Talk:E&E v2.0: Difference between revisions

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=== Bolt of Energy ===
=== Bolt of Energy ===
: Resist is listed as "Active, Passive". Current spell (and other bolt spells) are Passive only. Is the change intentional?  [[User:Martin|Martin Dickson]] ([[User talk:Martin|talk]]) 14:37, 8 September 2013 (MDT)
: Resist is listed as "Active, Passive". Current spell (and other bolt spells) are Passive only. Is the change intentional?  [[User:Martin|Martin Dickson]] ([[User talk:Martin|talk]]) 14:37, 8 September 2013 (MDT)
: That isn't so much an observation about Bolt of Energy as it is about Active Magic Resistance. I can only think of a few people who would choose to Actively Resist Magic, and I'm betting no one, not even the E&Es, care whether it is removed from the game or not. [[User:Velcanthus|Jim Arona]] Sept 9 2013<br>


==== Quick / Slow IV changes ====
==== Quick / Slow IV changes ====
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: Sure write it in but with that duration I don't know how good it would be. (note that this is effectively better than a counterspell as it does all colleges and worse as you can resist--[[User:Mebh|Mebh]] ([[User talk:Mebh|talk]]) 23:39, 7 September 2013 (MDT)
: Sure write it in but with that duration I don't know how good it would be. (note that this is effectively better than a counterspell as it does all colleges and worse as you can resist--[[User:Mebh|Mebh]] ([[User talk:Mebh|talk]]) 23:39, 7 September 2013 (MDT)
: that is a pretty potent "no castable magic zone". "No one will hear you scream" says the nasty E&E. Er, hang on, that is bardic Silence.--[[User:IanW|Ian Wood]] ([[User talk:IanW|talk]]) 16:43, 8 September 2013 (MDT)
: Yes, spell-silencing is powerful, but the duration is 8 Pulses. Probably should also be able to increase the area affected on doubles or triples [[User:Velcanthus|Jim Arona]] Sept 9 2013<br>


===Mage Whisper<br/>===
===Mage Whisper<br/>===
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Effects: This whisper attacks 1 target for every 3 (or fraction) ranks. A target who fails to resist will suffer from a whining sound in their ears , the sound is magical and no eardrums are required to hear it (ie this will work on a skeleton).  The distraction is so great that it will add 2% per Rank to any rolls the target makes that are mental in nature or 1 % per rank to other rolls.
Effects: This whisper attacks 1 target for every 3 (or fraction) ranks. A target who fails to resist will suffer from a whining sound in their ears , the sound is magical and no eardrums are required to hear it (ie this will work on a skeleton).  The distraction is so great that it will add 2% per Rank to any rolls the target makes that are mental in nature or 1 % per rank to other rolls.


This is a pretty debilitating effect as it stands, and I have no problem letting summonables and automata be immune to it. I think you'd have to make a case by case ruling for other critters. Otherwise, seems okay.[[Jim Arona]] Sept 8 2013
*This is a pretty debilitating effect as it stands, and I have no problem letting summonables and automata be immune to it. I think you'd have to make a case by case ruling for other critters. Otherwise, seems okay.[[Jim Arona]] Sept 8 2013
 
*I fear it will be a pain at run time. easy on computer games, pain at 10 pm. Is there a fun option? Like it recites poetry? or (de)motivational speaches so it could help targets concentrate or protect them from charms or the like "I am your friend, they want to suck your brain dry" --[[User:IanW|Ian Wood]] ([[User talk:IanW|talk]]) 16:38, 8 September 2013 (MDT)


I fear it will be a pain at run time. easy on computer games, pain at 10 pm. Is there a fun option? Like it recites poetry? or (de)motivational speaches so it could help targets concentrate or protect them from charms or the like "I am your friend, they want to suck your brain dry" --[[User:IanW|Ian Wood]] ([[User talk:IanW|talk]]) 16:38, 8 September 2013 (MDT)
*Doesn't seem to be too tricky to administer as a DM. I think I would prefer a single die roll modifier, half if you Resist. I don't want to have to remember that the modifier doubles if they are spell-casting or something. [[User:Velcanthus|Jim Arona]] Sept 9 2013<br>


