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Posted: Sun Mar 10, 2013 10:23 pm
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I agree and disagree, and the logistics are supposed to be unreliable on purpose. I have seen the spell used in other games, and the fact that the PCs are at the mercy of getting a GM to deliver it...in whatever time frame they can or desire, is an intentional control measure to ensure it neither abused or over powered.Message - A logistical pain but neat in theory.
Circle of Power - Very neat.
Speak with Dead - Mimics an in game skill (Eater of the Dead)...I think this should be avoided.
Hence the reason for the heavy cost. Keep in mind this isnt something likely to be in the hand of low LP total wizards. I initially had a 10 second count and 3LP cost, so that even with a hero point a wizard MIGHT be able to power this twice quickly before being outta juice.Beguile - PC with quick access to charm is probably a no-no.
Pins and Needles - How is this administered to the target? (Point cast? Packet? Triangulated)
Thanks, Obviously D&D adaptation with influence from other LARPSMagic Missile - Neat effect. Like the versatility.
Well, magic missle that you liked is about as quick and does damager triangulated, this is single packet (in my mind anyhow), does less damage(half i think) of a channel of equal charge time AND costs a LP. but does vorpal damage so can be blocked by a shield. It can also only be used only once every 40 seconds. I was picturing sort of an arrow/javelin made out of part of the casters essence/magic.Essence Bolt - Ehhh...I'm conflicted because I don't like Wizards having really cool quick damage like this. I would rather see it in empath or something but it's not to powerful.
Disenchant - Needs more info.
.Identify Magic - A master level skill given at Basic. I would rethink it
looking forward to it!I'll add more later.
i like it when people suggest stuff for the game and i have been away, maybe ill get around to itWyrmwrath wrote:I also had to pout since I expected the ARK document shredder treatment of the list. Was sort of looking forwar to it in fact.
breaking might be a little harsh for a copy of a level 1 ability that only costs a life point to activate, perhaps it could cost the person 2 life that cannot be healed until they end it?Wyrmwrath wrote:Sooooo...several months back, I told Chris I would put 25 spells per spell level to paper since he didn't think it was possible due to the limited options the game supplies.
Here is the resulting list and suggested related rules. Some are from the current list, some are just renamed because its my list and I liked the name better, and there are many new ones.
Some may be under powered or over powered, BUT this is more about ideas than actual ready to use spells. Paramaters are occasionally sketchy when I didn't feel it was critical and the Gms could assign what they felt comfy with IF they use any of this.
So have at it...rip em apart, criticize, call me name, gnash your teeth...
NEW SPELL TYPES
Spell = Any spell cast in under 15 minutes that does not require a circle of power to initiate.
Ritual = any spell with a casting time of 15 minutes but less than 60, requires a circle of power to initiate. They may also require components or items of power or magical significance
Ceremony = any spell with a casting time of 60 minutes or more, requires a circle of power to initiate and ALWAYS require components or items of power or magical significance(I E quest items, commodities, personal items, specially crafted items, or large number of resources).
BASIC
SPELLS
1) Enchant Weapon
Casting Time = 10 seconds
Component = NA
The target weapon must now append "Magic" to all swings. This spell lasts until the end of combat or until the weapon is dropped or sheathed by the user. Either effect will cause the weapon to immediately break.
I personally dont like these kinds of spells, nothing wrong with the cost or anything that i can see, its just that these kinds of abilities have always caused troubleWyrmwrath wrote: 2) Lesser Meteor Storm
Casting Time = 20 seconds
Component = NA
Once this spell is cast you can throw packets for "2 magic" for as long as you keep 1 foot planted on the ground. You may pivot around the 1 planted foot. If you are disrupted at any time while casting or using this spell you take "2" damage and must re-load the skill to use it again. The wizard can end this spell at any time at a cost of 2 damage.
Reload: This spell has a 1 minute reload time.
3) Message
Casting Time = 15 minutes
Component = see description
Caster can deliver a 10 word message to any being he has a personal possession of. After the casting time, the caster speaks the message to a GM that will find the intended target and speak it to them ONCE and once only after informing them they hear a message whispered by the wind. The recipient knows who sent the message
4) Circle of Power
Casting Time = 5 Minutes
Component = 2 magic component
Caster creates a 5 foot radius circle that reduces cool down time for any spell cast from inside circle. Caster is attuned to circle, and if disenchanted before caster drops circle, caster falls unconscious. Anyone may pass through circle, but no magic or channel will pass into the barrier.
