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Elements of Magic: Questions for the Designer
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<blockquote data-quote="RangerWickett" data-source="post: 1519315" data-attributes="member: 63"><p>Here’s the basics of it, which will vary depending on the style of ritual magic you use in your game.</p><p></p><p>To cast a spell through combined effort, you need to have all the contributing spellcasters donate MP. The amount of MP you donate is worth a different amount of ‘Ritual Magic Points.’ The MP cost of the spell you’re trying to cast determines how much RMP it takes to pay for it. There’s more to it than this, but here’s the chart.</p><p></p><p><strong>MP Paid: - RMP Value:</strong></p><p>01 : ……1</p><p>02 : ……2</p><p>03 : ……3</p><p>04 : ……4</p><p>05 : ……6</p><p>06 : ……8</p><p>07 : …..12</p><p>08 : …..15</p><p>09 : …..25</p><p>10 : …..35</p><p>11 : …..50</p><p>12 : …..65</p><p>13 : …..95</p><p>14 : ….125</p><p>15 : ….190</p><p>16 : ….250</p><p>17 : ….375</p><p>18 : ….500</p><p>19 : ….750</p><p>20 : …1000</p><p>21 : …1500</p><p>22 : …2000</p><p>23 : …3000</p><p>24 : …4000</p><p>25 : …6000</p><p>26 : …8000</p><p>27 : ..12000</p><p>28 : ..16000</p><p>29 : ..24000</p><p>30 : ..32000</p><p>31 : ..48000</p><p>32 : ..64000</p><p>33 : ..96000</p><p>34 : .128000</p><p>35 : .192000</p><p>36 : .256000</p><p>37 : .384000</p><p>38 : .512000</p><p>39 : .768000</p><p>40 : 1024000</p><p>41+ : For each 2 MP you increase, double the cost.</p><p></p><p>Only spellcasters who know all the spell lists used in the spell you’re casting can donate MP, and each cannot donate more MP in a single round than his MP Limit. However, the spellcasters can donate MP over the course of several turns. Each round a mage donates MP, he must make a caster level check (DC equal to the spell being cast), or else his donated MP is wasted.</p><p></p><p>Once all the MP is gathered, the group must still cast the spell. Since you are casting the spell on the fly, this takes two full rounds. A ‘lead caster’ makes a caster level check (DC 11 + spell MP cost), and each assisting spellcaster who beats a DC 10 caster level check gives the main caster a +2 bonus. If the check succeeds, the spell is cast. If the spell fails by less than 5, the spell just fails. If the check fails by 5 or more, the spell backlashes on those involved. The specifics of the backlash depend on how the GM wants to set up his magic. </p><p></p><p>A nice guideline is damage equal to the spell’s MP cost, and a point of Wisdom damage for each MP the spell is above the strongest Mage’s MP Limit. A particularly nasty setting, something Cthulhu-esque, might have you still take half damage on a success.</p><p></p><p><em>Example One: Four 14th level mages try to cast a 20-MP spell. Each 14 MP they donate is worth 125 RMP, and a 20-MP spell takes 1000 RMP to cast. Each round, the mages have to succeed DC 20 caster level checks, but if they’re not in a rush, they can just take 10. After two rounds of each donating 14 MP, they have enough MP, and can begin casting the spell. Two rounds later, the mage who is the leader makes a DC 30 caster level check. The other three casters cannot fail their assist check, so the lead mage adds a +6 bonus to his check. If the lead mage Takes 10, he will manage to succeed in casting the spell.</em></p><p><em></em></p><p><em>Example Two: A 20th level mage tries to revive a legendary warrior who died centuries ago, a 25-MP spell. The mage spends six rounds donating 20 MP each round, enough to total the 6000 RMP needed for the 25-MP spell. After concentrating for six rounds, and spending two rounds to cast the spell, he must make a DC 35 caster level check.</em></p><p></p><p>Still undergoing some revision. It’s rather hard to playtest 30-MP effects.</p><p> </p><p></p><p></p><p></p><p>No to the Transform Specialist question. For the other question, some of the boons sorta scale, like spiritual medium to sixth sense. The boons were mostly just sample ideas for minor magical powers that would be interesting and flavorful. It should be easy to make up new ones for your own game.</p><p></p><p></p><p></p><p>Depending on which book you reference, it is either correct or incorrect to put ‘s after a singular word that ends in S. For plurals that end in S, like “Mages’ Spellbooks,” you never put the s after the apostrophe.</p><p></p><p>And yes, it is incorrectly listed as 13/2 on page 24.</p><p></p><p></p><p></p><p>You can dismiss any spell you cast by spending a standard action. Or, when you cast a spell, you can choose any specific duration that is less than the amount you paid for. That way, the spell will end automatically and you don’t have to spend an action to end it. It doesn’t come up often.