===Wrest Control<br/>===
===Wrest Control<br/>===
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This is my least favourite not sure it works--[[User:Mebh|Mebh]] ([[User talk:Mebh|talk]]) 01:05, 8 September 2013 (MDT)
:This is my least favourite not sure it works--[[User:Mebh|Mebh]] ([[User talk:Mebh|talk]]) 01:05, 8 September 2013 (MDT)


===Spell of Paralysis<br/>===
===Spell of Paralysis<br/>===
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Effects: The adept may paralyze up to 1 + 1/3 full ranks targets with this spell. The targets are paralyzed unless the successfully resist, While paralyzed the targets may take no action. Recovery from paralysis is as per normal stun recovery, with the first recovery roll coming at the end of the pulse following the spells casting.  This spell works on entities who do not usually stun such as demons and undead
Effects: The adept may paralyze up to 1 + 1/3 full ranks targets with this spell. The targets are paralyzed unless the successfully resist, While paralyzed the targets may take no action. Recovery from paralysis is as per normal stun recovery, with the first recovery roll coming at the end of the pulse following the spells casting.  This spell works on entities who do not usually stun such as demons and undead
*I dont like 'switch off spells' as they are boring to play. Perhaps cannot move their legs would be ok, so they are stationary, but can still cast, yell abuse (yes i know those damned goblins are corrupting me), and hit things. Leave defence alone, as it is debilitating enough, and i dont want to have to change all my stats at 10 pm.--[[User:IanW|Ian Wood]] ([[User talk:IanW|talk]]) 16:47, 8 September 2013 (MDT)
: Me either, although this one is not as bad as some. What about this:
''Effects:'' This spell fills a volume that is 5 ft wide (+1 per Rank) and 15 ft long (+5 per Rank). Entities in the area who fail to Resist are Paralysed for 1 Pass Action for every 3 or fraction Ranks. At Rank 20, this increases to a maximum of 8 Pass Actions. Bonuses from Mind Sheild or similar magic may be applied to the target's Magic Resistance.<br>
[[User:Velcanthus|Jim Arona]] Sept 9 2013<br>


==Possibilities to replace Quickness==
==Possibilities to replace Quickness==
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I dont like this for some reason. please standardise the range and duration to 15 plus 15/ and 30 + 30/ (or hour + hour/. I dont like breaking the stacking rules, as it just makes them meaningless.--[[User:IanW|Ian Wood]] ([[User talk:IanW|talk]]) 16:36, 8 September 2013 (MDT)
*I dont like this for some reason. please standardise the range and duration to 15 plus 15/ and 30 + 30/ (or hour + hour/. I dont like breaking the stacking rules, as it just makes them meaningless.--[[User:IanW|Ian Wood]] ([[User talk:IanW|talk]]) 16:36, 8 September 2013 (MDT)


=== Enhanced Luck ===
=== Enhanced Luck ===
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:b) let PCs / tough NPCs find an unconstrained version
:b) let PCs / tough NPCs find an unconstrained version
:c) in between bouts of waking up sobbing, thank god that we didn't allow a multi-target version.
:c) in between bouts of waking up sobbing, thank god that we didn't allow a multi-target version.
My instinct is that it isn't going to cause a problem to make it multi-target, but these have been famous last words on several occasions. [[User:Velcanthus|Jim Arona]] Sept 8 2013
*My instinct is that it isn't going to cause a problem to make it multi-target, but these have been famous last words on several occasions. [[User:Velcanthus|Jim Arona]] Sept 8 2013


