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Author Topic: New Spells -- Suggestions wanted...  (Read 648 times)

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imported_Rasyr

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New Spells -- Suggestions wanted...
« on: November 22, 2011, 11:59:32 PM »
Basically, I want to increase the number of spells per School so that the core rules contains 12 spells per School. This means adding 2 Spells per School, except for Divine Magic which only gets 1 additional spell (I won't be adding any to Universal, it currently has 15 spells).




  • Black Magic - Now, I already added 6 Spells to this School in LN #2, and I would rather not invalidate purchases of that product by incorporating any of those spells into the core rules, but Control Lesser Infernal and Summon Lesser Infernal seem so appropriate for the core rules

    Some other possibilities include:
    • Necromatic Healing -- healing spell; heals double to infernal creatures and undead
    • Pain -- Save vs Will or unable to attack/cast spells or more faster than 1/2 speed
    • Speak with Dead -- allows conversation with dead person or creature (cannot be dead for more than 24 hours).
    • Summon Undead - requires Magic Circle & Thaumaturgic Triangle, but undead will obey caster in performing one task
    • Control -- turn target into slave for an hour if fails Save, attempts to force target to do something against their nature requires second Save.
[/li]
[li]Divine Magic -- There are currently 11 spells for this School, so I only really need one more..
  • Remove Curse -- I think that this one would work well. Of course the "curse" would get a Save...
[/list][/li]
[li]High Magic -- Lots of possibilities here....
  • Tongues -- allows target to speak one non-magical language for 1 hour
  • Levitation - make up to 300 lbs rise up to 100'
  • Invisibility - turn target invisible for one hour or until they cast a spell or make an attack
  • Fireworks -- this is a minor illusion that causes Save vs Int or the viewer is distracted by it -- duration of distraction is based upon Int of viewer <9=5 minutes,10-14=1 minute, 15-20= 5 rounds, >20=1 round)
  • Phase Shift - become ethereal
  • Haste - more AP per round
[/list][/li]
[li]Mysticism
  • Read Thoughts -- read thoughts of those in radius - thoughts are in native tongue of person, Save vs Int or know somebody is trying to read your thoughts
  • Sense Hidden - caster is hyper-aware of immediate surroundings - detects hidden doors, invisible or ethereal creatures, etc.. within 10'
  • Mind Mask -- hides thoughts from being read
  • Levitation -- self up or down
  • Unimpeded Movement - allows normal movement regardless of spells, or environment (plants, mud, etc..)
  • Telekinesis -- move objects with his mind
[/list][/li]
[li]Natural Magic - there are a number of spells that I could add that I would rather not list here because they are good for a ranger class...
  • Night Vision - see at night
  • Predict Weather - tell what weather will be in future
  • Water Breathing -- breath water for an hour
  • Protection from Insects - hehe
[/list][/li]
[li]Wizardry
  • Detect Influence - determine if target is under influence of spell, etc..
  • Countermand - gain control over already controlled target
  • Seal -- prevents door, chest, etc. from being opened until dispelled
  • Warding -- sets alarm on object or area - if touched or trespassed upon, caster is alerted
  • Forget -- target forgets recent incident or recent fact learned, etc..
  • Power Word: Sleep -- Target falls into enchanted slumber for 1 hour
[/list][/li]
[/list]

Okay, the above are just possibilities. What I am wanting are opinions on these and suggestions on which you like and/or suggestions for things I may not have thought of...
[/list]

Offline Fidoric

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New Spells -- Suggestions wanted...
« Reply #1 on: November 23, 2011, 11:32:24 AM »
That seems a good choice of spells.
Some of those you put in the Mysticism (sense hidden, mind mask and unimpeded movement) I was considering putting in the Monk spell list or rather close. My idea was to develop the Monk spells to increase is resilience and ability to exert his own volition in spite of outside influences.
Necromantic healing would be my favorite for Black magic, but I would make it a life transfer rather than just regaining hit points. Besides, Black magic currently contains both demonism and necromancy. Maybe you could one of them into a class list ? Both could make good class lists, but if I understand correctly, you won't be putting those in the core rules.
BTW, do the minor and major adept have a free access to each and every class list within their school or do they have to pay a small fee o gain this access (a few CP)... That could be a distinction between minor and major adept too.

Just a few quick thoughts...

imported_Rasyr

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New Spells -- Suggestions wanted...
« Reply #2 on: November 23, 2011, 12:39:56 PM »
Currently, the Major and Minor Adepts have free access to Class lists associated with their School of Magic..

imported_Rasyr

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New Spells -- Suggestions wanted...
« Reply #3 on: November 28, 2011, 05:15:56 PM »
Okay, here is what the brand new Haste spell will look like....


HASTE (MJ 3/MN 4/N 5)
CTN:  19      SP Cost: 2
Vs:   --       Range:   20'
Duration:   1 round
Description: The target of this spell gains an extra 2 Action Points to use in the round following the one in which this spell is cast. (Base: Movement)
Casting Options                              CTN   SP
Use Casting Options (required)      +4  +1
Per additional +2 AP                         +3 +1
Per additional round duration          +2   +1


Comments? Thoughts?

Offline Fidoric

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New Spells -- Suggestions wanted...
« Reply #4 on: November 28, 2011, 09:43:33 PM »
Good spell that could easily be the monk's tenth spell.

imported_Rasyr

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New Spells -- Suggestions wanted...
« Reply #5 on: November 29, 2011, 11:41:43 PM »
Hmm.... I am going to add 2 new Spell Bases to Libram Novus #1 in order to do some of the new spells...