</p><p></p><p></p><p></p><p>So you’re asking, basically, if you had a fire monster with a natural caster level of 5, and it cast a spell on you, would Abjure Fire give you a saving throw bonus against the spell? Yes. If the creature then took a level of Mage to have a caster level of 6, would Abjure Fire still protect against its spells?</p><p></p><p>I don’t know. It never came up. What do you think?</p><p></p><p></p><p></p><p>It’s easier to get a resistance to energy than it is to remove resistance. Not all effects of reversible spell lists are equal in cost.</p><p></p><p></p><p></p><p>If you try to ‘reduce’ energy immunity, there’s no effect. You’d have to spend 8 MP to remove the energy immunity, or 15 MP to remove every energy resistance on the creature.</p><p></p><p></p><p></p><p>As per the core rules, pretty much nothing extends to other planes unless it says so.</p><p></p><p>Any permanent spell, even an unwilling one, counts against the limit.</p><p></p><p></p><p></p><p>I don’t know what you’re saying.</p><p></p><p></p><p></p><p>Of course they negate each other.</p><p></p><p></p><p></p><p>I could’ve sworn I got the ‘dispel supernatural abilities’ text from the 3.5 PHB. Hrm. Well, since most such abilities don’t have MP costs or caster levels, just ignore it.</p><p></p><p></p><p></p><p>You <em>can</em> have up to 4 spell lists, but I chose to only mention 1. The rest were unimportant to the flavor of the spell, and up to you to decide.</p><p></p><p></p><p></p><p>Of course they go back to normal when the spell ends.</p><p></p><p></p><p></p><p>Nope. If you use the mild side effect of Evoke Life, you change the way the spell deals damage. It should have been spelled out, but no, Life resistance will reduce the damage, but it won’t stop it from being mental.</p><p></p><p></p><p></p><p>Nope, it’s Will. It was just that, when we cleared up the wording of that effect on other Evoke spells, we didn’t clear it up for Evoke Time.</p><p></p><p></p><p></p><p>“Detect” I think is a suitable word, but regardless, if the caster of Infuse Fire chooses for the subject to not become a Fire creature, then Heal Fire won’t heal it. If the caster chooses for Infuse Evil to not make the target detect as evil, then Evoke Good won’t do full damage to it.</p><p></p><p></p><p></p><p>Read the next sentence in that paragraph. It ignores armor and shields, but not the enhancement bonuses of those items.</p><p></p><p></p><p></p><p>If you’re in the body, you’d have all your class-based hit dice, plus all the racial hit dice appropriate to that body. You’d have all that body’s appropriate abilities. Your GM will probably want to adjust your effective character level, but hey, if you manage to force your way into a dragon’s body, good for you.</p><p></p><p>If you’ve made the spell permanent, and a temporary dispel is used, your soul is forced out of your body, akin to the spirit wander effect. If your original body is still alive, the two souls go back to their normal sides. Otherwise, your soul’s just ejected and the body lies limp. If the dispel is permanent, and your original body is dead, you die too, and may end up as some sort of uneasy spirit if your GM wants. Your new body lives on in a coma-like state.</p><p></p><p></p><p></p><p>Snowstep lets you walk on snow or ice without making balance checks. Waterwalk lets you walk on water as if it were solid ground. Airwalk lets you walk on air as if it were solid ground. I thought that seemed obvious enough. If you’ve scryed on a place, it counts as ‘Viewed Once,’ unless you’ve scryed on it a lot.</p><p></p><p></p><p></p><p>Yes. If a spell mentions a save DC, it’s always 10 + ½ MP cost + caster’s Charisma bonus, unless it says otherwise.</p><p></p><p></p><p></p><p>No, a 0 MP Transform Animal spell would let you turn a human into a cat, Transform Humanoid would let you turn into a goblin, and Transform Vermin would let you turn into a giant bee. You could not, however, use Transform Undead to turn a human into a zombie, because one is a life creature, and one is a death creature.</p><p></p><p></p><p></p><p>I’m not quite clear about the question.</p><p> </p><p></p><p></p><p>I’m not very familiar with the Immortals Handbook.</p><p></p><p>For immunities, generally if the immunity is only to a small type of magic (like dragons against sleep), it keeps it. If the creature had immunity to mind-affecting effects, it can still be affected by specifically-designed Charm and Compel lists against that creature type, since that was a key part of the design of the magic system. I wasn’t familiar with Abominations, so probably the most balanced thing for them would be to have a new Charm Abomination spell list.