Seems reasonable. I have already heard concerns that Death Aspect is too powerful. Duration is too short for the time it takes to cast it - it takes two actions to make one action better (it wouldnt help a rock climb for example and the Adept will be yelled at to repeatedly cast it, which will be boring). Duration should also be in seconds for consistency. Range 'should' be 15 plus 15/rank for ease. My concern is that to make it worth casting (making it multi-target and/or longer duration) it will become another 'must have spell' or you loose the combat. --[[User:IanW|Ian Wood]] ([[User talk:IanW|talk]]) 16:30, 8 September 2013 (MDT)
*Seems reasonable. I have already heard concerns that Death Aspect is too powerful. Duration is too short for the time it takes to cast it - it takes two actions to make one action better (it wouldnt help a rock climb for example and the Adept will be yelled at to repeatedly cast it, which will be boring). Duration should also be in seconds for consistency. Range 'should' be 15 plus 15/rank for ease. My concern is that to make it worth casting (making it multi-target and/or longer duration) it will become another 'must have spell' or you loose the combat. --[[User:IanW|Ian Wood]] ([[User talk:IanW|talk]]) 16:30, 8 September 2013 (MDT)
 
*I think Ian is right the cost/benefit ratio is negative. Also, the duration means that it can't be used outside of combat or dramatic task resolution. But, these are positives. The negative cost/benefit ratio changes if you are casting it on someone else, particularly if they are doing something really important. Short duration means that it is truly productive when used tactically. If the duration is too long, then it becomes just like Quickness, in that it is the only spell the Adept casts first. My reservations about multi-target I've already mentioned. <br>
To be honest, I'm not sure how allowing the spell multiple targets  would play. My instinct is that it would not be unbalancing, although it might be less fun. If we make it a single target spell, some player is going to end up with a version which is multi-target, it's just the way of things. At that point, we can see what it plays like, and the damage will be limited to one player. If it sucks big, pink, bouncing balls and all of the E&Es have, the whingeing will be epic. [[User:Velcanthus|Jim Arona]] Sept 9 2013<br>


===Mage Font<br/>===
===Mage Font<br/>===
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Storage: Investment<br/>
Storage: Investment<br/>
Target: Area<br/>
Target: Area<br/>
Effects:Creates a mana pool 15ft in diameter. Those standing in the area are treated as if they are standing in a High Mana Zone, except that cost of casting spells is drawn from a pool of 5(+1 per Rank) Mana . The pool evaporates when the mana is exhausted.
Effects:Creates a Mana Pool 15 feet in diameter. Those standing in the area are treated as if they are standing in a High Mana Zone, except that cost of casting spells is drawn from a pool of 5(+1 per Rank) Mana . The pool evaporates when the Mana is exhausted.
 
*Interesting. I quite like this. Awesome spell for the daily buffs. E&E mages will be given double shares. It is not too powerful, yet it makes the game more fun.--[[User:IanW|Ian Wood]] ([[User talk:IanW|talk]]) 16:32, 8 September 2013 (MDT)
 
===Shield (E+E Special)===
 
EM 300
BC 30
Dur ½ Hour + ½ hour x Rank
Target Self
 
The spell provides 5+Rank points of ablative protection each pulse. This damage reduction occurs before armour and other defenses.
 
Eg a Orc and a Goblin are beating on an E+E with a rank 10 Shield (and leather armour Pr 4)
The Shield 15 points of ablative protection before other defenses. So when the Orc hits for a mighty EN blow of 12 it reduces the shield to 3. The goblin then hits for 6 points, 3 of which are spent on the shield and the rest are absorbed by the mages armour.
 
I am not sure how I feel about this spell being offered for E&E, given it is one that I wrote.<br>
That aside, I have concerns about this process. We offer a wide range of alternatives spells to Quickness and Slowness, and then the best candidates are chosen. In reality, all we are looking for is a workable replacement. This is not an exercise in assuaging the concerns of E&E players. This is about making sure that, on removing Quickness and Slowness, the college is still playable.<br>
User:Velcanthus 01:19, 21 September 2013 (MDT)--[[User:Velcanthus|Jim Arona]]
 
===Shock===
 
EM 350
BC 10
Range 10 ft + 5/rank
Duration 10 sec + 10/rank
Taget Entities
 
The caster aflicts 1 +1 per 3 or fraction ranks with D10+1 per 2 ranks of damage each pulse the mage takes a pass action. Targets take damage in the pulse the spell is cast as well.
 