5) Speak with Dead
Casting Time = 5 Minutes+
Component = target body
Requires gather essence to be performed first. Caster must maintain contact with body or spell ends. 1 yes or no question can be asked , plus one more per unhealable (for 3 HRs) LP spent and an additional 5 minutes casting time. All unhealable LP recovery time starts at end of spell (caster ends it or is no longer touching body), not from the moment they are spent.
this just sounds like a complex charm calm like ability, and once again relies alot upon the discresion of the person that is effected.Wyrmwrath wrote: 6) Beguile
Casting Time = 5 second
Component = NA
Costs caster 2 LP and 10 minute cool down. Target views caster as his/her most trusted friend or ally for 10 minutes or until target is attacked.
i dont know about the color restrictions but i think some kind of marker would be fine, but i would change it to 10 sec, self cast only, cost 1 lp per weapon/shield, lasts for the scene.Wyrmwrath wrote: 7) Slick
Casting Time = Instant
Component = NA
Spend 1 Life Point, Throw a spell packet and call "Slick"
Phantom Armaments
Casting Time = 5 minutes
Component = see description
Caster can create weapons or shields out of magical force. Phys Rep must be entirely white with 18"Orange ribbon attached
that is powerfull, especially considering the spamable nature of it, you could keep 5 empaths, rogues (but who cares about them amirite?) wizards, etc. on constant cooldown.Wyrmwrath wrote: 9) Pins and Needles
Casting Time = 60 seconds
Component = NA
Target has all disruptable skills and spells, disrupted for 5 minutes.
seems confusing and unnecessaryWyrmwrath wrote: 10) Magic Missile
Casting Time = 15 seconds
Component = NA
A) 1 Magic Crush (triangulated) 30 second cool down
B) 3 Magic Crush (throw 5 packets) 30 second cool down
11) Essence Bolt
Casting Time = 10 second
Component = NA
Spend 1 LP (healable) Packet delivered 4 magic vorpal. 30 second cool down
RITUALS
12) Share Power
Casting Time = 15 minutes
Component = NA
This enhancement requires two targets. One target must already have the desired resist skill and the other target can NOT have the resist (ONLY RESISTS CAN BE SHARED). The caster must visibly mark each target with either runes or through some talisman that all can see. Both targets now have the desired resist ability but the Life Point costs are doubled. This effect lasts until the end of the event or until canceled by the caster which requires 1 Minute with both targets. While under the effects of the Share Power ritual if a target is disenchanted, the Talisman is removed, or another enhancement is received the target loses their resist ability (This includes the person with the original Resist skill). They must return to the Caster to remove the Talisman before regaining their original Resist Ability.
13) Death Link(changed)
Casting Time = 15 minutes
Component = NA
When this spell is cast you are signing a pact with the Wizard and therefore can only be cast on a person who is willing and not under the effects of any charm forcing them to undergo this spell. The Wizard marks the person as he she would any Talisman. The caster loses 3 LP until the spell ends. The target gains the Press ability and 3 Life Points, but if the Wizard who cast the Talisman dies then the person under this Talisman will die as well by the end of the event. This does not go the other way. This Talisman will deactivate at the end of the event or when the Wizard who cast the Talisman removes it. A disenchant will not remove this Talisman.
14) Create Beacon
Casting Time = 30 minutes
Component = 1 mystic + 1 steel/supplies
Caster constructs and empowers a magical structure that can be used for several purposes, ranging from an anchor point for the escape to beacon spell to expanding the size of a ritual or ceremony effect to any other magical special interaction the plot team allows.
like the runes, casters need more simple buffs for others.Wyrmwrath wrote: 15) Health Rune
Casting Time = 15 minutes
Component = 1 food
The caster places a rune (at least 3" by 3" in size) in a visible location on the recipient, that allows the recipient to resist disease once before the rune is expended and vanishes.
