concentrating?

It's cast on the spell:
quote:
You cast this spell on a spell that you have already cast

Alpha SG
GM, 128 posts
General rules
Sun 28 Feb 2021
at 23:06
  • msg #50

Re: Spell Design

In reply to Player 14 (msg # 43):

+25 damage is good, though it will require big rocks like a catapult uses. I think the guidelines should continue upward, though there should be some sort of limit.

15 paces away should roughly count as invisible. Not exactly, but close enough.
Alpha SG
GM, 129 posts
General rules
Sun 28 Feb 2021
at 23:07
  • msg #51

Re: Spell Design

Player 13:
Is Touch range always enough to cast Maintain the Demanding Spell on a spell you are concentrating on or do you need voice or further range for a spell you cast on someone else?

Touch by the core book. You're still manipulating the spell, so you're in contact with it in some way is probably what they reasoned.
Alpha SG
GM, 130 posts
General rules
Sun 28 Feb 2021
at 23:08
  • msg #52

Re: Spell Design

In reply to Salma ex Miscellanea (msg # 45):

Looks good.
Alpha SG
GM, 131 posts
General rules
Sun 28 Feb 2021
at 23:11
  • msg #53

Re: Spell Design

In reply to Player 12 (msg # 48):

Sniff... Sounds pretty good. I would note that a normal person couldn't track very well even when they can smell something. But using it as a dog or similar would allow for tracking well.

Suppressing... I would write this as a general spell with the penalty calculated from the spell level.
Player 12
player, 17 posts
Mon 1 Mar 2021
at 02:15
  • msg #54

Re: Spell Design

In reply to Alpha SG (msg # 53):

Was looking as Probe for Pure Silver when adding that last line, but noted.

As for the suppressing, isn't it already a general spell? It's based on the guideline from core.
Alpha SG
GM, 138 posts
General rules
Mon 1 Mar 2021
at 02:19
  • msg #55

Re: Spell Design

In reply to Player 12 (msg # 54):

Yes. I'm just suggesting we write it not as a 10-point penalty, but as a penalty based on the level of the spell. That way the calculation for different levels is already done without having to go back to the guidelines and recalculate.
Player 12
player, 18 posts
Mon 1 Mar 2021
at 02:23
  • msg #56

Re: Spell Design

In reply to Alpha SG (msg # 55):

Ah, I see.

Suppressing the Hostile Gift - PeVi 25
R: Voice, D: Concentration, T: Individual
Description: All the Casting Totals of the Target is reduced by (spell level-5)/2 for the duration of the spell. The spell needs to penetrate Magic resistance of the target, if any, in order to have any effect.
(Base 10; +2 Voice, +1 Concentration)

So, like that then?
Alpha SG
GM, 139 posts
General rules
Mon 1 Mar 2021
at 02:32
  • msg #57

Re: Spell Design

In the style of the core book:

Suppressing the Hostile Gift - PeVi Gen
R: Voice, D: Concentration, T: Individual
Description: All the Casting Totals of the Target is reduced by (spell level-5)/2 for the duration of the spell. The spell needs to penetrate Magic resistance of the target, if any, in order to have any effect.
(Base effect; +2 Voice, +1 Concentration)
Player 14
player, 11 posts
Mon 1 Mar 2021
at 02:36
  • msg #58

Re: Spell Design

Alpha SG:
In reply to Player 14 (msg # 43):

+25 damage is good, though it will require big rocks like a catapult uses. I think the guidelines should continue upward, though there should be some sort of limit.


Do you think metal instead of stone projectile should make a difference?
Alpha SG
GM, 141 posts
General rules
Mon 1 Mar 2021
at 02:39
  • msg #59

Re: Spell Design

In reply to Player 14 (msg # 58):

Not much. Now, if it were sharpened metal (bolt / spear), then it should do more damage than a lump of about the same weight.
Brontion ex Guernicus
Magus, 23 posts
Quaesitor
Terram Magus
Mon 1 Mar 2021
at 02:44
  • msg #60

Re: Spell Design

I actually have a few thoughts on this.

I think +15 should be the max for a small stone.

Every Mag that is required for the projectile should add five damage. So it's not capped other than by what you throw.

Metal bullets are capped at 20, Gems much harder or sharper than common metals should be capped at 25.

It's an odd spell because it doesn't have size on it and throws much lower than a full individual of stone normally. So maybe call it a full individual of stone caps at +20 and every size mag up gives more damage.

Keeping the size trend for metal means you would get more and more compact projectiles for the same damage.

Naturally it would be a different spell for most substrates or possibly the substrate and worse.
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