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Elements of Magic: Questions for the Designer
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<blockquote data-quote="RangerWickett" data-source="post: 1669214" data-attributes="member: 63"><p>That's about right.</p><p></p><p></p><p></p><p>Infuse Good.</p><p></p><p></p><p></p><p>Move Earth lets you move through solid objects like they're less solid. You cannot breathe inside these objects, however. You can always use Create Air to create air in your mouth or around your body.</p><p></p><p></p><p></p><p>An alarm spell would be a contingent Create Sound spell, and you could combine it with 1 MP of Scry to remote view in an adjacent dimension. I'll make a note to include a low-MP Move Space option to let you have a spell move to a coterminous dimension, or whatever the appropriate term is.</p><p></p><p></p><p></p><p>I would personally suggest just use the proper Abjure spell and just not worry that you get extra benefits, but a proper sort of Transform Outsider could work. Man, you guys come up with <em>too many</em> questions. *grin*</p><p></p><p>Honestly, no offense intended, but you are asking enough questions, I'm sure you're experienced enough to guess how to cost such things. You have learned the path, and now you must walk it yourself. Only then will your training be complete.</p><p></p><p></p><p></p><p>Hrmmm. That's an odd one. Ability damage is a little odd to deal with. You could just as easily have a contingent Heal spell to trigger and restore ability damage whenever you're hurt. But a special Abjure Nature spell might work. There isn't any existing example of warding off ability damage, so it's hard to guess how to cost such a spell.</p><p></p><p></p><p></p><p>Sounds good.</p><p></p><p></p><p></p><p>Maybe an Infuse spell would work to grant the knowledge of strange abilities. Infuse Time for initiative, Infuse Air to dodge with evasion, Infuse Death maybe for weapon proficiency. Be careful not to undercost unique class abilities.</p><p></p><p></p><p></p><p>There are some rules in LA about increasing your MP limit by using components. Generally, you just get to increase your MP limit for a given spell by 1 if you spend some gp worth of stuff. I haven't fully figured out the calculations yet, but it's all based on the complications of creating charged magic items and such. Yikes.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1669214, member: 63"] That's about right. Infuse Good. Move Earth lets you move through solid objects like they're less solid. You cannot breathe inside these objects, however. You can always use Create Air to create air in your mouth or around your body. An alarm spell would be a contingent Create Sound spell, and you could combine it with 1 MP of Scry to remote view in an adjacent dimension. I'll make a note to include a low-MP Move Space option to let you have a spell move to a coterminous dimension, or whatever the appropriate term is. I would personally suggest just use the proper Abjure spell and just not worry that you get extra benefits, but a proper sort of Transform Outsider could work. Man, you guys come up with [i]too many[/i] questions. *grin* Honestly, no offense intended, but you are asking enough questions, I'm sure you're experienced enough to guess how to cost such things. You have learned the path, and now you must walk it yourself. Only then will your training be complete. Hrmmm. That's an odd one. Ability damage is a little odd to deal with. You could just as easily have a contingent Heal spell to trigger and restore ability damage whenever you're hurt. But a special Abjure Nature spell might work. There isn't any existing example of warding off ability damage, so it's hard to guess how to cost such a spell. Sounds good. Maybe an Infuse spell would work to grant the knowledge of strange abilities. Infuse Time for initiative, Infuse Air to dodge with evasion, Infuse Death maybe for weapon proficiency. Be careful not to undercost unique class abilities. There are some rules in LA about increasing your MP limit by using components. Generally, you just get to increase your MP limit for a given spell by 1 if you spend some gp worth of stuff. I haven't fully figured out the calculations yet, but it's all based on the complications of creating charged magic items and such. Yikes. [/QUOTE]
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