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Elements of Magic: Questions for the Designer
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<blockquote data-quote="Verequus" data-source="post: 1527425" data-attributes="member: 9135"><p>Metamagic feats: Is the DC not increased through the extra paid MP? I didn't found a direct mentioning of that, but the example of Intense Spell implies it, along with core rules.</p><p> </p><p>Can item creation with restrictions be less costly? How can items created which allow only a race or alignment, behave different, if used by members of different classes, or impose some kind of another restriction?</p><p> </p><p>Transform Splitting Option: What happens to the memory of (killed) split beings? Does the transformed being know everything after the spell ends?</p><p> </p><p>Are ritual magic spells handled equally in every regard to normal spells except their casting? Can metamagic feats applied to ritual spells?</p><p> </p><p>Can Move Space be used to teleport into antimagic-fields? If yes, the normal SR check has to be done? Can an antimagic-field be dispelled?</p><p> </p><p>Move Life, Spirit Wander: How can these souls be affected? And how can these affect anything?</p><p> </p><p>"When the spell ends, extraplanar summoned creatures return whence they came, taking with them any items or injuries they received." This means, death is permanent, too?</p><p> </p><p>What is the saving throw of Evoke Death 3/Evoke Fire 3? Two saving throws for each kind of damage? If you attack an incorporeal creature with Evoke Fire 3/Evoke Force 3, damages only Evoke Force 3 normally?</p><p> </p><p>"When a creature changes form, it gains the new form’s Strength, Dexterity, Constitution, movement abilities, natural armor, and innate natural, extraordinary, spell-like, and supernatural abilities. The creature’s hit points also change to those of the new form, if the new form has more hit points." If I have 5th level character with 30 hp and Constitution of 18 and the character changes to a creature with a Con 10, what happens? Do I lose 20 hp first and compare then, if the new form has more than 10 hp, or are my minimum hp 30? And after looking into the teaser thread, I've found out, that I've asked, what happens to nonabilities like transforming into an undead, but the answer isn't in EoM.</p><p> </p><p>"If you want permanent transformation, such as with a medusa’s gaze, you must use the Craft Permanent Spell feat." I wonder, why those medusas and basiliks don't have to pay for XP - because sp- and su-ablities don't pay XP usually?</p><p> </p><p>After looking into the spell listing thread, I see that Kavyk had the same idea I had: Spells with entries, how to scale them. The EoM component structure lends itself for a quick powerup. Such entries would allow a GM to change spells on the fly or saying "That was a signature spell!". I dug my old proposition out and cleaned it up:</p><p> </p><p>[Element]/[Alignment]ball</p><p>Minimum MP: 2</p><p>Evoke [Element]/[Aligment] 1/Gen 1</p><p>Range: Short (30 ft.)</p><p>Duration: Instanteous</p><p>Saving Throw: Reflex half, other for possible ambient side effects</p><p> </p><p>This spell surrounds the target shortly with a ball of [Element]/[Alignment] and does 1d6 damage. Costs: 1 MP damage, 1 MP range.</p><p> </p><p>Improvements:</p><p>Scalable damage: 1 MP for 1d6, can be from every element/alignment.</p><p>Increased range: 1 MP for Medium (150 ft.), 2 MP for Long (800 ft.).</p><p>Contingency: 1 MP for Short (10 minutes), 2 MP for Medium (one hour), used for delay or as trap trigger.</p><p> </p><p>The improvement entries are the most likely used enhancements with included values, what will be changed, and if applicable, the upper range of the enhancement (there could be used more MPs on such an enhancement, but such situations would be rare) and specific use. This example defines not only a Fireball, but also a Delayed Blast Fireball and a Fire Trap in all varieties, including other elements and aligments. I didn't include a side effect table, because that would be clunky and it can be simply looked up. Or is this format too unwieldy? Then it has to be broken up into 27 different spells.</p><p> </p><p>Blue mage:</p><p>You forgot the "Total MP"-entry in your spells in the other thread.</p><p> </p><p> </p><p>And to all, who didn't write a review yet:</p><p> </p><p>How about writing one? There are some people, who want totally uninfluenced opinions - at least some reviews where they can think that.</p></blockquote><p></p>
[QUOTE="Verequus, post: 1527425, member: 9135"] Metamagic feats: Is the DC not increased through the extra paid MP? I didn't found a direct mentioning of that, but the example of Intense Spell implies it, along with core rules. Can item creation with restrictions be less costly? How can items created which allow only a race or alignment, behave different, if used by members of different classes, or impose some kind of another restriction? Transform Splitting Option: What happens to the memory of (killed) split beings? Does the transformed being know everything after the spell ends? Are ritual magic spells handled equally in every regard to normal spells except their casting? Can metamagic feats applied to ritual spells? Can Move Space be used to teleport into antimagic-fields? If yes, the normal SR check has to be done? Can an antimagic-field be dispelled? Move Life, Spirit Wander: How can these souls be affected? And how can these affect anything? "When the spell ends, extraplanar summoned creatures return whence they came, taking with them any items or injuries they received." This means, death is permanent, too? What is the saving throw of Evoke Death 3/Evoke Fire 3? Two saving throws for each kind of damage? If you attack an incorporeal creature with Evoke Fire 3/Evoke Force 3, damages only Evoke Force 3 normally? "When a creature changes form, it gains the new form’s Strength, Dexterity, Constitution, movement abilities, natural armor, and innate natural, extraordinary, spell-like, and supernatural abilities. The creature’s hit points also change to those of the new form, if the new form has more hit points." If I have 5th level character with 30 hp and Constitution of 18 and the character changes to a creature with a Con 10, what happens? Do I lose 20 hp first and compare then, if the new form has more than 10 hp, or are my minimum hp 30? And after looking into the teaser thread, I've found out, that I've asked, what happens to nonabilities like transforming into an undead, but the answer isn't in EoM. "If you want permanent transformation, such as with a medusa’s gaze, you must use the Craft Permanent Spell feat." I wonder, why those medusas and basiliks don't have to pay for XP - because sp- and su-ablities don't pay XP usually? After looking into the spell listing thread, I see that Kavyk had the same idea I had: Spells with entries, how to scale them. The EoM component structure lends itself for a quick powerup. Such entries would allow a GM to change spells on the fly or saying "That was a signature spell!". I dug my old proposition out and cleaned it up: [Element]/[Alignment]ball Minimum MP: 2 Evoke [Element]/[Aligment] 1/Gen 1 Range: Short (30 ft.) Duration: Instanteous Saving Throw: Reflex half, other for possible ambient side effects This spell surrounds the target shortly with a ball of [Element]/[Alignment] and does 1d6 damage. Costs: 1 MP damage, 1 MP range. Improvements: Scalable damage: 1 MP for 1d6, can be from every element/alignment. Increased range: 1 MP for Medium (150 ft.), 2 MP for Long (800 ft.). Contingency: 1 MP for Short (10 minutes), 2 MP for Medium (one hour), used for delay or as trap trigger. The improvement entries are the most likely used enhancements with included values, what will be changed, and if applicable, the upper range of the enhancement (there could be used more MPs on such an enhancement, but such situations would be rare) and specific use. This example defines not only a Fireball, but also a Delayed Blast Fireball and a Fire Trap in all varieties, including other elements and aligments. I didn't include a side effect table, because that would be clunky and it can be simply looked up. Or is this format too unwieldy? Then it has to be broken up into 27 different spells. Blue mage: You forgot the "Total MP"-entry in your spells in the other thread. And to all, who didn't write a review yet: How about writing one? There are some people, who want totally uninfluenced opinions - at least some reviews where they can think that. [/QUOTE]
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