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Elements of Magic: Questions for the Designer
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<blockquote data-quote="RangerWickett" data-source="post: 1519360" data-attributes="member: 63"><p>Flare</p><p>Evoke Fire 10/ Hex Water 8/ Gen 2</p><p>Total MP: 20</p><p>Range: short (30 ft.)</p><p>Duration: 10 minutes</p><p>This Fiery spell deals 11d6 points of damage to the target, the Flames of Flare are super-hot, and completely ignores fire resistance. Indeed, the potency of Flare is such that they target doesn't recover his fire resistance until 10 minutes have passed. </p><p></p><p><span style="color: red">You should make a note that the target has to fail its Will save to be affected by the Abjure, and that it takes half damage from the Evoke spell if it succeeds a Reflex save. Also, you're probably better off having the spell just last one minute, but do 12d6 damage.</span></p><p></p><p>Meteor</p><p>Evoke Earth 12/ Evoke Lava 1/ Gen 7</p><p>Total MP: 20</p><p>Area: 150 ft. cone.</p><p>Duration: 1 minute</p><p>Calling a Meteor storm down to Earth, this spell does 9d6 points of Bludgeoning damage to everything in a 150 ft long Cone each round for one minute. All objects and the ground itself are baked for the duration of the spell, and deal 1d6 damage to all who are in contact with them. 8 Mp extra Damage, 1 MP Lava side effect, 4 Mp enduring damage, 6 MP 150 ft. Cone, 1 Mp duration.</p><p></p><p><span style="color: red">First of all, you don't need to pay any MP to get a one-minute duration spell. Second, you misunderstand enduring damage. Each 4 MP you spend will make it do 1d6 damage per round, for a minute. You cannot then add the 'extra damage' enhancement to make it deal 9d6 damage per round. You <em>can</em> buy enduring damage three times, for a total of 12 MP, so that you'll do 3d6 damage per round for a minute.</span></p><p><span style="color: red"></span></p><p><span style="color: red">Enduring damage is useful for <em>slowly</em> wearing down a target. Over the course of that minute, you'll do more damage than you would have with a one-shot Evoke spell, but if it worked the way you have it, it'd be overpowered, with the possibility of doing 300 points of damage to a person, or more.</span></p><p></p><p>Ultima</p><p>Evoke Force 18/ Gen 2</p><p>Total MP: 20</p><p>Range: 30 ft.</p><p>Area: 10 ft. Burst</p><p>Duration: Instantaneous</p><p>This most awesome spell does 19d6 points of damage in a 10 ft. Burst. Its basically Anihalation in a bag. Simple enough. 18 Mp extra damage, 1 MP range, 1 MP duration</p><p></p><p><span style="color: red">Why do you include a duration cost? You don't have to buy a duration unless you want the spell to last 10 minutes or more, and there's no reason this would last 10 minutes.</span></p><p></p><p>Might Guard</p><p>Abjure Nature 6/ Abjure Force 6/ Gen 2</p><p>Total MP: 14</p><p>Area of effect: 10 ft area, centered on you.</p><p>Duration: 10 minutes</p><p>A nice spell to have in a pinch, this grants DR 6 and an Energy Buffer against all types of energy, which fails if the damage exceeds 40 points. In short, it reduces damage done by non magical weapons and attacks by 6 and will totally block all damage by energy sources, as long as its under 40 damage. This effect lasts for ten minutes.</p><p></p><p><span style="color: red">This spell may be a little weak, since that energy buffer will apply just once for the entire duration, and only once for the entire area of effect. If people in the area are all hit by one single attack, the buffer will stop the damage to each of them, but people are individually targeted, the buffer could be dropped quickly. Not horrible, though.</span></p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1519360, member: 63"] Flare Evoke Fire 10/ Hex Water 8/ Gen 2 Total MP: 20 Range: short (30 ft.) Duration: 10 minutes This Fiery spell deals 11d6 points of damage to the target, the Flames of Flare are super-hot, and completely ignores fire resistance. Indeed, the potency of Flare is such that they target doesn't recover his fire resistance until 10 minutes have passed. [color=red]You should make a note that the target has to fail its Will save to be affected by the Abjure, and that it takes half damage from the Evoke spell if it succeeds a Reflex save. Also, you're probably better off having the spell just last one minute, but do 12d6 damage.[/color] Meteor Evoke Earth 12/ Evoke Lava 1/ Gen 7 Total MP: 20 Area: 150 ft. cone. Duration: 1 minute Calling a Meteor storm down to Earth, this spell does 9d6 points of Bludgeoning damage to everything in a 150 ft long Cone each round for one minute. All objects and the ground itself are baked for the duration of the spell, and deal 1d6 damage to all who are in contact with them. 8 Mp extra Damage, 1 MP Lava side effect, 4 Mp enduring damage, 6 MP 150 ft. Cone, 1 Mp duration. [color=red]First of all, you don't need to pay any MP to get a one-minute duration spell. Second, you misunderstand enduring damage. Each 4 MP you spend will make it do 1d6 damage per round, for a minute. You cannot then add the 'extra damage' enhancement to make it deal 9d6 damage per round. You [i]can[/i] buy enduring damage three times, for a total of 12 MP, so that you'll do 3d6 damage per round for a minute. Enduring damage is useful for [i]slowly[/i] wearing down a target. Over the course of that minute, you'll do more damage than you would have with a one-shot Evoke spell, but if it worked the way you have it, it'd be overpowered, with the possibility of doing 300 points of damage to a person, or more.[/color] Ultima Evoke Force 18/ Gen 2 Total MP: 20 Range: 30 ft. Area: 10 ft. Burst Duration: Instantaneous This most awesome spell does 19d6 points of damage in a 10 ft. Burst. Its basically Anihalation in a bag. Simple enough. 18 Mp extra damage, 1 MP range, 1 MP duration [color=red]Why do you include a duration cost? You don't have to buy a duration unless you want the spell to last 10 minutes or more, and there's no reason this would last 10 minutes.[/color] Might Guard Abjure Nature 6/ Abjure Force 6/ Gen 2 Total MP: 14 Area of effect: 10 ft area, centered on you. Duration: 10 minutes A nice spell to have in a pinch, this grants DR 6 and an Energy Buffer against all types of energy, which fails if the damage exceeds 40 points. In short, it reduces damage done by non magical weapons and attacks by 6 and will totally block all damage by energy sources, as long as its under 40 damage. This effect lasts for ten minutes. [color=red]This spell may be a little weak, since that energy buffer will apply just once for the entire duration, and only once for the entire area of effect. If people in the area are all hit by one single attack, the buffer will stop the damage to each of them, but people are individually targeted, the buffer could be dropped quickly. Not horrible, though.[/color] [/QUOTE]
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