</p><p></p><p>As for Transforming the untransformable, I never understood why plants can’t be transformed, but then again, I rarely use plant monsters. For your game, I’d suggest you keep the resistance, but maybe allow it if you include the ‘different element type’ enhancement.</p><p> </p><p></p><p></p><p>I didn’t want to allow you to increase mental ability scores. And yes, that’s pretty much what I was shooting for, with the warning that you should not let casters ‘research’ creatures that are inappropriate for their type. For instance, no humanoids with natural breath weapons.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1519315, member: 63"] Here’s the basics of it, which will vary depending on the style of ritual magic you use in your game. To cast a spell through combined effort, you need to have all the contributing spellcasters donate MP. The amount of MP you donate is worth a different amount of ‘Ritual Magic Points.’ The MP cost of the spell you’re trying to cast determines how much RMP it takes to pay for it. There’s more to it than this, but here’s the chart. [b]MP Paid: - RMP Value:[/b] 01 : ……1 02 : ……2 03 : ……3 04 : ……4 05 : ……6 06 : ……8 07 : …..12 08 : …..15 09 : …..25 10 : …..35 11 : …..50 12 : …..65 13 : …..95 14 : ….125 15 : ….190 16 : ….250 17 : ….375 18 : ….500 19 : ….750 20 : …1000 21 : …1500 22 : …2000 23 : …3000 24 : …4000 25 : …6000 26 : …8000 27 : ..12000 28 : ..16000 29 : ..24000 30 : ..32000 31 : ..48000 32 : ..64000 33 : ..96000 34 : .128000 35 : .192000 36 : .256000 37 : .384000 38 : .512000 39 : .768000 40 : 1024000 41+ : For each 2 MP you increase, double the cost. Only spellcasters who know all the spell lists used in the spell you’re casting can donate MP, and each cannot donate more MP in a single round than his MP Limit. However, the spellcasters can donate MP over the course of several turns. Each round a mage donates MP, he must make a caster level check (DC equal to the spell being cast), or else his donated MP is wasted. Once all the MP is gathered, the group must still cast the spell. Since you are casting the spell on the fly, this takes two full rounds. A ‘lead caster’ makes a caster level check (DC 11 + spell MP cost), and each assisting spellcaster who beats a DC 10 caster level check gives the main caster a +2 bonus. If the check succeeds, the spell is cast. If the spell fails by less than 5, the spell just fails. If the check fails by 5 or more, the spell backlashes on those involved. The specifics of the backlash depend on how the GM wants to set up his magic. A nice guideline is damage equal to the spell’s MP cost, and a point of Wisdom damage for each MP the spell is above the strongest Mage’s MP Limit. A particularly nasty setting, something Cthulhu-esque, might have you still take half damage on a success. [i]Example One: Four 14th level mages try to cast a 20-MP spell. Each 14 MP they donate is worth 125 RMP, and a 20-MP spell takes 1000 RMP to cast. Each round, the mages have to succeed DC 20 caster level checks, but if they’re not in a rush, they can just take 10. After two rounds of each donating 14 MP, they have enough MP, and can begin casting the spell. Two rounds later, the mage who is the leader makes a DC 30 caster level check. The other three casters cannot fail their assist check, so the lead mage adds a +6 bonus to his check. If the lead mage Takes 10, he will manage to succeed in casting the spell. Example Two: A 20th level mage tries to revive a legendary warrior who died centuries ago, a 25-MP spell. The mage spends six rounds donating 20 MP each round, enough to total the 6000 RMP needed for the 25-MP spell. After concentrating for six rounds, and spending two rounds to cast the spell, he must make a DC 35 caster level check.[/i] Still undergoing some revision. It’s rather hard to playtest 30-MP effects. No to the Transform Specialist question. For the other question, some of the boons sorta scale, like spiritual medium to sixth sense. The boons were mostly just sample ideas for minor magical powers that would be interesting and flavorful. It should be easy to make up new ones for your own game. Depending on which book you reference, it is either correct or incorrect to put ‘s after a singular word that ends in S. For plurals that end in S, like “Mages’ Spellbooks,” you never put the s after the apostrophe. And yes, it is incorrectly listed as 13/2 on page 24. You can dismiss any spell you cast by spending a standard action. Or, when you cast a spell, you can choose any specific duration that is less than the amount you paid for. That way, the spell will end automatically and you don’t have to spend an action to end it. It doesn’t come up often. So you’re