 
===Weakness===
 
EM 300
BC 30
Range 15+15 ft
Duration 10 min +10 per rank
Target Entities
 
The caster causes their enemies (1+1 per two ranks) to lose 2xrank SC  and do 1 less damage per 3 ranks. Those who resist lose only rank SC.
 
 
===Courage===
 
EM 200
BC 40
Rangw 10 ft + 10 / Rank
Duration 10 min + 10 / Rank
Target Entities
 
Affects 1 per 2 ranks people. Targets gain 1+1 WP per 2 ranks.
 
 
===Stream of Exhaustion===
 
EM 500
BC 20
Range 30 ft + 10 rank
 
All in the stream of a width 5ft+5ft per 5 full ranks take D+rank tiredness FT and are stunned if they fail to resist. Adept restores 1 FT per target that fails to resist.
 
 
===Stealspell===
 
EM 350
BC 30
Range 10 ft+ 10/rank
Target Entity.
 
The adept steals one castable spell from their target. If the target fails to resist the spell can be named (eg I steal Necrosis) if the target resists then the spell stolen is random. The adept gains use of the spell (with the victims cast chance, rank, etc) for the duration. The target may not use that spell for the duration. The stolen spell still counts as the college of the adept it was stolen from and this spell does not affect those entities who do not know any spells (duh).
 
 
EM 350
BC 1
Duration: 5 seconds (+5 seconds pre two Ranks)
Range 10 ft+ 10/rank
Target Entity.
Resist: Passive
I think this should be:
The Adept must name the spell they wish to steal. If it is not named correctly, this spell fails, whatever the result of the %ile die roll is. If the spell works and is not Resisted, the target loses as many Ranks as the Adept has in Spellsteal +1. In addition, the Adept may cast the stolen spell and this will return the Ranks of magic stolen. The Cast Chance of the stolen spell is the same as the Cast Chance of Spellsteal and counts as a Special Knowledge Spell of the College of Ensorcelments & Enchantments. If the target's Rank is reduced below 0, then they may not cast the spell at all until the duration wears off or the Adept releases the stolen spell as outlined above.
User:Velcanthus 03:50, 21 September 2013 (MDT)--[[User:Velcanthus|Jim Arona]]
 
===Share Talent===
 
EM 300
BC 20
Range Touch
Duration 30 mins + 30 / rank
 
The adept empowers one entity with an other entities talent magic. Only one talent may be transferred and may not be of a rank higher than that of the spell.
 
==Optional Spells==
I dont want to get into an arguement over whether these should replace Quickness or Slowness, they are just useful
===Enchanted Area===
Range: 5 feet + 1 / Rank<br>
Duration: 10 seconds + 5 / Rank<br>
Experience Multiple: 300<br>
Base Chance: 40%<br>
Resist: None <br>
Storage: Investment<br>
Target: Area<br>
Effects: The area surrounding the Adept becomes enchanted so that spells subsequently cast in the area (by any adept) affect all entities within the area that choose to accept them. The targets of the subsequent spells each pay the cast Fatigue, rather than the caster.<br>
Possessed objects may be targeted by appropriate spells if the possessors accept the spell and pay the cast Fatigue (EG A fire mage casts Weapon of Flames).<br>
 
===Enchant Skill===
Range: 5 feet + 5 / Rank<br>
Duration: 30 minutes + 30 / Rank<br>
Experience Multiple: 500<br>
Base Chance: 30%<br>
Resist: None<br>
Storage: Investment<br>
Target: Object<br>
Effects: The spell allows Adept to imbue an item with a skill known to the Adept. The possessor of the item can then act as if they know the skill, although at only half the Adept's rank in that skill.<br>
 
