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Elements of Magic: Questions for the Designer
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<blockquote data-quote="RangerWickett" data-source="post: 1549127" data-attributes="member: 63"><p>Wow, you ask a lot of questions at once. Okay, let me take this step by step.</p><p></p><p></p><p></p><p>The saving throw of an Elements of Magic spell is 10 + 1/2 MP cost + Charisma modifier. It doesn't matter whether you paid the MP for spell lists or metamagic feats. The Intense Spell feat just lets your MP work double duty.</p><p></p><p></p><p></p><p>I've got some material on this subject in Lyceian Arcana. A lot of it comes down to "guess." A few flavorful restrictions here and there, like the Elvish Oathbow, are kinda nice, and it'd be okay to cut a 10% price break on such an item. But if a player custom buys all his magic items and has them all made so they can only be used by him, well, that's not really a drawback, so it shouldn't provide a cost reduction.</p><p> </p><p></p><p></p><p>Only one of the entities is actually you. The rest are extensions of you. If you split yourself into 12 wolves, one of those wolves has your mind, and the rest just act at your command. If the one wolf that is you dies, the whole group dies.</p><p> </p><p> </p><p></p><p>The ritual spellcasting rules are still being fiddled with. But yes, you ought to be able to metamagic them.</p><p> </p><p></p><p></p><p>You can try to teleport into an antimagic field, yes. And you'd have beat the SR. If you fail, I'd say that you go nowhere at all, but some GMs might prefer that you end up just outside the field.</p><p></p><p>You can try to dispel an antimagic field. You'd have to beat its SR first for your spell to work at all, and then you'd do a normal dispel check.</p><p></p><p></p><p></p><p>A 'spirit wander' spell just lets a creature pop out of its body for a little while and look at people's souls. The Elements of Magic system doesn't exactly have the same set-up of ethereal and astral planes that the core rules assume, but the Spirit Wander and Spirit Projection effects both effectively turn you ethereal. Spirit Projection lets you enjoy the benefits of being like an ethereal creature, whereas Spirit Wander pretty much only lets you observe things. </p><p></p><p>In spirit wander, you can't attack, but you can be hurt by effects that can hurt incorporeal creatures, and that affect the mind or soul. An Evoke Space spell, even though it could hit you, wouldn't damage you because your body is not actually there. An Evoke Death spell could harm you, since it damages your life force, and Charm and Compel spells could affect you too.</p><p></p><p> </p><p></p><p></p><p>Eh, I don't worry about it. It's up to GMs to decide whether you're actually summoning something, or if you're just creating creatures out of nothing. And even if you are actually summoning something, your GM might decide that it works like core summon spells. Just do whatever works for you.</p><p> </p><p></p><p></p><p>Evoke Death 3/Evoke Fire 3/Gen 0 would have a DC 13 Fortitude save, and a DC 13 Reflex save, assuming the caster had no Charisma modifier. If you cast Evoke Fire x/Evoke Force x/Gen x at an incorporeal creature, yes, only the Force damage would hurt it. You could, however, use Evoke Fire x/Evoke Space 3/Gen x, and hit it with fire, but you could only hit <em>either</em> corporeal or incorporeal creatures, not both with the same spell.</p><p> </p><p></p><p></p><p>I just swung by the Rules forum, and as it was over a month ago, people still can't quite decide what happens to HP with polymorph. I say, however, that for Elements of Magic, a Transform spell will never make you lose hit points. When you assume the creature's form, if the creature's normal total HP is more than your normal total HP, you get the creature's HP.</p><p> </p><p></p><p></p><p>Monsters get to break the rules.</p><p> </p><p></p><p></p><p>That works nicely for Evoke, Heal, and Summon, which are rather straightforward, and you can kinda do it with Abjure and Infuse since they have numerical factors too, but each has a lot of options. And it's pretty much pointless to try to make a short format version of Create or Transform. For Lyceian Arcana, I want to include a simplified version of the spellcasting rules, but I keep hitting snags trying to figure out how to simplify the complicated spells.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1549127, member: 63"] Wow, you ask a lot of questions at once. Okay, let me take this step by step. The saving throw of an Elements of Magic spell is 10 + 1/2 MP cost + Charisma modifier. It doesn't matter whether you paid the MP for spell lists or metamagic feats. The Intense Spell feat just lets your MP work double duty. I've got some material on this subject in Lyceian Arcana. A lot of it comes down to "guess." A few flavorful restrictions here and there, like the Elvish Oathbow, are kinda nice, and it'd be okay to cut a 10% price break on such an item. But if a player custom buys all his magic items and has them all made so they can only be used by him, well, that's not really a drawback, so it shouldn't provide a cost reduction. Only one of the entities is actually you. The rest are extensions of you. If you split yourself into 12 wolves, one of those wolves has your mind, and the rest just act at your command. If the one wolf that is you dies, the whole group dies. The ritual spellcasting rules are still being fiddled with. But yes, you ought to be able to metamagic them. You can try to teleport into an antimagic field, yes. And you'd have beat the SR. If you fail, I'd say that you go nowhere at all, but some GMs might prefer that you end up just outside the field. You can try to dispel an antimagic field. You'd have to beat its SR first for your spell to work at all, and then you'd do a normal dispel check. A 'spirit wander' spell just lets a creature pop out of its body for a little while and look at people's souls. The Elements of Magic system doesn't exactly have the same set-up of ethereal and astral planes that the core rules assume, but the Spirit Wander and Spirit Projection effects both effectively turn you ethereal. Spirit Projection lets you enjoy the benefits of being like an ethereal creature, whereas Spirit Wander pretty much only lets you observe things. In spirit wander, you can't attack, but you can be hurt by effects that can hurt incorporeal creatures, and that affect the mind or soul. An Evoke Space spell, even though it could hit you, wouldn't damage you because your body is not actually there. An Evoke Death spell could harm you, since it damages your life force, and Charm and Compel spells could affect you too. Eh, I don't worry about it. It's up to GMs to decide whether you're actually summoning something, or if you're just creating creatures out of nothing. And even if you are actually summoning something, your GM might decide that it works like core summon spells. Just do whatever works for you. Evoke Death 3/Evoke Fire 3/Gen 0 would have a DC 13 Fortitude save, and a DC 13 Reflex save, assuming the caster had no Charisma modifier. If you cast Evoke Fire x/Evoke Force x/Gen x at an incorporeal creature, yes, only the Force damage would hurt it. You could, however, use Evoke Fire x/Evoke Space 3/Gen x, and hit it with fire, but you could only hit [i]either[/i] corporeal or incorporeal creatures, not both with the same spell. I just swung by the Rules forum, and as it was over a month ago, people still can't quite decide what happens to HP with polymorph. I say, however, that for Elements of Magic, a Transform spell will never make you lose hit points. When you assume the creature's form, if the creature's normal total HP is more than your normal total HP, you get the creature's HP. Monsters get to break the rules. That works nicely for Evoke, Heal, and Summon, which are rather straightforward, and you can kinda do it with Abjure and Infuse since they have numerical factors too, but each has a lot of options. And it's pretty much pointless to try to make a short format version of Create or Transform. For Lyceian Arcana, I want to include a simplified version of the spellcasting rules, but I keep hitting snags trying to figure out how to simplify the complicated spells. [/QUOTE]
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