16) Antidote Rune
Casting Time = 20 minutes
Component = 1 mystic
The caster places a rune (at least 3" by 3" in size) in a visible location on the recipient, that allows the recipient to resist poison once before the rune is expended and vanishes.
17) Adamant Rune
Casting Time = 30 minutes
Component = 1 steel
The caster places a rune (at least 3" by 3" in size) in a visible location on the recipient, that allows the recipient to to be immune to press for one combat before the rune is expended and vanishes.
18) Disenchant
Casting Time = 30 minutes
Component = NA
Caster can disenchant all enchantments on a target.
I dont think mages should be able to copy a master level sage ability, especially considering the amount of versatility they already have.Wyrmwrath wrote: CEREMONIES
19) Extract Component
Casting Time = 90 minutes
Component = BL
Allows caster to turn 1 Mystic into 3 magical components. Each additional mystic takes another 15 minutes.
20) Identify Magic
Casting Time = 6 hours
Component = 1 FM/4 mystic
Caster can discern the powers, purpose, method of function of magical items in a manner similar to the sage ability.
i dont mind the above two ideas but this is alot of unhealable life point cost for squishy casters, im sure there are other limitations that can be concieved.Wyrmwrath wrote: 21) Lesser Ward
Casting Time = 1 hour
Component = 1 FM
+5 structure points)2 to door), only damaged by magic. 3 HR duration. Structure/door must be marked with orange "W" at least 6" x 6"
22) Bolster Essence
Casting Time = 2 hours
Component = 1 RH+BL
Targets LP max raised by 1 LP/ willing being donating 2 LP (unhealable until end of event).
23) Coordinate Forces
Casting Time = between events
Component = see description
Used to link forces and better focus and synchronize their actions (5%power bonus /2 FM)
24) Skeleton Crew
Casting Time = 1 hour
Component = see description
Reduces crew needed for seige weapons by 1/RH+BL
25) Conversion Casting
Time = 1 hour
Component = 1 RH
Caster converts 2 Mystic and 1 LP (unhealable for 6 hours) into 1 Primary or 1 secondary resource. 5 additional minutes casting per addidtional rescource so created.
ADVANCED
SPELLS
1) Heightened Senses
Casting Time = 10 minutes
Component = NA
Reduces the base time of the “Scout” skill and “Recall” skill to 10 minutes.
2) Cry to the Void
Casting Time = 5 seconds
Component = NA
This spell must be cast after a body has been "Mended" by a Healer but before the "Gather Essence" skill has been used. Once this spell has been cast the "Gather Essence" skill must be used on the target within 1 Minute or this spell has no effect. Once all conditions are met the effect of this spell is to reduce the targets Resurrection chip draw by 1 (min 1). (A character may only be affected by this spell once per resurrection).
Cool down - 10 minute.
3) Entropy
Casting Time = 5 minutes
Component = NA
This spell will cause wood or other natural materials to rapidly decay. Upon completion of the spell, the target material is the consistency of loose packed dirt or sod. The target of this spell can be any door, container, or GM approved item less than two cubic feet in size that is not specified as stone or steel. The caster must stay in contact with the target for the duration of the spell. The caster is slowly breaking apart the essence of the target. This slow magically induced entropy causes the caster great pain and strain. Upon completion, the caster drops to 1 Life Point. (This spell may not be cast while at 1 LP or lower).
4) Rise of the Phoenix (changed)
Casting Time = Instant
Component = NA
When this spell is cast you call "Lash Taunt". As soon as an effect causes you to fall to 0 (zero) or less life, or the end of the scene/combat, you immediately call lash damage equal to the life you had when you called “Lash Taunt”. You then gain Life Points equal to the damage you called. If a Master Focus Item is used the Lash Taunt effect becomes triangulated, but the damage dealt is still lash.
