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Author Topic: Query - Casting Options???  (Read 504 times)

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imported_Rasyr

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Query - Casting Options???
« on: November 06, 2011, 01:10:32 PM »
Okay, so I was thinking this morning about the spells (I was looking at the High Magic spells to see which ones I would want to purchase for creating the next pre-gen character), and I was looking at the Mage Armor and  Shield spells, and I got to thinking - why not include some "Casting Options" with at least some of the spells...

Now, I don't want to invalidate the existing rules regarding Spell Bases (such as modifying existing spells), nor do I want to make this as expensive casting spells on the fly so, here is the idea...

Simply, I have the CTN modifier be equal to the Codified option cost +1, and then for ever 3 point increase to the CTN (or portion thereof), it would increase the SP cost by 1. When using multiple options, these would be cumulative.

Here is a sample....




Shield (Mj 2/Mn 3/N 4)*
CTN: 18       SP Cost: 1
Vs: --         Range: 5'
Duration: 5 Minutes
Description: Caster creates a floating disk of translucent
magical force 2' in diameter that floats in front of him,
up to 5' away. The caster may move the disk by moving
his hand and the disk acts like a shield, and provides the
caster with a +2 to his DEF. (Base: Defend)
Casting Options              CTN     SP
Use Casting Options*        +4      +2
+1 DEF vs Ranged            +2      +1
+1 DEF vs Melee                 +3      +1
Duration 10 Minutes         +2      +1
Moves on own to defend      +5      +2

* = required when using ANY casting option




As you can see, there is a cost for using Casting Options (+4 CTN and +2 SP) that is applied BEFORE any other options can be used (this coincides with "Unlocking" a codified spell as indicated in the rules in Libram Novus #1). Unlocking a spell in LN#1 increases the CTN by 3, thus here it increases it by4. And since 4 is more than 3 but less than 6, that increases the SP cost by 2.

So, if our mage wanted to cast this spell and have it move on its own (i.e. he doesn't need to move his hand) and increase the DEF mod to +3 against both melee and missile and increase the duration to 10 minutes, the new CTN would be 34 (18 + 4 + 2 + 3 + 2 + 5 = 34) and the total SP cost would be 8 (1 + 2 + 1 + 1 + 1 + 2 = thoughts? opinions? flames of destruction?

Offline Fidoric

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Query - Casting Options???
« Reply #1 on: November 06, 2011, 01:58:31 PM »
After just reading this, I think it's a good idea. Adding versatilty is always a good thing to me and you do it without much increasing complexity. Besides, spell bases remain a valid option as they are far broader in scope than just those spell enhancing. It is a point of vigilance IMO. Be careful not to let those casting options change the nature of a spell lest they are coming close to spell bases in effect.
Casting options should add minor effects or enhance a spell but not expand it beyond its normal scope. In your example, all casting options enhance the basic spell but even with all of them applied, it is still just a shield. It would be different for example if there were an option allowing the shield to float and the caster to climb on it as it becomes a mean of transportation.
I was thinking of a casting option for spells: homing. It allows to negate 1 point of ennely DEF vs this spell. As your accuracy with attack spells is not dependant on the number of SP used, it allows to trade power for a greater effect without overboosting the spell destructive power.
I think it's a very cool way to explore.

imported_Rasyr

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Query - Casting Options???
« Reply #2 on: November 07, 2011, 12:09:25 AM »
All a casting option will be able to do is to extend the existing spell in some manner (add duration, increase DEF, increase Base Damage, etc...), it will not change how the spell works or what it does.

And the Casting Options are also designed in a way that makes them a bit more expensive (in CTN and SP) than using Spell Bases to modify the spell at the time of casting would, so that option/rule stays viable and more desired.