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Godlearner

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Posts posted by Godlearner

  1. There is a write up for one,  Betrothed of Nysalor in the Ho;iday Dorastor Seven Hills supplement.  

    The biggest issue from what I see it are not magic points, since these can be aquired by various means, but rather how to Master  Runes and Techniques. So far the only RAW method seems to be that it would have to have been done before death.

    • Like 2
  2. 11 hours ago, g33k said:

    Chaosium had previously said that -- in their experience (i.e. looking at sales over time, of different product lines) -- the products with rich, developed settings (e.g. CoC & RQ & Elric/SB &c) sold well, and the generic rules (BGB) and more-generic settings (MW) did not sell as well.

    Sure, I would agree with it. But, its also a the chiken vs. egg argument. Coming out with rules and not supporting it with gaming material is doomed. RQG currently has JC support, why not try something like that BRP?

  3. 1 minute ago, Enthar said:

    17 MP (4 base + 13 intensity

    You better count again if any of those runes or techniques are unmastered and with 4, some most likely will be. BTW, that will take about 3 rounds to cast.

    "Using an unmastered technique or Rune costs double the magic points, and if a sorcerer tries to cast a spell with a Rune and a technique they have not mastered, the magic point cost is multiplied by 4 (essentially, doubled twice)."

     

  4. 5 hours ago, Shiningbrow said:

    Boon of Kargan Tor on the sword, Ward Against Weapons for defence, your Sorcerer's Shield above, Mend Flesh (using Fertility as an Inferred Rune from Death), Enhance (STR, CON, DEX), and Master Manipulator (the Manipulation variant of Logician... affects 1 Manipulation skill (including weapons) for roughly the same benefits).

    I am counting at least 2 Techniques and 6 Runes. With most spells costing more than base to cast due to Insight. 

    This is problem when you start adding Runes and Techniques to new spells. 

    13 hours ago, Enthar said:

    Sorcerer's Shield                    (Movement)(Illusion)(Earth)(Combination)
    4pts
    Personal, Passive, Temporal
    For the duration of the spell, an invisible shield of illusionary sensation is formed which hovers near the caster.  The base shield has 1 HP and covers one hit location (front or back, but not both for a single point).  Each point of spell strength increases the HP of the shield by 1.  Additional points of range intensity will cover one additional contiguous hit location.  For larger or smaller casters than the human average, adjust the cost proportionately.  Damage which exceeds the HP of the shield penetrates it, and reduces the strength of the shield by 1 point.  If desired, the protected hit locations can be changed by concentrating on the spell for one melee round.

    Assume you have a sorcerer with this spell and have him cast it as an example. Lets say he has an INT of 18 and has mastered all of these runes and tecniques. Now cast the spell. How much will it protect for? for how long? How many magic points will it cost? My point is that is too expensive for any benefit it may grant.

  5. 1 hour ago, jajagappa said:

    It's not stacking. I'm saying to use Create Sensation as a starting point for building out what the spells would look like.

    You've got a working model for a base: Combine + Illusion + Earth = Create Sensation.

    Now, you want this to be a movable illusion that moves with/around the caster, so it needs Movement as part of it too:  Combine + Illusion + Earth + Movement = let's call it Create Hidden Armor (since it's largely a defensive, protective spell).  As you note the base spell is Active, so this must be too. (You've already got Combine in the spell, so I don't think you need that repeated.)

    Now, you want to be able to focus this illusory shield to actually parry a directed blow. To get to that, I think it requires Command as well.  So now this new spell has these characteristics: Combine + Illusion + Earth + Movement + Command = let's call it Create Hidden Shield (since now it functions like a shield and you can parry with it. You'll need to stay focused, I guess, with the Active part of the spell (not sure if there's a way to make it passive?), and then it needs your Parry skill to direct it in a melee. 

    Overall, I take a very formulaic, building block approach to these spells. What Runes need to go together, do I need to combine or separate, does something need to be summoned or dispelled, do I have to command something to act in a specific manner. 