I think spell might be the wrong approach.--[[User:Velcanthus|Jim Arona]] Sept 9 2013<br>
===Lighten the Load===
Range: 15 feet + 15 / Rank<br>
Duration: 4 hours + 1 / Rank <br>
Experience Multiple: 150<br>
Base Chance: 40%<br>
Resist: Passive<br>
Storage: Investment, Ward<br>
Target: Entity or Object<br>
Effects: The spell reduces the apparent weight of the Target by 50 lbs [+ 50 / Rank], to a minimum of 50 [-2 / Rank] lbs. <br>


Interesting. I quite like this. Awesome spell for the daily buffs. E&E mages will be given double shares.
All of these three I like the feel of, though I'm not sure if allowing Lighten the Load to affect objects steps on Binders toes a bit. A binder would have to comment on that one. I do feel that these are a good way to go rather than trying to make something that 'slows' the opposition to replace slowness. --[[User:Bernard|Bernard]] ([[User talk:Bernard|talk]]) 19:47, 8 September 2013 (MDT)
It is not too powerful, yet it makes the game more fun.--[[User:IanW|Ian Wood]] ([[User talk:IanW|talk]]) 16:32, 8 September 2013 (MDT)

Latest revision as of 19:48, 8 February 2024

Questions

Bolt of Energy

Resist is listed as "Active, Passive". Current spell (and other bolt spells) are Passive only. Is the change intentional? Martin Dickson (talk) 14:37, 8 September 2013 (MDT)
That isn't so much an observation about Bolt of Energy as it is about Active Magic Resistance. I can only think of a few people who would choose to Actively Resist Magic, and I'm betting no one, not even the E&Es, care whether it is removed from the game or not. Jim Arona Sept 9 2013

Quick / Slow IV changes

Are the IV bonuses / minuses expected to affect both engaged and unengaged IV? Martin Dickson (talk) 14:37, 8 September 2013 (MDT)
I think any IV adjustment should affect both engaged and unengaged, keeps it simpler. Stephen (talk) 15:01, 8 September 2013 (MDT)

brain Dump

Possibilities to replace Slowness

Circle of Silence

Range: 10ft + 10/rank
Duration: Varies.
EM 300
base chance 20%
Resist: Passive
Storage: Investment, Ward, Magical Trap, Potion
Target: Area, Entity
Effects: This spell completely stops all sound in an area 15ft diameter (+5 / 5ranks) for 5 seconds (+5 per 3 Ranks). No spells with a spoken component can be cast in the area.
Alternatively, the spell can be cast on an entity, in which case it will last for 30 minutes (+30 minutes per Rank), In this case, the spell will neutralise penalties to Stealth as result of noisiness by as much as its Rank. This alternative does not attract penalties to Cast Checks.


How about the equation for the area of effect is 15 ft diameter (+5 ft per 5 Ranks) - just to make it easier to draw on a hex grid. Also, I thought it might be nice if the Adept could cast it on themselves to counter noisiness penalties to Stealth - not interfering with their spell casting, obviously. Jim Arona Sept 8 2013
Sure write it in but with that duration I don't know how good it would be. (note that this is effectively better than a counterspell as it does all colleges and worse as you can resist--Mebh (talk) 23:39, 7 September 2013 (MDT)
that is a pretty potent "no castable magic zone". "No one will hear you scream" says the nasty E&E. Er, hang on, that is bardic Silence.--Ian Wood (talk) 16:43, 8 September 2013 (MDT)
Yes, spell-silencing is powerful, but the duration is 8 Pulses. Probably should also be able to increase the area affected on doubles or triples Jim Arona Sept 9 2013

Mage Whisper

Range: 30ft + 15/rank Duration: 10 seconds +10/ rank EM 300
base chance 20%
Resist: Active /Passive
Storage: Investment, Ward, Magical trap
Target: Entity
Effects: This whisper attacks 1 target for every 3 (or fraction) ranks. A target who fails to resist will suffer from a whining sound in their ears , the sound is magical and no eardrums are required to hear it (ie this will work on a skeleton). The distraction is so great that it will add 2% per Rank to any rolls the target makes that are mental in nature or 1 % per rank to other rolls.