Cool down - 20 Minutes
5) Infuse
Casting Time = 30 sec per LP
Component = NA
Target is healed 1LP/1 magical component
6) Harm Undead
Casting Time = 60 seconds
Component = see description
3 vorpal magic VOICE RADIUS (game stop?)/2 unhealable LP(30 minutes) and 1 BL
7) Dragon Aura
Casting Time = Instant
Component = NA
VOICE RADIUS (game stop?) fear. Costs 5 uhnealable LP (20 minutes)
once again to little cast time for to much spell time. could get 30 people before the first one quit.Wyrmwrath wrote: Frenzy
Casting Time = 10 seconds
Component = NA
Charm based effect that causes target to attack nearest being for 5 minutes or until rendered unconscious
i think another bit on this spell should be if a wizard has wizard lock they can spend an 5min per hour left on the lock to remove it.Wyrmwrath wrote: 9) Stunning Wave
Casting Time = 30 seconds
Component = 1 FM
Triangulated effect that causes all affected as if they were at 0 LP for 15 seconds due to being disoriented and winded by the spell.
10) Silence
Casting Time = 20 seconds
Component = 1 FM
Target can make no intentional vocal noise (or cast) for 60 seconds. 10 minutes cool down
11) Torment
Casting Time = 60 seconds
Component = 1 FM
Target suffers great pain, and is incapacitated (unless they have determination). Target also loses 1 LP(healable)/ 15 minutes. Spell ends when caster or target is dead or target is disenchanted.
RITUALS
12) Animate Corpse
Casting Time = 20 Minutes + 1 Minute per LP of Undead (Max 10LP)
Component = 1 FM
This spell will animate 1 corpse into a semblance of life controlled by you. This spell can only be cast at night and the corpse turns to dust at daybreak, or when told to die by the caster. If Repeled or Banished, the corpse will be reduced to 0 Life Points. If the corpse is brought below zero Life Points, they will turn to dust in two minutes (All restrictions on living characters in critical life also apply to the undead created with this spell. See the Critical life section on page 88) The corpse may not be healed, use any of their skills, or speak. The caster may give basic commands such as "stop"; "Follow Me"; "This way"; "attack", etc. This animated corpse can swing for "1 disease" with a claw or weapon physrep. This undead are immune to Mind control effects such as Sleep, Taunt, Fear, Charm and Torture.
13) Iron Will
Rune Casting Time = 30 minutes
Component = 1 RM
The caster places a rune (at least 3" by 3" in size) in a visable location on the recipient, that allows the recipient to resist charm once before the rune is expended and vanishes.
14) Wizard Lock
Casting Time = 1 hour
Component = 1 RM+1 FM
Ritual creates in unpickable lock that will remain in existance for 24 hours. Disenchant will reduce its duration by 12 hours, no further disenchant will have any effect.
instead of using another spell that was confusing to create a point of return, can we just call the spell "teleport" and leave it up to GM discresionWyrmwrath wrote: 15) Ricochet Channel Rune
Casting Time = 30 minutes
Component = 1 BL
Redirect channel othat targets possesor of the rune, to any other target, of rune possesors rune.
16) Wizard Mark
Casting Time = 1 hour
Component = 1 FM
Caster creates a glowing mark on the hand of the target that lasts 24 hours. This mark allows the caster several advantages:
A) Marked target can be summoned to caster VIA Master ritual.Doing so dispells the mark
B) Caster can target marked being with spell, ritual or ceramony form any distance. Doing so dispells the mark
C) Caster can send on message(per the spell) to marked target, and recieve one FROM marked target. Doing sending the message,wether one is sent back or not, dispells mark
D) Wizard will be informed magicly if marked being dies. Wizard can use locate wizard mark on body if ritual started within 1 hour.
E) Other effects that PLOT TEAM allows
17) Resist Sleep Rune
Casting Time = 30 minutes
Component = 1 BL
The caster places a rune (at least 3" by 3" in size) in a visable location on the recopient, that allows the recipient to resist disease once before the rune is expended and vanishes.
18) Locate Wizard Mark
Casting Time = 25 minutes
Component = 1 RW
Wizard slips into a trance and draws a map to marked being. Details of map are left to PLOT TEAM. Mark will dissipate once this spell, and map, are completed.
CERAMONIES
19) Earth Quake
Casting Time = 2 hours
Component = 1 FM
1 SP to structure/LP caster spends at 60 second intervals. Slick affects any being inside structue, and they take 1 crush per structure point done by spell.
20) Resist Shatter Rune
Casting Time = 1 hour
Component = 1 RM
The caster places a rune (at least 3" by 3" in size) in a visable location on the recopient, that allows the recipient to resist statter once before the rune is expended and vanishes.
