Enthar Posted March 12 Report Share Posted March 12 Apologies if this is not the right forum for such a question. I thought, as a new GM, I might run some spells my sorcerer player has proposed past the hive mind here to make sure there isn't any particular hidden unpleasantness that I am just not seeing. Some background, she is playing a Lhankor Mhy philosopher, and this is the first time she has had sufficient downtime to seriously create new spells. I have tried to find sorcery spells from previous editions of the game with no success- the 2nd edition rules sold here do not include any sorcerer spells at all (although I enjoyed how much similarity the rules had to the current version). If it matters, her INT is 20 and her POW is currently 18, and she has a bound spirit with 15 POW. I appreciate any comments, thank you! New sorcery spells Lightning Stroke (Air)(Summon) 2pts Ranged, Instant Starting from the hands (or other appendage) of the sorcerer, and forming a column 1 meter in diameter and 9 meters long, a stroke of lighting is formed for an instant, followed by a thunderclap as the stroke dissipates. The stroke inflicts damage to the general hit points of anyone in the area, with the amount determined by consulting the Sorcery Strength table. Neither armor nor spells that protect against physical damage are effective against this spell, though Countermagic, Reflect, and Castback work. For each level of strength added to the spell, the length affected increases by 1 meter. The stroke may light nearby flammable materials, and the thunder clap afterwards may deafen anyone struck for 1d10+5 rounds if the strength of the spell overcomes their Con on the resistance table. Sorcerer's Shield (Movement)(Illusion)(Earth)(Combination) 4pts Personal, Active, 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 1 HP, and the caster has a base chance to parry equal to 20% + their Magic skill bonus. Each point of spell strength increases the HP of the shield by 1. Damage which exceeds the HP the shield penetrates it, and reduces the strength of the shield by 1 point. The shield follows all rules for parrying attacks, including for multiple parries in a round and skills over 100%. The parry chance may be improved through training, research or experience as normal. Unlike Create Sensation, 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. To learn this spell the caster must know and have currently in mind the Create Sensation spell. Magic Mote (Movement)(Illusion)(Earth)(Combination) 4pts Ranged, Active, Temporal Magic mote summons an invisible mote of illusionary sensation which can be directed by the caster to strike foes within its range on the Dex SR of the caster, +5 SR for each successive attack as normal. Damage and range are as determined by consulting the Sorcery Strength and Sorcery Range tables. The skill for the attack starts at 20% + the Magic skill bonus of the caster and may be improved as usual with training, research, or experience. The mote is treated as a normal missile attack in all respects, and as such can not be parried but may be dodged or blocked by a shield, armor protects from the damage but the POW of the target need not be overcome, and so forth. Likewise Counterspell, Reflect, and Castback (and similar defenses) do not defend as this attack is temporarily real, however Shield and Ward against Weapons (and other similar defenses) will protect as usual. Unlike Create Sensation, other spells can not be cast on the mote to improve or alter its effects, this is a specific limitation of the Magic Mote spell. To learn this spell the caster must know and have currently in mind the Create Sensation spell. Quote Link to comment Share on other sites More sharing options...
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