  • This is a pretty debilitating effect as it stands, and I have no problem letting summonables and automata be immune to it. I think you'd have to make a case by case ruling for other critters. Otherwise, seems okay.Jim Arona Sept 8 2013
  • I fear it will be a pain at run time. easy on computer games, pain at 10 pm. Is there a fun option? Like it recites poetry? or (de)motivational speaches so it could help targets concentrate or protect them from charms or the like "I am your friend, they want to suck your brain dry" --Ian Wood (talk) 16:38, 8 September 2013 (MDT)
  • Doesn't seem to be too tricky to administer as a DM. I think I would prefer a single die roll modifier, half if you Resist. I don't want to have to remember that the modifier doubles if they are spell-casting or something. Jim Arona Sept 9 2013

Wrest Control

Range: 30ft + 15/rank
Duration: Concentration:max. 10 minutes + 10/rank
EM 400
base chance 20%
Resist: Active /Passive
Storage: Investment
Target: Entity or construct
Effects: The Adept may cast this spell over one entity or construct who is already controlled or charmed (affected by thoughts or impulses not their own through any magical means). Those targets who are successfully controlled may be commanded by the Adept to perform actions that are both within their physical capabilities and is not directly and obviously injurious or fatal.
If the adept is a higher rank than the original control then an ordinary resistance check is made
for every rank the adept is lower than the rank or the original control add 10 to the resistance check


This is my least favourite not sure it works--Mebh (talk) 01:05, 8 September 2013 (MDT)

Spell of Paralysis

Range: 30ft + 15/rank
Duration: Immediate
EM 300
BC 15%
Resistance: Active and Passive
Storage: Investment, Ward, Magical trap
Target: Entities

Effects: The adept may paralyze up to 1 + 1/3 full ranks targets with this spell. The targets are paralyzed unless the successfully resist, While paralyzed the targets may take no action. Recovery from paralysis is as per normal stun recovery, with the first recovery roll coming at the end of the pulse following the spells casting. This spell works on entities who do not usually stun such as demons and undead

  • I dont like 'switch off spells' as they are boring to play. Perhaps cannot move their legs would be ok, so they are stationary, but can still cast, yell abuse (yes i know those damned goblins are corrupting me), and hit things. Leave defence alone, as it is debilitating enough, and i dont want to have to change all my stats at 10 pm.--Ian Wood (talk) 16:47, 8 September 2013 (MDT)
Me either, although this one is not as bad as some. What about this:

Effects: This spell fills a volume that is 5 ft wide (+1 per Rank) and 15 ft long (+5 per Rank). Entities in the area who fail to Resist are Paralysed for 1 Pass Action for every 3 or fraction Ranks. At Rank 20, this increases to a maximum of 8 Pass Actions. Bonuses from Mind Sheild or similar magic may be applied to the target's Magic Resistance.
Jim Arona Sept 9 2013

Possibilities to replace Quickness

medium enchantment

Range: 30ft + 15/rank Duration: 1 hour + 30 mins per rank EM 300
base chance 20%
Resist: Active /Passive
Storage: Investment
Target: Entities
Effects: Stacks with everything

Adds 1 + 1 per 4 full ranks to one of AG MD or WP, if cast on themselves the buff last 24 hours and gives 1 + 1 per 2 full ranks


  • I dont like this for some reason. please standardise the range and duration to 15 plus 15/ and 30 + 30/ (or hour + hour/. I dont like breaking the stacking rules, as it just makes them meaningless.--Ian Wood (talk) 16:36, 8 September 2013 (MDT)

Enhanced Luck

Range: 30ft + 15/rank
Duration: 1 Pulse (+1 per 5 Ranks)
EM 300
base chance 20%
Resist: None
Storage: Investment or Potion
Target: Entity
Effects: The target subtracts the Rank of this spell from their die rolls for the duration.

