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Author Topic: Spellbound Update: Is that the finish line? Way over there?  (Read 29170 times)
Crafty_Pat
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« Reply #45 on: August 04, 2012, 09:05:33 PM »

Another question: What's ritual magic going to be like? Is the Ritualist class required to practice it or are they just better at it?

Ritual magic and the Ritualist will almost certainly be the focus of a preview leading up to the release. It's a case where Alex and I each brought something different to the table, and in the end we wound up with much more than the sum of the system's parts.  Cool

It's also (sort of) a way to create new spells in the system - or rather, well, you'll see...
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« Reply #46 on: August 15, 2012, 08:05:30 AM »

Are we there yet?  Are we there yet?   Wink

Have a great con guys.  I expect my copy of Spellbound to be signed.   Grin
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« Reply #47 on: August 18, 2012, 10:28:22 AM »

Any updates on Spellbound from Gen Con?
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« Reply #48 on: August 19, 2012, 09:14:11 PM »

I got the opportunity to speak to Alex at GenCon.   

First Impression?  Super nice dude.  Anyone that can sit and discuss the game as passionately as he did with me for the brief time we spoke gets a big thumbs up from me!

In regards to Spellbound, they're still working on it.  No time frame given, but just his reassurance that they're working on it diligently!
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Big_Jim
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« Reply #49 on: August 20, 2012, 05:06:51 PM »

I second Gunbunny, except I talked to Pat about it. (Alex was a nice guy too, but 80% of my talking was to Pat)
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« Reply #50 on: August 20, 2012, 06:40:55 PM »

One question, which I'm sure I already know the answer to.

Are there going to be enough individual spells to make an elemental magic user? Like enough spells to make Fire Mages that aren't clones of one another, or Earth Mages, or Water magics, etc? Give it's nearly 900, I'm hoping that's a yes, but it's but it's been on my mind lately.
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« Reply #51 on: August 20, 2012, 07:08:30 PM »

One question, which I'm sure I already know the answer to.

Are there going to be enough individual spells to make an elemental magic user? Like enough spells to make Fire Mages that aren't clones of one another, or Earth Mages, or Water magics, etc? Give it's nearly 900, I'm hoping that's a yes, but it's but it's been on my mind lately.

I doubt it - the FC caster gets a pretty huge number of spells pretty quickly (average 17 spells at level 1, about half his average final total (given no special investment)), which doesn't sound like a lot, but consider that there's (on average) 98 spells per level - that's 4 per Discipline per level.  So a Mage can max out 4 levels of a given discipline at 1st level with relative ease (as an "Energy Mage" or "Compass Mage).

Thinking like that, there will have to be overlap - to a lesser or greater degree depending on how specific the concept.  You'll be able to make an "Elementalist" easy enough, but making a "Fire Mage" without having the same spells as the other "Fire Mages" will be very hard - there just can't be that many fire spells without neglecting all other conceps.  You can get some more distance by reskinning of course (grabbing summons and using exclusively flavoured summons and so on), but you'll want to avoid having 2 people try play "the fire mage", I think.

/speculation.

EDIT:  Not knocking the book, or it's level of content, at all.  I think having to write 888 spells would literally kill me (unless I had a decade to do it in).
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« Reply #52 on: August 20, 2012, 09:39:11 PM »

One question, which I'm sure I already know the answer to.

Are there going to be enough individual spells to make an elemental magic user? Like enough spells to make Fire Mages that aren't clones of one another, or Earth Mages, or Water magics, etc? Give it's nearly 900, I'm hoping that's a yes, but it's but it's been on my mind lately.

I doubt it - the FC caster gets a pretty huge number of spells pretty quickly (average 17 spells at level 1, about half his average final total (given no special investment)), which doesn't sound like a lot, but consider that there's (on average) 98 spells per level - that's 4 per Discipline per level.  So a Mage can max out 4 levels of a given discipline at 1st level with relative ease (as an "Energy Mage" or "Compass Mage).

Thinking like that, there will have to be overlap - to a lesser or greater degree depending on how specific the concept.  You'll be able to make an "Elementalist" easy enough, but making a "Fire Mage" without having the same spells as the other "Fire Mages" will be very hard - there just can't be that many fire spells without neglecting all other conceps.  You can get some more distance by reskinning of course (grabbing summons and using exclusively flavoured summons and so on), but you'll want to avoid having 2 people try play "the fire mage", I think.

/speculation.

EDIT:  Not knocking the book, or it's level of content, at all.  I think having to write 888 spells would literally kill me (unless I had a decade to do it in).

I worded mine badly. I was more hoping that they wouldn't have the /exact/ same spells. Overlap is a given, but enough variety that Fire Mage A has a different spell list than Fire Mage B.
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« Reply #53 on: August 20, 2012, 09:55:08 PM »

One question, which I'm sure I already know the answer to.

Are there going to be enough individual spells to make an elemental magic user? Like enough spells to make Fire Mages that aren't clones of one another, or Earth Mages, or Water magics, etc? Give it's nearly 900, I'm hoping that's a yes, but it's but it's been on my mind lately.

