[PnP] Ando Spell
bchoinski at comcast.net
Sun Apr 4 15:23:15 CEST 2010
The main problem with a booster spell is that it makes magic users, already very powerful when compared to their non-magic using companions even more so. In my game, which is using the perilous lands but an alternate, home-built system, spells that have been converted have in many cases been DOWNGRADED in power simply to reign in some of the abuse.
(I WILL put up that Null spell at some point, in standard P&P, sometime soon. :})
The one change that I have used in my system that should be easily transferable is the ability to alter some of the spell parameters. Not every spell will benefit from it, but some do. The GM has to be careful as to what is allowed to be swapped in the parameter tweaking.
For example, the "Calm Sea" spell. For most wizards, probably maxing out at EL7 or so, this gives a calm bubble (EL+1)x20 feet in diameter. For the range parameter, since it has three dimensions, I allow the caster to "tweak" the dimensions by EL steps in order to increase others. For example, an EL3 wizard would like to protect the ship he is on. With an 80' bubble (40' above the water surface) the ends of his 120' warship are still exposed. He can opt to tweak in the width of the bubble by 2 ELs (reducing it by 40') and the height of the bubble by 1 EL (reducing it by 10'), and add those 3 EL's to the length. So now the area of calm is 140' long (EL6 value), 40' wide (EL1 value) and 30' high (EL2 value, the other half calms the currents under the ship). For most warships hight might still be a problem, so the masts might have to be stepped down, but at least this way a lower level wizard can have some effect.
A similar gain can be used with the "Flood" spell, although it only has two dimensions to work with. By tweaking it one can make a long corridor through a river (almost effectively doubling the length of the spell), or a wider barrier to passage.
For the few spells with multiple ranges (i.e. range to target and an effect area at that range), dimensions may be tweaked between them.
The mana cost for this finer control is 1 mana per dimension altered.
When mixing spell parameters, it gets a bit trickier. For the "Speed" spell, a wizard at EL3 could opt to knock off 3 ELs from duration and add them to the PMR. His result at that casting is a spell that lasts only 3 turns, but has a PMR increase of 7. When exchanging power between different parameters, it should be at least 1 extra mana per EL swapped. This "Burst Speed" casting would cost an extra 3 mana.
As always, the GM has final say in what variants can be cast. It is not unreasonable to say that you have to be at least MEL6 (magician) to be able to tweak spells like this.
On Mar 21, 2010, at 3:27 PM, Scott Adams wrote:
> Has anyone thought or designed a Booster spell? I already have amplification spells for damage but maybe I could use a booster spell for Range/Duration. Fans of Heroes will know Ando having the power to boost spells (last show it allowed Hiro to teleport a large crowd (inclusion boost)).
> Just curious if anyone had done such.
> Technically one could merge some spells with others. What prompted this was a Detection spell and a large distance. Detection isn't that far a range. But maybe a GM could allow to merge with a Sensory - Sight spell and somehow it works further. That sort of thing.
> But a generic spell to do this might work as well. Required to cast before the spell in need. If this one fails then spell would be normal.
> Rough thinking here..
> Duration boost
> phases, turns, minutes, hours usually
> EL0 x0.5
> EL1-3 x1.5
> EL4-6 x2.5
> EL7-9 x3.5
> EL10+ x4
> and so on.
> So fireball is 2 phases duration at EL7 Boost it would go up to 7 phases. Making the fireball longer lasting.
> Range could be something similar.
> Usually he (x10'), feet or miles.
> So EL3 fireball would be 8" range.
> But EL7 Boost could do 28"! Making battlefield combats change drastically! Surprise your enemy!
> Course damage and other factors could be argued. Like a boos to the speed only. A boost to roll modifiers a boost to other things.
> It could be abused but this could be GM determined on some things.
> GMs could mak the sell expensive like BMC 7 or so to use for abuse to be limited.
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