Multi- target maybe ? --Mebh (talk) 01:07, 8 September 2013 (MDT)

Well, if it's a lot worse than I think it is, 1 target at a time is going to help keep things under control. A single target version gives us these options:

a) let PCs / tough NPCs find a constrained version, for example an "incantation" of a multi-target version
b) let PCs / tough NPCs find an unconstrained version
c) in between bouts of waking up sobbing, thank god that we didn't allow a multi-target version.
  • My instinct is that it isn't going to cause a problem to make it multi-target, but these have been famous last words on several occasions. Jim Arona Sept 8 2013
  • Seems reasonable. I have already heard concerns that Death Aspect is too powerful. Duration is too short for the time it takes to cast it - it takes two actions to make one action better (it wouldnt help a rock climb for example and the Adept will be yelled at to repeatedly cast it, which will be boring). Duration should also be in seconds for consistency. Range 'should' be 15 plus 15/rank for ease. My concern is that to make it worth casting (making it multi-target and/or longer duration) it will become another 'must have spell' or you loose the combat. --Ian Wood (talk) 16:30, 8 September 2013 (MDT)
  • I think Ian is right the cost/benefit ratio is negative. Also, the duration means that it can't be used outside of combat or dramatic task resolution. But, these are positives. The negative cost/benefit ratio changes if you are casting it on someone else, particularly if they are doing something really important. Short duration means that it is truly productive when used tactically. If the duration is too long, then it becomes just like Quickness, in that it is the only spell the Adept casts first. My reservations about multi-target I've already mentioned.

To be honest, I'm not sure how allowing the spell multiple targets would play. My instinct is that it would not be unbalancing, although it might be less fun. If we make it a single target spell, some player is going to end up with a version which is multi-target, it's just the way of things. At that point, we can see what it plays like, and the damage will be limited to one player. If it sucks big, pink, bouncing balls and all of the E&Es have, the whingeing will be epic. Jim Arona Sept 9 2013

Mage Font

Range: 30ft + 15/rank
Duration:
EM 300
Base Chance 20%
Resist: None
Storage: Investment
Target: Area
Effects:Creates a Mana Pool 15 feet in diameter. Those standing in the area are treated as if they are standing in a High Mana Zone, except that cost of casting spells is drawn from a pool of 5(+1 per Rank) Mana . The pool evaporates when the Mana is exhausted.

  • Interesting. I quite like this. Awesome spell for the daily buffs. E&E mages will be given double shares. It is not too powerful, yet it makes the game more fun.--Ian Wood (talk) 16:32, 8 September 2013 (MDT)

Shield (E+E Special)

EM 300 BC 30 Dur ½ Hour + ½ hour x Rank Target Self

The spell provides 5+Rank points of ablative protection each pulse. This damage reduction occurs before armour and other defenses.

Eg a Orc and a Goblin are beating on an E+E with a rank 10 Shield (and leather armour Pr 4) The Shield 15 points of ablative protection before other defenses. So when the Orc hits for a mighty EN blow of 12 it reduces the shield to 3. The goblin then hits for 6 points, 3 of which are spent on the shield and the rest are absorbed by the mages armour.

I am not sure how I feel about this spell being offered for E&E, given it is one that I wrote.
That aside, I have concerns about this process. We offer a wide range of alternatives spells to Quickness and Slowness, and then the best candidates are chosen. In reality, all we are looking for is a workable replacement. This is not an exercise in assuaging the concerns of E&E players. This is about making sure that, on removing Quickness and Slowness, the college is still playable.
User:Velcanthus 01:19, 21 September 2013 (MDT)--Jim Arona

Shock

EM 350 BC 10 Range 10 ft + 5/rank Duration 10 sec + 10/rank Taget Entities

The caster aflicts 1 +1 per 3 or fraction ranks with D10+1 per 2 ranks of damage each pulse the mage takes a pass action. Targets take damage in the pulse the spell is cast as well.