asking, basically, if you had a fire monster with a natural caster level of 5, and it cast a spell on you, would Abjure Fire give you a saving throw bonus against the spell? Yes. If the creature then took a level of Mage to have a caster level of 6, would Abjure Fire still protect against its spells? I don’t know. It never came up. What do you think? It’s easier to get a resistance to energy than it is to remove resistance. Not all effects of reversible spell lists are equal in cost. If you try to ‘reduce’ energy immunity, there’s no effect. You’d have to spend 8 MP to remove the energy immunity, or 15 MP to remove every energy resistance on the creature. As per the core rules, pretty much nothing extends to other planes unless it says so. Any permanent spell, even an unwilling one, counts against the limit. I don’t know what you’re saying. Of course they negate each other. I could’ve sworn I got the ‘dispel supernatural abilities’ text from the 3.5 PHB. Hrm. Well, since most such abilities don’t have MP costs or caster levels, just ignore it. You [i]can[/i] have up to 4 spell lists, but I chose to only mention 1. The rest were unimportant to the flavor of the spell, and up to you to decide. Of course they go back to normal when the spell ends. Nope. If you use the mild side effect of Evoke Life, you change the way the spell deals damage. It should have been spelled out, but no, Life resistance will reduce the damage, but it won’t stop it from being mental. Nope, it’s Will. It was just that, when we cleared up the wording of that effect on other Evoke spells, we didn’t clear it up for Evoke Time. “Detect” I think is a suitable word, but regardless, if the caster of Infuse Fire chooses for the subject to not become a Fire creature, then Heal Fire won’t heal it. If the caster chooses for Infuse Evil to not make the target detect as evil, then Evoke Good won’t do full damage to it. Read the next sentence in that paragraph. It ignores armor and shields, but not the enhancement bonuses of those items. If you’re in the body, you’d have all your class-based hit dice, plus all the racial hit dice appropriate to that body. You’d have all that body’s appropriate abilities. Your GM will probably want to adjust your effective character level, but hey, if you manage to force your way into a dragon’s body, good for you. If you’ve made the spell permanent, and a temporary dispel is used, your soul is forced out of your body, akin to the spirit wander effect. If your original body is still alive, the two souls go back to their normal sides. Otherwise, your soul’s just ejected and the body lies limp. If the dispel is permanent, and your original body is dead, you die too, and may end up as some sort of uneasy spirit if your GM wants. Your new body lives on in a coma-like state. Snowstep lets you walk on snow or ice without making balance checks. Waterwalk lets you walk on water as if it were solid ground. Airwalk lets you walk on air as if it were solid ground. I thought that seemed obvious enough. If you’ve scryed on a place, it counts as ‘Viewed Once,’ unless you’ve scryed on it a lot. Yes. If a spell mentions a save DC, it’s always 10 + ½ MP cost + caster’s Charisma bonus, unless it says otherwise. No, a 0 MP Transform Animal spell would let you turn a human into a cat, Transform Humanoid would let you turn into a goblin, and Transform Vermin would let you turn into a giant bee. You could not, however, use Transform Undead to turn a human into a zombie, because one is a life creature, and one is a death creature. I’m not quite clear about the question. I’m not very familiar with the Immortals Handbook. For immunities, generally if the immunity is only to a small type of magic (like dragons against sleep), it keeps it. If the creature had immunity to mind-affecting effects, it can still be affected by specifically-designed Charm and Compel lists against that creature type, since that was a key part of the design of the magic system. I wasn’t familiar with Abominations, so probably the most balanced thing for them would be to have a new Charm Abomination spell list. As for Transforming the untransformable, I never understood why plants can’t be transformed, but then again, I rarely use plant monsters. For your game, I’d suggest you keep the resistance, but maybe allow it if you include the ‘different element type’ enhancement. I didn’t want to allow you to increase mental ability scores. And yes, that’s pretty much what I was shooting for, with the warning that you should not let casters ‘research’ creatures that are inappropriate for their type. For instance, no humanoids with natural breath weapons. [/QUOTE]
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