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Struggling with spell lists!
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<blockquote data-quote="Primitive Screwhead" data-source="post: 6405675" data-attributes="member: 20805"><p>I think the Spell Path spells should be mechanically similar to signature spells, to include casting times. In my game the decision to cast or move tends to come up pretty often...and in a good way.</p><p></p><p> Regarding the rules for building Spell Paths, I think that they should have progression with a maximum of 2 spells at a given MP limit. There does need to be guidelines that make sense. For example, the draft document has the Fire Spell Path {page 5} as requiring the secret of Fire or Nature.. but I don't see how the <em>nature</em> element was used in any of the spells.</p><p></p><p> Regarding Signature Spells, assuming the plan is to allow an either-or/mix of Spell Paths and Spell lists, there need to be clarifications like:</p><p> - you can learn a combined number of Spell Paths and Signature spells up to your LOG attribute</p><p> - When a tradition grants you a spell path you may elect to pick a spell list that includes actions or elements from the secrets that you know</p><p> </p><p> Also, in order to retain the flexibility for the player who sticks to Spell Paths I think we need more 'meta-magic exploits' that can be added to the casting of a Spell Path/Signature Spell. I am thinking of things like:</p><p> - Reshape Spell: You can chose on casting a spell to form it into a different shape; spherical, cone, line, etc</p><p> - Extended Range Evoke: You can reduce the damage of an Evoke spell by 1 Die in order to extend the range of the spell by 30'</p><p> - Forceful Spell: Gain +2D6 to your Magic check when casting the spell, however all effects of the spell are cut in half</p><p> - Override Creators Flair: Some Spell Paths are hard-coded with the original casters look and feel. Without this exploit any casting of Justin Cooper's Shadow Hand will result in the visual aspect of a delicate, long fingered hand that has three gaudy rings, trails wisps of shadow-stuff rimmed in flickering firelight..and silently drums the air when left stationary.</p><p> With this exploit the caster can shape the hand as per the 'cosmetic enhancement'. Note, many general spell paths do not have the original casters theme applied.</p><p></p><p></p><p>I am ready to build a couple paths! After all, I have an Evil{?} Dragon to finish building!</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 6405675, member: 20805"] I think the Spell Path spells should be mechanically similar to signature spells, to include casting times. In my game the decision to cast or move tends to come up pretty often...and in a good way. Regarding the rules for building Spell Paths, I think that they should have progression with a maximum of 2 spells at a given MP limit. There does need to be guidelines that make sense. For example, the draft document has the Fire Spell Path {page 5} as requiring the secret of Fire or Nature.. but I don't see how the [i]nature[/i] element was used in any of the spells. Regarding Signature Spells, assuming the plan is to allow an either-or/mix of Spell Paths and Spell lists, there need to be clarifications like: - you can learn a combined number of Spell Paths and Signature spells up to your LOG attribute - When a tradition grants you a spell path you may elect to pick a spell list that includes actions or elements from the secrets that you know Also, in order to retain the flexibility for the player who sticks to Spell Paths I think we need more 'meta-magic exploits' that can be added to the casting of a Spell Path/Signature Spell. I am thinking of things like: - Reshape Spell: You can chose on casting a spell to form it into a different shape; spherical, cone, line, etc - Extended Range Evoke: You can reduce the damage of an Evoke spell by 1 Die in order to extend the range of the spell by 30' - Forceful Spell: Gain +2D6 to your Magic check when casting the spell, however all effects of the spell are cut in half - Override Creators Flair: Some Spell Paths are hard-coded with the original casters look and feel. Without this exploit any casting of Justin Cooper's Shadow Hand will result in the visual aspect of a delicate, long fingered hand that has three gaudy rings, trails wisps of shadow-stuff rimmed in flickering firelight..and silently drums the air when left stationary. With this exploit the caster can shape the hand as per the 'cosmetic enhancement'. Note, many general spell paths do not have the original casters theme applied. I am ready to build a couple paths! After all, I have an Evil{?} Dragon to finish building! [/QUOTE]
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