21) Scepter of Command
Casting Time = 2 hours
Component = 1 FM
Caster empowers a short mace or club that is linked to essence of recipient, who loses 2 LP off his total LP while spell is active. Reduces troop costs by 5% and weilder can strike for Beguile (per spell) for 2 LP (unhealable for 3 hours). If stolen, can be used as if the recipient/owner of scepter, had wizard mark that was placed by being in possesion of scepter.
22) Escape to Beacon
Casting Time = 25 minutes*
Component = see description
Transports caster and all within circle to pre chosen beacn on completion of ritual. Travel cannot penetrate magic barriers and accuracy can be affected by magical and environmental factors.Any being traveling VIA this spell will be disoriented (as if at 0LP) for 15 seconds at least(GM call based on distance and PLOT factors)
This is an exception to casting time due to the purpose of the spell. Caster arrives at -10LP to compensate for the rushed casting, using his own life force(as the component) to accelerate casting.
seems unnecessaryWyrmwrath wrote: 23) Abundance/Plague
Casting Time = between events
Component = 1 RH + BL
(Abundance) - Target a Territory, each Holding Manager within this Territory will receive (1) one Resource per Production Area within their Holdings in addition to their normal production.
(Plague) - Target a Territory, each Holding Manager within this Territory will receive (1) one less Resource per Production Area within their Holdings.
24) Reinforce Structure
Casting Time = 2 hours
Component = 1 FM + 1 RM
+10 SP to building/+5 to door 6 hour duration. Structure/door must be marked with orange "R" at least 6" x 6"
25) Essence Weapon
Casting Time = 3 hours
Component = 1 RM+1 FM
Caster creates a weapon of pure essence that swings for "Magic Essense", is undisarmable, and will do extra damage to undead and other creatures (as determined by PLOT TEAM). The weapon is linked to weilder who loses 3LP (unhealable until 1 hour after spell ends). Phys rep must be all white with18" orange ribbon tied to it
covered my thoughts on this kind of thing in the other frenzyWyrmwrath wrote: MASTER
SPELLS
1) Arctic Blast Casting Time = Instant Component = NA
The caster calls a Game Stop and throws two packets. Anyone within the triangle created by the packets and the caster takes 2 Vorpal and takes a Press effect that pushes them to the ground. It takes an uninterrupted 10 second count to get back up.
Cool down -20 Minutes
2) Counter Spell
Casting Time = Instant
Component = NA
If a game stop is called for a spell effect you may spend 1 LP during the game stop to counter the effect. Cool down - 20 minutes
3) Displace Time
Casting Time = 60 Seconds
Component = NA
At the end of the 1 minute charge up time, the caster must spend 1 LP and call a Game Stop, then throws two packets and everyone within the area of these packets is now trapped in time. Any character trapped in time cannot move or be moved and is immune to damage and effects. This effect lasts for 5 Minutes. (You can use “Resist Magic” to get out of this effect).
Cool down - 20 Min.
4) Wave of Essence
Casting Time = 30 Seconds
Component = NA
Arms must be held traight up during casting. Call a Game Stop - Hold out your arms (without physreps) and walk in a straight line, anyone within that line takes 10 damage. Cool down - 20 Min. (Attack of Elements)
5) Meteor Storm
Casting Time = 60 seconds
Component = NA
Once this spell is cast you can throw packets for "5 magic" for as long as you keep 1 foot planted on the ground. You may pivot around the 1 planted foot. If you are disrupted at any time while casting or using this spell you take "5" damage and must re-load the skill to use it again. The wizard can end this spell at any time at a cost of 5 damage. Reload: This spell has a 1 minute reload time.