    I see what you are saying, but there is no reason to do it this way. There is no reason why it needs more than (Illusion) either (Command) or (Summon) if you are not stacking it. It should be passive as the act of Parrying will take care of movement and prevent casting other spells. As a 5 pt its just not usable. You are talking about something which will cost something like 8 magic points, will take more than 2 rounds to cast and give the caster less than 30% chance to parry 1-pt of damage. BTW, no official spell is more than 4 pts as far as I am aware.

    What I am proposing is this:

    Sorcerer's Shield (Illusion)(Command)

    Personal, Temporal

    For the duration of the spell, an invisible shield of illusionary sensation is formed which orbits the caster.  This caster may attempt to parry any incoming attacks which they are aware of using this shield.  The base shield has HP equal to the damage on Sorcery Strength table, and the caster has a base chance to parry equal to their DEX x5 as a percentage. Damage which exceeds the HP the shield penetrates but does not reduces the strength of the shield. The shield can be dispelled.  The shield follows all rules for parrying attacks, including for multiple parries in a round and skills over 100%.  Other spells can not be cast on the shield to improve or alter its effects, this is a specific limitation of the Sorcerer’s Shield spell. 

  6. 4 minutes ago, jajagappa said:

    Look at Create Sensation in the sorcery spells list in RQG - it's the appropriate Rune for illusion of STR/SIZ (but invisible). In my opinion, this is the framing spell, so as long the the subsequent spell builds off this, then it should be workable.

    For the base spell ok, but if you are stacking this on top, its pointless. Both Create Sensation and these spells are Active. How to cast one on top of the other unless you make it passive and active only when used. If you are stacking then I would make it (Illusion)(Combination)

  7. 1 hour ago, Enthar said:

    Lightning Stroke (Air)(Summon)

    Too powerful. You have an area effect spell with practically no defense (Reflection and Castback require POW vs POW fail before they activate) and secondary effects which stuns. I would make none metalic armor effective against this damage and have the damage go against a specific location. If you want general HP damage, you will need to make it overcome POW and make it single target.

     

    1 hour ago, Enthar said:

    Sorcerer's Shield (Movement)(Illusion)(Earth)(Combination)

    Too weak and too expenesive to cast. Why Earth? How many magic points will a 10 point shield cost? any time you go to 4 runes/techniques you are almost sure to have to use Insight for some of them. Your base spell will likely cost 6 mps for 1 point of preotection and you still have to parry with it to boot. Why not use the same skill as regular shield to use it? 

     

    1 hour ago, Enthar said:

    Magic Mote (Movement)(Illusion)(Earth)(Combination)

    Think its too expensive for the damage it does. Why Earth?  I think the base chance to hit should be DEXx5 and not checkable or trainable

  8. 6 hours ago, Shiningbrow said:

    Well, there you see, I'd go the exact opposite, because the power of a Rune Spell is from the deity itself,

    I would disagree. I believe the power comes from the Rune and is channeled by the deity. I would also postulate that same Rune is the source of sorcery associated with that Rune, but the sorcerer himself creates the channel/construct through which the power is must travel to take form. Same goes for spirit spells, but on a smaller scale. 

  9. 13 hours ago, svensson said:

    I'm of two minds about it.

    Societal rules differ and we all have our own standards of what is acceptable.I am the judge what is acceptable in my games and generally resent outside body to set the standard.

    • Like 3
  10. Quote

    Is the rule to prevent magic item proliferation? 

    We always played that all bound creatures are released at the time of the binders death. Enchantments are forever, but the nature of materials is such that they breatkdown with time or get destroyed, and of course the nature of conditions are such that many surviving items are not usable by those who find them. We have also created spells which can disenchant an item and grant the caster a portion of the POW used in creating the original item. All of these things together keep the nimber of magic items in game in check.

  11. I am thinking of using it as an "Insight" Rune for sorcery for any one other Rune which would give sorcerers a chance to cast other spells for which they have not mastered all the Runes, although at a higher cost.

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