There'll be 37 spells in the Energy discipline, but in the Spycraft version a majority of those are actually fire-themed (even if they don't necessarily do fire damage), so your Air/Lightning-mage would probably draw largely from the Weather discipline, so that'd be a good list of spells to choose from. SC-Channeler-wise roughly 20 of those Energy spells are strongly fire themed, another 5-10 if you count general "very bright things" as fire-related, but almost all of Weather you could link to Air (no surprise there), but since you're looking at probably 35ish spells over your career, any 2 Level 20 Fire Mages will probably look quite similar, spell-wise. (By the way, it looks like Earth and Water would probably see most of their action from Conversion and Creation, but I have no idea on spell count, obviously)
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« Reply #54 on: August 20, 2012, 10:17:26 PM »

I agree that it's unlikely that there will be enough spells for the various elements that a specialist would not be able to select them all over the course of his career.  But I would think that there would be enough that two different heavily fire themed (for instance) casters might not have identical spell lists.  And it also seems likely that there would be a class (do we have a list?) and/or spellcasting feats that would be helpful in that regard.
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« Reply #55 on: August 22, 2012, 11:48:35 AM »

One question, which I'm sure I already know the answer to.

Are there going to be enough individual spells to make an elemental magic user? Like enough spells to make Fire Mages that aren't clones of one another, or Earth Mages, or Water magics, etc? Give it's nearly 900, I'm hoping that's a yes, but it's but it's been on my mind lately.

I'm guessing if your definition of "fire mage" is "deliverer of fiery death" then no. There's only so many direct attack spells you'd need, and the number of spells you get should easily encompass all of them.

Now, if your vision of "fire mages" also includes Innitiates of the Oracular Flame (some spells with fire tags, but also a goodly helping of foresight spells) and the Faithful Order of the Hearth (packing the various utility spells with the fire tag and a generous heap of healing spells) then I think you could have quite a variety of fire mages, not counting the most obvious split of Mage-levels-based vs. Channeler-levels-based versions, who even with the exact same spell loadout are going to prosecute the attack rather differently.
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« Reply #56 on: August 22, 2012, 01:59:15 PM »

One question, which I'm sure I already know the answer to.

Are there going to be enough individual spells to make an elemental magic user? Like enough spells to make Fire Mages that aren't clones of one another, or Earth Mages, or Water magics, etc? Give it's nearly 900, I'm hoping that's a yes, but it's but it's been on my mind lately.

I'm guessing if your definition of "fire mage" is "deliverer of fiery death" then no. There's only so many direct attack spells you'd need, and the number of spells you get should easily encompass all of them.

Now, if your vision of "fire mages" also includes Innitiates of the Oracular Flame (some spells with fire tags, but also a goodly helping of foresight spells) and the Faithful Order of the Hearth (packing the various utility spells with the fire tag and a generous heap of healing spells) then I think you could have quite a variety of fire mages, not counting the most obvious split of Mage-levels-based vs. Channeler-levels-based versions, who even with the exact same spell loadout are going to prosecute the attack rather differently.

Scott's got it (not surprisingly Wink) - building a School is less about picking a single theme ("fire mage") and more about picking 3 subthemes which support a broader one (e.g. the Red Priesthood from A Song of Ice and Fire, for example - though I would make them Priests normally...). The example I wrote for Spellbound Chapter 3 is called Demonology, which in a hypothetical campaign world ties outsiders to the source of magic. Thus, it gets the Calling Discipline (summon Outsiders), but also 2 new subthemes - Arcanuum (raw magical power) and Damnation (magic which corrupts mind, body, or spirit). Summoning is an important trapping, but the subthemes add depth and tie the School back to the central themes of the campaign world.

In the case of a Fire Mage, you might instead make an Elementalist school, with Disciplines of Fire, Earth, and Water; then you could mix Fire magic with "aggressive" spells like Haste or prophesy-style spells to complete your theme. It all depends on how you view that School and its character, not just what tags each spell has.
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« Reply #57 on: August 22, 2012, 06:57:43 PM »

The example I wrote for Spellbound Chapter 3 is called Demonology, which in a hypothetical campaign world ties outsiders to the source of magic. Thus, it gets the Calling Discipline (summon Outsiders), but also 2 new subthemes - Arcanuum (raw magical power) and Damnation (magic which corrupts mind, body, or spirit). Summoning is an important trapping, but the subthemes add depth and tie the School back to the central themes of the campaign world.
*girlish squee!* Grin
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mach1.9pants
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« Reply #58 on: August 22, 2012, 10:39:39 PM »

The example I wrote for Spellbound Chapter 3 is called Demonology, which in a hypothetical campaign world ties outsiders to the source of magic. Thus, it gets the Calling Discipline (summon Outsiders), but also 2 new subthemes - Arcanuum (raw magical power) and Damnation (magic which corrupts mind, body, or spirit). Summoning is an important trapping, but the subthemes add depth and tie the School back to the central themes of the campaign world.
*girlish squee!* Grin
+1!
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Gloria Finis
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« Reply #59 on: August 23, 2012, 06:48:41 AM »

This might sound like a weird question, so I'll qualify it:  Is there spells, or a class / expert class, for using magic to just do things?

For example: If there's a sort of magocracy, but instead of just the ruler using magic, it's everyone.  To the point where if you can't perform magic you are a second (or third) class citizen.  So magic is used for everything - rapid fabrication (including large scale like buildings and bridges), transportation (floating disc style, for goods), communications, lighting, and food.  Nothing is left untouched.


I initially thought the Conjurer, but class ability wise it doesn't look like what I want (though his school sounds pretty ideal).  The (old) Seer is the same - not the right class abilities to do it, but Artifice definitely sounds promising.  Of course new Seer might be a whole different beast, so it might be exactly what I want.
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