6) Frenzy
Casting Time = 60 seconds
Component = 1 RH
Affected target MUST attack nearest being with strongest attack for 5 minutes, until affacted target is unconscious, or target of attack is no longer in line of sight. Affected target will select a new target to attack once current target is no longer in line of sight.
once again i dont like these kinds of spells, to little cast time for to much spell time, especially ones that control other PC's, who come to the event and pay to play there own game. . .Wyrmwrath wrote: 7) Enslavement
Casting Time = 30 seconds
Component = 1 WW
Charm based spell that forces affected target to follow each and every one of casters commands for 10 minutes. Affected target knows they are being controlled.
that is alot of damage for a very short cooldownWyrmwrath wrote: Greater Infuse
Casting Time = 30 seconds +5/2LP
Component = 1 Mystic
Heals target 2 LP/ magical component
9) Destroy Undead
Casting Time = 30 seconds
Component = see description
Voice Radious 10 magic vorpal to all undead. +5 magic vorpal/WW
i dont think this spell would work very well, i did laugh at the drum thoughWyrmwrath wrote: 10) Empower
Casting Time = 60 seconds
Component = NA
The Caster may infuse their own Life Essence into the target. Upon doing so the target has their Maximum Life Points raised by an amount equal to the Caster's current Base LP, and the target gains “Immunity to Charm”. The Caster is at 0 LP and may not be healed beyond that until the Spell is broken. The effect ends at the end of the event or when the Target willingly gives the caster's Essence back, this requires no time but the target must touch the Caster to accomplish this. Disenchant has no effect on this Talisman. If the target of the spell dies, the caster slowly loses his hold on his own essence and dies as well (As soon as he hears about the death of the target).
11) Fist of Titan
Casting Time = 2 minutes
Component = NA
Spell creates a spectral giant fist that pummels casters chosen target for1 SP/60 seconds and 1 unhealable LP (1 hour). A drum must be played rythmicly(struck at least once every 10 seconds) for entire duration of active spell.
Wyrmwrath wrote: RITUALS
12) Summon Wizard Mark
Casting Time = 1 hour
Component = BL and 1 FM
Transferes a single being marked by casters wizard mark, to casters circle.
13) Fortify Structure
Casting Time = 3 hours
Component = 2 FM and 1 WW
Spell adds 8 SP to building/3 to a door. Building is immune to mundane damage. Duration 9 hours. Structure/door must be marked with orange "F" at least 6" x 6"
14) Ricochet Magic Rune
Casting Time = 30 minutes
Component = 1 BL
Redirect channel or spell effect, that targets possesor of the rune, to any other target of rune possesors rune.
15) Contact Essence
Casting Time = 1 hours
Component = 1 FM +1 BL
Caster places marker on the essence/spirit of target that can be used cast spells and rituals ontarget, even if they are not visble to caster. Caster may also drain LP from target when meditating in a circle at a rate of 1 LP every 20 minutes. Target may not be healed until caster is dead or contact broken. Stolen LP are added to casters total LP until end of event or contact broken. Target is unaware of active spell unless he was conscious at time contact was placed. (IE if he was asleep, he will not know it exists). Contact can only be identified by ritual identify or greater sense magic, and can only be ended by death or dispelling of caster
16) Permanant Circle
Casting Time = 2 hours 55 minutes
Component = 1 FM
Turns a previously cast circle of power, inro a permenant construct. Circle becomes a wall of magical force that cannot be crossed without casters permission. To give permission caster must give permission in a SPECIFIC manner to a being in line of sight (Bob the dwarf, you in the green cloak, the hooded stranger with red glowing eyes and long black claws ive never seen before...) pesmission is only good for pasage one way, and once started, the transition across MUST be completed. Circle has 10 SP and can only be damaged magicly or by dispel (1 SP per dispel)
17) Resist Magis Rune
Casting Time = 2 hours
Component = 1 BL
Allows recipient to resist magic per the skill once, then the rune faded.
18) Alter Race
Casting Time = 6 hours
Component = 1 FM
caster may change the race of target to any race he has access to during casting.
CERAMONIES
19) Create Dimentional Container
Casting Time = 3 hours
Component = 1 RM +1 BL
Each casting increases the capacity of a container as if it wer one class higher, without altering its actual size or the number needed to carry/move the container. Duration 1 year.
20) Create Golem
Casting Time = 12 hours
Component = varies by type
Creates a magical construict that will follow the commands of whom ever wears the control pendant that is also created. The type, materials, components required, and powers of the golem vary by golem type.
21) Damage Aura
Casting Time = 3 hours
Component = 1 RM + 1 FM
Stores magic in a weapon that will function like a hero point, used to increase damage for a combat, once before the magic is drained.