Weakness

EM 300 BC 30 Range 15+15 ft Duration 10 min +10 per rank Target Entities

The caster causes their enemies (1+1 per two ranks) to lose 2xrank SC and do 1 less damage per 3 ranks. Those who resist lose only rank SC.


Courage

EM 200 BC 40 Rangw 10 ft + 10 / Rank Duration 10 min + 10 / Rank Target Entities

Affects 1 per 2 ranks people. Targets gain 1+1 WP per 2 ranks.


Stream of Exhaustion

EM 500 BC 20 Range 30 ft + 10 rank

All in the stream of a width 5ft+5ft per 5 full ranks take D+rank tiredness FT and are stunned if they fail to resist. Adept restores 1 FT per target that fails to resist.


Stealspell

EM 350 BC 30 Range 10 ft+ 10/rank Target Entity.

The adept steals one castable spell from their target. If the target fails to resist the spell can be named (eg I steal Necrosis) if the target resists then the spell stolen is random. The adept gains use of the spell (with the victims cast chance, rank, etc) for the duration. The target may not use that spell for the duration. The stolen spell still counts as the college of the adept it was stolen from and this spell does not affect those entities who do not know any spells (duh).


EM 350 BC 1 Duration: 5 seconds (+5 seconds pre two Ranks) Range 10 ft+ 10/rank Target Entity. Resist: Passive I think this should be: The Adept must name the spell they wish to steal. If it is not named correctly, this spell fails, whatever the result of the %ile die roll is. If the spell works and is not Resisted, the target loses as many Ranks as the Adept has in Spellsteal +1. In addition, the Adept may cast the stolen spell and this will return the Ranks of magic stolen. The Cast Chance of the stolen spell is the same as the Cast Chance of Spellsteal and counts as a Special Knowledge Spell of the College of Ensorcelments & Enchantments. If the target's Rank is reduced below 0, then they may not cast the spell at all until the duration wears off or the Adept releases the stolen spell as outlined above. User:Velcanthus 03:50, 21 September 2013 (MDT)--Jim Arona

Share Talent

EM 300 BC 20 Range Touch Duration 30 mins + 30 / rank

The adept empowers one entity with an other entities talent magic. Only one talent may be transferred and may not be of a rank higher than that of the spell.

Optional Spells

I dont want to get into an arguement over whether these should replace Quickness or Slowness, they are just useful

Enchanted Area

Range: 5 feet + 1 / Rank
Duration: 10 seconds + 5 / Rank
Experience Multiple: 300
Base Chance: 40%
Resist: None
Storage: Investment
Target: Area
Effects: The area surrounding the Adept becomes enchanted so that spells subsequently cast in the area (by any adept) affect all entities within the area that choose to accept them. The targets of the subsequent spells each pay the cast Fatigue, rather than the caster.
Possessed objects may be targeted by appropriate spells if the possessors accept the spell and pay the cast Fatigue (EG A fire mage casts Weapon of Flames).

Enchant Skill

Range: 5 feet + 5 / Rank
Duration: 30 minutes + 30 / Rank
Experience Multiple: 500
Base Chance: 30%
Resist: None
Storage: Investment
Target: Object
Effects: The spell allows Adept to imbue an item with a skill known to the Adept. The possessor of the item can then act as if they know the skill, although at only half the Adept's rank in that skill.

I think spell might be the wrong approach.--Jim Arona Sept 9 2013

Lighten the Load

Range: 15 feet + 15 / Rank
Duration: 4 hours + 1 / Rank
Experience Multiple: 150
Base Chance: 40%
Resist: Passive
Storage: Investment, Ward
Target: Entity or Object
Effects: The spell reduces the apparent weight of the Target by 50 lbs [+ 50 / Rank], to a minimum of 50 [-2 / Rank] lbs.

All of these three I like the feel of, though I'm not sure if allowing Lighten the Load to affect objects steps on Binders toes a bit. A binder would have to comment on that one. I do feel that these are a good way to go rather than trying to make something that 'slows' the opposition to replace slowness. --Bernard (talk) 19:47, 8 September 2013 (MDT)