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Help space lizard learn magikz
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<blockquote data-quote="Primitive Screwhead" data-source="post: 6511522" data-attributes="member: 20805"><p>My quick skim over says this looks very good! I will have to spend some more time with it later this weekend {after I print it off so I can better proof-read!}</p><p></p><p></p><p></p><p></p><p>One thing Morrus gets me on all the time is that I have been playing with variations of this spell system for a very long time and often mis-remember things... my bad!</p><p></p><p>With that caveat out of the way:</p><p></p><p>#0: I think the 'one round' duration starts at the end of the casting and lasts until the end of your next turn, so the caster would benefit from one round of the spell being active.</p><p></p><p>#1: Yes, the first round of an enduring heal would stabilize and the second round would heal. Yes, very dice hungry.. but the Cleric's healing touch makes for a good stabilizing action!</p><p></p><p>#2: One key to pay attention to is whether the spell inflicts a condition on the character directly, or applies the condition to characters within the spell's area of effect. Which gets slightly more convoluted when the spell is 'discerning' and attaches the spell's area of effect to a character....</p><p></p><p> Spell A targets a creature and afflicts the 'blinded' condition. This would be an instantaneous effect and lasts until the creature 'shakes it off'. This is much like a damaging spell that deals the damage as an instantaneous effect. In this case duration only applies to how long the caster can hold the spell 'charged' before delivering it. </p><p></p><p> Spell B targets an area creating a magical darkness that blocks all vision, effectively blinding those inside the area. The creatures are blinded until they leave the spell's area of effect. If they return to the darkened area they are again effectively blinded.</p><p></p><p> Spell C targets creatures within an area and attaches minor globes of magical darkness to their noses. The creatures are effectively blinded until the spell expires or is dispelled.</p><p></p><p> </p><p>If I were to do a non-shakeable condition I would follow the 'enduring damage' concept where the spell re-applies the condition each round until the duration is over. So an 'enduring Blindness' that lasts for at least 1 minute would cost 4MP.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 6511522, member: 20805"] My quick skim over says this looks very good! I will have to spend some more time with it later this weekend {after I print it off so I can better proof-read!} One thing Morrus gets me on all the time is that I have been playing with variations of this spell system for a very long time and often mis-remember things... my bad! With that caveat out of the way: #0: I think the 'one round' duration starts at the end of the casting and lasts until the end of your next turn, so the caster would benefit from one round of the spell being active. #1: Yes, the first round of an enduring heal would stabilize and the second round would heal. Yes, very dice hungry.. but the Cleric's healing touch makes for a good stabilizing action! #2: One key to pay attention to is whether the spell inflicts a condition on the character directly, or applies the condition to characters within the spell's area of effect. Which gets slightly more convoluted when the spell is 'discerning' and attaches the spell's area of effect to a character.... Spell A targets a creature and afflicts the 'blinded' condition. This would be an instantaneous effect and lasts until the creature 'shakes it off'. This is much like a damaging spell that deals the damage as an instantaneous effect. In this case duration only applies to how long the caster can hold the spell 'charged' before delivering it. Spell B targets an area creating a magical darkness that blocks all vision, effectively blinding those inside the area. The creatures are blinded until they leave the spell's area of effect. If they return to the darkened area they are again effectively blinded. Spell C targets creatures within an area and attaches minor globes of magical darkness to their noses. The creatures are effectively blinded until the spell expires or is dispelled. If I were to do a non-shakeable condition I would follow the 'enduring damage' concept where the spell re-applies the condition each round until the duration is over. So an 'enduring Blindness' that lasts for at least 1 minute would cost 4MP. [/QUOTE]
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