22) Gemstore
Casting Time = 2 hours
Component = see description
Caster stored spirit of target being in any gem of 1 gold in value or more. Essence of stored being does not age and is in stasis until gem targeted with a dispel, shattered, or caster releases stored essence willingly. Essence in gem can be used to bolster the chances of a beings survival during a chip draw. Any time a red chip is drawn, a healer in possesion of a spirit stored in this manner, he can force the stored spirit to draw a chip. If a white chip is drawn, it is considered to have been drawn by the original being that drew a red chip. The stored spirit is then consumed. If the stored spirit draws a red chip, it is consumed and of no benefit. Anytime the spirit is consumed, released, or the gem is disenchanted it is destroyed.
23) Create Skill Store
Casting Time = 3 hours
Component = see description
Caster empowers a specialy crafted item to hold a single charge of a skill possesed and demonstrated by the target of this spell. The skill can then be used once an event, but must be recharged after every use. Recharge and item construction wil lvary by skill intended for storage.
24) Greater Ward
Casting Time = 2 hours
Component = 2 RM + 2 FM
Spell functions as Wizard Lock and Reinforce Structure. Duration 12 hours. Structure/door must be marked with orange "G" at least 6" x 6"
25) Wizards Staff
Casting Time = 2 hours
Component = see description
Caster empowers specially crafted staff (2FM, 2, RM, 2 BL, a gem of 1 gold in value and 24 hours craft time) to retain powrs based on the type created. The staff is not destroyed by the enchant weapon spell. If stolen, can be used as if the wizard that empowered the staff had wizard mark that was placed by being in possesion of staff.
A) Dragon Staff (green and yellow) Swings for: 1 crush
> wizard+3 LP and +5CBR while holding staff
> strike for Greate Fear" (resist costs 2 LP) for 2LP
OR charge times cannot be disrupted (wasnt able to decide)
> all SPELL casting time doubled while staff active
B) Lich Staff (black and yellow) Swings for: 1 poison
> wizard regens 1 LP per minute, even in combat.
OR only harmed by magicial weapons /channels (wasnt able to decide)
> wizard immune to disease, poison, fear, charm and healing.
> wizard at -2 max LP and affected as undead by spells and skills.
C) Archmage Staff (blue and yellow) Swings for: 1
> 1 charge of counter spell (recharge with 1 FM and 1 LP (unhealable for event))
> reduces EACH 5 seconds of charge time by 1 second (5 becomed 4, 10 becomes 8. 15, becomes 12. ...)
> wizard at -2 max LP
1) Enchant Weapon
breaking might be a little harsh for a copy of a level 1 ability that only costs a life point to activate, perhaps it could cost the person 2 life that cannot be healed until they end it?
In what way?5) Speak with Dead
I personally dont like these kinds of spells, nothing wrong with the cost or anything that i can see, its just that these kinds of abilities have always caused trouble
the current charms (calm and passify) are geared more to combat modification, di inishing damage or causing a temporary pause in a combatants attack. This was geared more for political or intrigue issues.6) Beguile
this just sounds like a complex charm calm like ability, and once again relies alot upon the discresion of the person that is effected.
This too is a current spell under an altered name. Color requirements were my add , carry over from other systems. Designed to be both component for the spell and indicator of the type of item it is.8)Phantom Armaments
i dont know about the color restrictions but i think some kind of marker would be fine, but i would change it to 10 sec, self cast only, cost 1 lp per weapon/shield, lasts for the scene.
Actually no it cant, since if there were 5 of them (or even its its just one)they could surround the caster(stand by him if there is just one) and keep hitting him with 0 damage and disrupt HIS charge time.9) Pins and Needles
that is powerfull, especially considering the spamable nature of it, you could keep 5 empaths, rogues (but who cares about them amirite?) wizards, etc. on constant cooldown.
Confusing why?14) Create Beacon
seems confusing and unnecessary
Well, it isnt an exact copy, since it cant be used to discover non magic item/effect related information like research can20) Identify Magic
I dont think mages should be able to copy a master level sage ability, especially considering the amount of versatility they already have.
