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Magic system touch-up

GMMichael

Guide of Modos
In Modos RPG, a character casting a spell uses one or more actions to do so. So I'm tackling the question: during which action does the spell take place?

Characters get three actions per round, which can be used during their turn, or in response to other characters' actions. A spell requires one action per spell level.
Spells higher than level 3:[sblock]Higher level spells can be cast by raising ability scores, which grant an extra action for every 5 points above 10. Also, the Haste spell grants an additional action in the following round.[/sblock]
Spell damage:[sblock] is kept comparable to weapon damage by allowing only one die of damage per action. Swing a sword, deal one die of damage. Cast a three-action spell, deal three dice of damage. Spells can deal damage to multiple targets by increasing the ease in which the damage is avoided. For example, a three-action, three-damage dice spell can affect all nearby targets (dealing 3 dice of damage to each) by taking a 4 point casting penalty, making it about 20% easier for each target to avoid.[/sblock]

The original spell list had two types of spells:
1) Continuous damage. As a fire spell is cast, it does damage during each action that the caster spends casting it (allowing the defender to defend during each casting action as well).
2) Non-damage effect. These spells still require one defense action for each casting action, but the first successful defense action halves the effect, and the (half) effect does not end until one defense has been successful per casting action. For example, a charm spell might have two actions, and cause its target to become a thrall. When the target defends successfully once, the effect changes to making the target generally nice. When the target defends successfully again, the effect ends.

Now, it seems normal for a caster to cast a multiple-damage-dice spell like fire3, and instead of oozing fire for five actions, the caster spends five actions casting, and a fireball destroys everything after the casting is done (after the last casting action). The problem with this is that defenders can use only one response action per opponent action, so as the last action creates the spell, a defender would get only one action to defend against the spell, and thus be able to prevent only one die of damage.

So the ultimate question: how, in this by-the-action system, should a spell deal multiple dice of damage to a target, while still giving the target a chance to fully defend (in the same way a defender would attempt to block multiple attacks from a weapon-wielding opponent)?
 
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Example 1: Swordsman versus Defender

In this example of action-based initiative, the swordsman has the higher initiative, and neither character has more than three actions in a round.

[TABLE="class: grid, width: 500"] [TR] [TD]Turn[/TD] [TD]Swordsman[/TD] [TD]Defender[/TD] [TD]Result[/TD] [/TR] [TR] [TD]Sw[/TD] [TD]Sword attack[/TD] [TD]Parry
[/TD] [TD]Defender negates dmg
[/TD] [/TR] [TR] [TD]Sw
[/TD] [TD]Repeat
[/TD] [TD]Parry
[/TD] [TD]Def fails, takes dmg
[/TD] [/TR] [TR] [TD]Sw
[/TD] [TD]Reserve last action
[/TD] [TD]
[/TD] [TD]Sw saves an action to parry
[/TD] [/TR] [TR] [TD]Def
[/TD] [TD]Parry
[/TD] [TD]Sword attack
[/TD] [TD]Sw parries.
[/TD] [/TR] [/TABLE]
Details:[sblock]
The swordsman reserves his last action to defend for illustration only. To do this, he ends his turn with one action left. Given the full rules, he would be better served to continue his attack, which could cause the Defender to use his last action for parrying as well. But the defender also has the option of moving, which makes the attacker's full attack less viable.[/sblock]
 

Example 2: Continuous Caster versus Defender

In this example, a magic-user casts a second-level fire spell, which mimics the swordsman's by-the-action damage potential (with some exceptions).

[TABLE="class: grid, width: 500"] [TR] [TD]Turn
[/TD] [TD]Caster
[/TD] [TD]Defender
[/TD] [TD]Result
[/TD] [/TR] [TR] [TD]Cast
[/TD] [TD]Cast Fire
[/TD] [TD]Parries
[/TD] [TD]Def negates dmg
[/TD] [/TR] [TR] [TD]Cast
[/TD] [TD]Cast Fire
[/TD] [TD]Parries
[/TD] [TD]Def fails, takes dmg
[/TD] [/TR] [TR] [TD]Cast
[/TD] [TD]Run away
[/TD] [TD]Sword attack
[/TD] [TD]Cast takes sword dmg
[/TD] [/TR] [/TABLE]
Details:[sblock]
The caster's second-level fire spell takes two actions to cast (one for each spell level). Since the caster uses magic points (metaphysical damage) per-spell, using a second-level fire spell is preferable to using two first-level fire spells. Additionally, the caster gets to use the higher of two die rolls for his casting contest for the second-level spell. The defender has the option of counter-attacking during the spellcasting, but that precludes his ability to defend. Note that the spellcaster does not want to stick around to fight someone who survives two actions of fire-casting.[/sblock]
 

For anyone thinking about this: I think I have a solution.

The problem comes from a concept from another RPG: more powerful spells must deal more dice of damage.

Once I realize that I'm not trying to redesign another RPG, I can focus on the project at hand. If casting a more powerful, more damaging spell is my goal, I can simply increase the damage die of the spell being cast. (This increased-damage-die concept comes up with weapons too.)

Level 1 spell: Fire1
1 action to cast, 1d8 physical (fire) damage.

Level 3 spell: Fire2
3 actions to cast, 1d12 physical (fire) damage. (Damage occurs during final casting action.)

Level 5 spell: Fire3
5 actions to cast, 1d20 physical (fire) damage.

Note that 1d20 doesn't look like a lot of damage, compared to some systems. However, Modos characters get, at most, 2 physical health per level. So a d20 can do significant damage to most characters. Also, rolling a 1 for damage would really stink when casting a 5th level spell. PCs always have the option of taking half, so a character could roll 1d20 or simply take 10 on the die.

Alternate level 3 spell: Fire 2
3 actions to cast, 3 targets affected by 1d8 physical (fire) damage. Each target would be affected on the final casting action, giving each target the chance to use physical defense (parry) on the caster's third action. This is preferable to casting three Fire1s, because each spell casting uses MP points, so 1d8 fire damage from Fire2 uses a third of what 1d8 fire damage from Fire1 uses.
 

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