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Author Topic: Some spells I need in the absense of the Spellbound preview  (Read 44 times)
Ares
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« on: October 23, 2014, 02:56:54 PM »

So, there are a few spells I miss, that will probably be addressed in Spellbound.
Since I don't have access to the preview, I'll try to improvise/extrapolate those from the existing ones:

ALTER SELF
Level: 2 Shapeshifting
Casting Time: 1 full round
Distance: Personal or Touch
Duration: 1 minute per Casting Level
Effect: You assume the form of 1 of the animals from Summon Natures Ally I (page 138) as a special NPC. All your possessions are absorbed into the new form and can not be used during the transformation. With GM approval, you may modify your choice, choose an animal from the Bestiary (see page 253), or build a new NPC, so long as it has the Animal Type and a maximum XP value of 50.
As long as you are transformed, you only have access to the skills and abilities of your new form, including physical and mental attributes. Your vitality in your new form can not exceed your normal vitality maximum. Your new form starts with full wounds, but your current vitality. You keep all conditions you currently suffer from.

POLYMORPH
Level: 4 Shapeshifting
Casting Time: 1 full round
Distance: Personal or Touch
Duration: 1 minute per Casting Level
Effect: Same as Alter Self, but your new NPC form can have up to 70 XP based on Natures Ally II and may be of the animal or your own type.

SHAPECHANGE
Level: 9 Shapeshifting
Casting Time: 1 full round
Distance: Personal or Touch
Duration: 1 minute per Casting Level
Effect: Same as Polymorph, but your new NPC form can have up to 120 XP based on Natures Ally V and may be of any type. Once per round as a free action you may change your form into another.



Summoning Circle:
Level: 5 Calling
Casting Time: 1 hour
Distance: Close
Duration: 1 minute per Casting Level (enduring)
The summoning circle is designed to empower the call from beyond spells:
- the summoned entity becomes a special NPC
- the duration of the call from beyond spell increases to one hour/casting level
- the XP limit increases by 5 XP per spellcasting feat possessed
- the entity may have customized abilities (DM discretion is advised), if the PC has acquired a true name somehow
- A telepathic connection with unlimited reach is established between the summoner and the entity

This added power comes at a price:
The NPC is not a willing servant and must be given precise instructions while it's held within the summoning circle.
To dismiss the entity prematurely it has to be called back to the circle.
The summoner can either use haggle, impress or intimidate to establish control over the summoned entity:

- Haggle: The entity performs a free service from page 168 or a favor from page 188f (only entities of 100+ XP can grant favors) if it's within its powers (the brawler won't be much help as a legal advocate) Haggle DC: as the spell's DC. Every two points of the role above the DC reduce reputation costs by 1

- Intimidate: The entity follows instructions like a normal summon, but a successful Knowledge Check DC 20 is needed to avoid leaving any loopholes. If either of these checks fail, the entity will turn against the summoner at the soonest opportunity after performing the first service. Intimidate DC: as the spell's DC.

- Impress: The entity follows general instructions but remains free in its decisions and acts as an NPC under the control of the DM. If successful, the entity will not turn on the PC and generally be benevolent. Impress DC: as the spell's DC + Spell Level

A summoned entity starts with a cold disposition towards the summoner. If the same entity is summoned again it retains the disposition it had when it left.


ELEMENTAL WEAPON
Level: 2 Conversion
Casting Time: 1 half action
Distance: Touch
Duration: 1 minute/casting level (dismissible)
Effect: One melee weapon changes it's damage type to fire, acid, cold, heat, force or electricity

ELDRITCH WEAPON
Level: 4 Conversion
Casting Time: 1 half action
Distance: Touch
Duration: 1 minute/casting level (dismissible)
Effect: One weapon changes it's damage type to divine, stress, sonic, flash, explosive or bang

ELDRITCH AMMUNITION
Level: 3 Force
Casting Time: 1 half action
Distance: Touch
Duration: 1 hour/casting level (dismissible)
Effect: A quiver for a bow or hurled weapon becomes enchanted. During the duration this quiver provides an endless supply of ammunition. The ammunition does force damage but possesses no other qualities.

TELEPORTATION CIRCLE
Level: 9 Compass
Casting Time: 1 hour
Distance: 2x2 area within touch distance
Duration: 1 week (dismissible, enduring)
Effect: A (semi)permanent connection to a specific place the caster has been before is established. Any sentient creature entering the field is teleported instantly to this destination per the rules of Teleport II.
If the destination also contains a Teleportation Circle, the transport succeeds without fail, but only if the receiving circle is free of any major obstacle or occupant. To spot such a circle a DC 20 notice or search check is necessary. As a trap the circle is considered as a soft 2, 1 challenge trap with complex mechanism and hair trigger upgrade.

DAZZLE
Level: 2 Illusion
Casting Time: 1 half action
Distance: Close
Duration: 1 round per Casting Level (dismissible)
Saving Throw: Will negates (disbelief)
Effect: A creature relying on blindsight is bombarded with illusory sensations making it impossible to discern what is within the spells reach. The spell only impairs blindsight but counts as extreme noise (comp. page 71)
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Plan B: Use more fire
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« Reply #1 on: October 23, 2014, 03:48:24 PM »

A few comments right off the bat (I can't say anything about the balance of these since I don't know how to homebrew spells, but I can at least comment on them):

Alter Self/Polymorph/Shapechange seem to be straight upgrades to each other, and so they should be named the same. Polymorph I/II/III would be better.