6) Harm Undead
7) Dragon Aura
I dont mind the above two ideas but this is alot of unhealable life point cost for squishy casters, im sure there are other limitations that can be concieved.
while you may be right, and it may need to be moved to 15 or 20, I dount the caster would get more than 2 or 3 before he became THE most in need of killing in that combat.8)Frenzy
once again to little cast time for to much spell time. could get 30 people before the first one quit.
Thats my error, I did not include in the description that the wizard gets a key, just like a regular lock. That happened because I know how the spell/ritual works form other LARPs and missed that the FH gand would likely not. Just an over sight on my part.14) Wizard Lock
i think another bit on this spell should be if a wizard has wizard lock they can spend an 5min per hour left on the lock to remove it.
22) Escape to Beacon
instead of using another spell that was confusing to create a point of return, can we just call the spell "teleport" and leave it up to GM discresion
I am not sure how you are gaging that, but it wasnt added to the list because it was NEEDED. it was added because as a player that likes playing mages, I though it would be a cool spell to have as a wizard AND it would allow the staff to add foes that were crazy tough without such a weapon just like they do with enchant weapon.25) Essence Weapon
seems unnecessary
oopppss.... how did that get in there twice. *checks my spell list* Damn...*gets back to work*6) Frenzy
covered my thoughts on this kind of thing in the other frenzy
Not sure what you dislike about spells that are the staple of moset every fantasy RPG game, but I have always felt if a player isnt ok with such events befalling thier PC, since role playing is about experiencing the lives of the PC, then they are in the wrong hobby. LARPing doesnt have " good stuff only happens to the players" anywhere in the term LARP as I recall. a player who gripes that they "come to the event and pay to play there own game" must be horrified every time a game stop is called since it does so even more, or when staff magicly transports people to places they didnt want thier PC to go. How awful LARPing must be for those players....I would suggest they stop playing to avoid the stress and grief.7) Enslavement
once again i dont like these kinds of spells, to little cast time for to much spell time, especially ones that control other PC's, who come to the event and pay to play there own game. . .
9) Destroy Undead
that is alot of damage for a very short cooldown
11) Fist of Titan
i dont think this spell would work very well, i did laugh at the drum though
the thing with the drums is just a practical issue, there is very little staff and spare people to deal with the drum effect, and even if an awsome idea came up dot (damage over time) effects are hard to track.
And if the PC responded no to either of these...and the PC DID stab or beat to death Vox, then as a GM I would consider that metagaming and cheating of one of the highest sorts and ban the player.the reason i dont like the yes, no, true, false, mess with the mind questions is they rely TOO much on the honor system. especially when your asking the effected party to their face if they did something wrong, as well as the MASSIVE amount of ways to twist a question. example:
ark asks ren if she killed vox:
ren says "no" because her sword killed him
ark asks ren if she killed vox:
ren says "no" because she beat him into negs and he bled out on his own
etc. etc. there are many ways to cheese these types of things, the best advice i was given by a GM was "do what you would do if the skill did not exist."
Then I would treat that as the above. Its bad RP and should be strongly discouraged/disciplined.i tend to not like charm effects in general, especially when it comes to PC's who might not want to do what you have charmed them to do, they will purposefully set themselves up for failure, mess up, fight poorly, etc. when asked to do something against their nature.
Why, from the stand point of whomever developes that spell in game...there is no such thing as PV anything. They should be crafted as a being in that world would think to craft em. no?i think most skills and spells should be designed with a PvE nature in mind but ballanced against both a PvE and a PvP nature.
I dont see why, since as a mage crafting spells...wouldnt that be some of the things you would want to do...make spells that do stuff other people do?i also think mages can be versatile without needing to resort to copying other master level abilities, and i love mages.
(versatility is my power, necromancy is just my calling card - my wizards motto in DDO)
Why because you would as a GM? The staff doesnt HAVE to assume it will be there in each combat, since its already been seen that some undead battles that would be easier with an undead hunter...didnt even have one of those... right CJ?about the necro only spell, if a wizard or wizards is able to wipe waves of undead off the field with that, they will ballance the stats against that spell.
They already do, in fact we had two with us on most runs last event AND I dont think EITHER used damage spells at all...unless head butting a flag pole counts that is.i think players should want to bring mages along because they can make the party as a whole better, rather then just be an occasion burst of damage.