For example, Fidoric once upon a time suggested adding Teleportation (this will get its own Spell Base) and I will be adding one for Communication (speaking & read/write languages)...

imported_Rasyr

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New Spells -- Suggestions wanted...
« Reply #6 on: December 17, 2011, 02:33:25 PM »
Okay, one of the new spells for the School of Black Magic is a spell called Skeletal Guardian.

It takes 2 minutes to cast, and requires that the caster use a material component in the casting (4 drams* of bones of the type of skeleton to be summoned). However, the summon skeleton will remain until it is completely destroyed, or until the caster releases it from service (and even death of the caster does not release it). The material component and casting time compensate for the fact that the summoning and control of the skeleton are permanent.

The base spell costs 4 SP and has a CTN of 26.


* drams -- it takes 8 drams to make an ounce
  -- this helps explain why there are so many tombs and other ruins guarded by skeletons. It also implies that other undead may be summoned for this or other tasks.

imported_Rasyr

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New Spells -- Suggestions wanted...
« Reply #7 on: December 26, 2011, 02:33:24 AM »
I am half way through updating the spells...

Adding Casting Options is NOT an easy task....

imported_Rasyr

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New Spells -- Suggestions wanted...
« Reply #8 on: December 28, 2011, 12:09:55 AM »
Okay, here is what one of the new spells will look like once version 0.7 is done. The Hast spell I posted earlier still had the requirement of needing one casting option to use any of the others. That is NOW completely gone.

All that is required to use the Casting Options is that the character have Adept training (Major, Minor, or Semi), so if a Rogue or Fighter or some such non-spell-user learns a spell, he will NOT be allowed to use casting options....



CONJURE MISSILES (MJ 2/MN 3/N 4)
CTN:   18      SP Cost: 1
Vs:   DEF     Range:   50'
Duration:   --

Description: Caster creates and fires a dart (i.e. a small javelin) at the target. If the attack is successful, the dart does a Base Damage of 4 + the caster's Intelligence Bonus.

If the casting option, Dart Swarm, is used, the attack may be used to hit a specific person or to hit a location. The attack looks like a normal dart until just before it strikes its target, at which time it explodes outwards into hundreds of tiny darts filling the area to the edges of its radius if that is possible. If it cannot reach the edge of its radius on one side, it does not backblast or rebound to make the area it does fill more dangerous.

If used to hit a location, the caster will have to attack the location and beat a DEF of 15, total damage will be figured from there. All who are within the radius of the spell when it hits are automatically hit, but they may make a Saving Throw vs. Dex (TN 15), with success meaning that they take half damage from the attack. A character's Armor Rating (AR) may then be applied against the remaining damage. In this sort of attack, a shield's bonus to DEF is counted as additional AR.

If the ball attack targets a specific person, the attack will be against the target's DEF and he will not get a Save for half damage. All others within the radius of the attack will be treated as if the attack were against a specific location (this uses the same roll as against the targeted person, the total damage is simply figured separately.

If the option, Cone of Darts, is used the attack will form a cone attack. The cone starts at the caster's location and has a width of 5' and it ends at the maximum range of the spell and has a width of 3' for every 10' in length. Thus a 50' long cone has a width of 15' at its distant end. Cone attacks are resolved in the same manner as area attacks against a location for all potential targets within the cone. (Base: Attack)
Casting Options                                   CTN         SP
Increased Base Damage (per +1 hit)  +4          +2
Increased Range (per +50')                  +4          +2
Dart Swarm (5' radius)                          +5          +2
Increased Radius (per +5' radius)       +3          +1
Cone of Darts                                       +10         +4

imported_Rasyr

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New Spells -- Suggestions wanted...
« Reply #9 on: January 03, 2012, 09:17:37 PM »
Well, Mysticism is now finished.

That leaves only Natural Magic and Wizardry to get done..

imported_Rasyr

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New Spells -- Suggestions wanted...
« Reply #10 on: January 13, 2012, 03:38:30 PM »
Update:  Natural Magic is complete. And I have begun on Wizardry.

Once these spells are done, then I can move on to updating the Undead, and then the Combat Moves/Styles and then version 0.7 should be complete....

Offline Fidoric

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New Spells -- Suggestions wanted...
« Reply #11 on: January 13, 2012, 05:29:30 PM »
Version 0.7 seems to be a major revision. Go on Tim !

imported_Rasyr

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New Spells -- Suggestions wanted...
« Reply #12 on: January 13, 2012, 06:43:42 PM »
not really.

Currently, the biggest "revision" being made is the addition of Casting Options (which is NOW complete). But even that is simply expanding what is there, not really changing anything..

The Undead changes is simply re-organization and adding some flavor text.

And right now, Combat moves is just simply adding new moves. However, I am considering some other changes regarding Combat moves, I haven't decided yet.

Offline Fidoric

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New Spells -- Suggestions wanted...
« Reply #13 on: January 13, 2012, 07:37:38 PM »
However, I am considering some other changes regarding Combat moves, I haven't decided yet.




Would you like to discuss those changes ?

imported_Rasyr

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New Spells -- Suggestions wanted...
« Reply #14 on: January 13, 2012, 08:10:50 PM »
That is why I started the thread in the Dev section....