Summoning Circle is an odd effect, as it provides many useful benefits at not too much of a cost.

Elemental/Eldritch Weapon are, again, basically the same effect but added onto; Eldritch Weapon I/II would be better. A more pressing concern is the choice of damage types; such variability in damage is extremely powerful, moreso due to the fact that Fantasy Craft does a lot more with their typings compared to TOG's 'they all do damage, and it really only matters if something has resistance to one or another'. The fact that the lower level spell gains the more potent and useful typings (beyond Divine and Stress, at least) strikes me as bizarre.

Teleportation Circle smacks way too close of introducing the Tippyverse to Fantasy Craft, but is at a high enough level that only the most dedicated Mages or specialist spellcasters could access it anyway. It's cautiously alright.

Dazzle and Eldritch Ammunition are fine as they are; I see no problem with either of them.
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Ares
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« Reply #2 on: October 23, 2014, 04:21:12 PM »

Naming conventions aside, my reasoning is as follows:

Summoning: I want to introduce a high risk/reward summon that gives the Infernalist a bit more to do.

The elemental damages could be split into separate spells.
I consider the effects of the eldritch weapons more powerful than the elementals because they either have an area effect or create a very powerful control effect on a high damage weapon (Bang can stun, Flash blind, also there is no spell effect to counter the damage)

Considering, that you can buy exotic damage really cheap as a magic item, I don't think the spells would unbalance the game unduly.
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« Reply #3 on: October 23, 2014, 04:36:15 PM »

2 points of feedback. I'd make Polymorph a level 5 spell and up the limit to 80 and give it Natures Ally III. That A) feels like a better natural progression. B) makes the spell more potent rather than feeling like kind of a weak upgrade to Alter Self (20 xp more for 2 bonus spell points) and also C) prevents someone from spell secreting it and using Spell conversion Casting time to gain an identical in use but superior spell for the same level.

Other point of Feedback I think that Elemental weapon needs to be bumped up to at least level 3. In terms of power I'd put it on par with Magic Weapon II, which is a 4th level spell. As a second level spell it can give your Combatant any kind of damage type he needs. You can deal extra damage to unarmoured targets, or destroy the armour of well armoured humanoids. You can Bi-pass DR entirely, you can deal subdual or lethal damage on a whim, either of which can ignore DR. You can grab electrical for a decent debuff or fire to ... well light someone on fire. It's extremely versitile and powerful for a low level spell that I would almost certainly take without question. I'd probably take SC:CT as well so that I could use it before a fight at level 3.
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« Reply #4 on: October 23, 2014, 06:04:00 PM »

I consider the effects of the eldritch weapons more powerful than the elementals because they either have an area effect or create a very powerful control effect on a high damage weapon (Bang can stun, Flash blind, also there is no spell effect to counter the damage)

It doesn't quite work that way. I'm pretty sure the statements in the damage types section saying that "X damage tapers off" is in error; it's more of a heads-up as to a common rule of thumb rather than an absolute fact of how the damage functions always and everywhere. War Cry has been explicitly stated to lack a blast spread despite dealing sonic damage, with the implication that spell effects (at the very least) only taper off if the text explicitly specifies a blast increment, regardless of what type of damage they deal. Running flash and bang damage as always tapering off also causes the Piledriver trick from Wrestling Supremacy to behave very oddly; the flash & bang damage from that trick is pretty obviously meant to represent knocking the target silly, but if they taper off to affect nearby squares then it's more like you're literally hitting them so hard that you cause a loud boom and flash of bright light.

Not to mention, the nastier-than-usual status effects inflicted by flash and bang damage are kind of compensating for the fact that this is the only thing the damage type does. By making a weapon deal flash or bang damage, you're making it useless for actually hurting things. Seems a fair enough tradeoff to me.
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Nuaurpy
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« Reply #5 on: October 23, 2014, 06:54:03 PM »

I consider the effects of the eldritch weapons more powerful than the elementals because they either have an area effect or create a very powerful control effect on a high damage weapon (Bang can stun, Flash blind, also there is no spell effect to counter the damage)

It doesn't quite work that way. I'm pretty sure the statements in the damage types section saying that "X damage tapers off" is in error; it's more of a heads-up as to a common rule of thumb rather than an absolute fact of how the damage functions always and everywhere. War Cry has been explicitly stated to lack a blast spread despite dealing sonic damage, with the implication that spell effects (at the very least) only taper off if the text explicitly specifies a blast increment, regardless of what type of damage they deal. Running flash and bang damage as always tapering off also causes the Piledriver trick from Wrestling Supremacy to behave very oddly; the flash & bang damage from that trick is pretty obviously meant to represent knocking the target silly, but if they taper off to affect nearby squares then it's more like you're literally hitting them so hard that you cause a loud boom and flash of bright light.

Not to mention, the nastier-than-usual status effects inflicted by flash and bang damage are kind of compensating for the fact that this is the only thing the damage type does. By making a weapon deal flash or bang damage, you're making it useless for actually hurting things. Seems a fair enough tradeoff to me.

I don't remember where this was stated but I'm pretty sure that it was said that unless it specifies a blast increment or an area it doesn't do area damage. Because ya, there are a lot of ways that could get silly fast.
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