Author Topic: Realm spell update  (Read 32780 times)

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Offline DM B

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Re: Realm spell update
« Reply #30 on: March 22, 2009, 07:35:05 PM »
Actually, after doing a little testing, I think it may be better if Gold Rush simply do one of the following:

1. Double Province Level (as a temporary modifier)
Most powerful, easy to account for.  I would not allow it to stack with anything though.

2. Add a +5 circumstance bonus to Province level (temporarily)
Still powerful, but not uber powerful.  Doesn't require a ton of work for the DMs to accomplish.  I think allowing this to stack wouldn't be a big deal.

3.  The spell is simulated by setting province prosperity to Triving - Utopian (make it random) for a set period of time.

1. Definitely not.

2. Definitely not.

3. No; it's not a pros. modifying spell.
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Re: Realm spell update
« Reply #31 on: March 22, 2009, 07:36:23 PM »
The spell works well enough for now; it SHOULD benefit guild/trade more, rather than growth, but its not excessivley unbalance or useless.
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Re: Realm spell update
« Reply #32 on: May 11, 2009, 07:18:10 PM »
I'm working my way through ALL the realm spell; I've just finished Celestial Siege Train.

There are many changes large and small.

Now is a good time to come up with suggestion as to what spells need fixing (and not).
DM Bjørn

Offline X-LPA/Gaerred Khaiarén (Gray)

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Re: Realm spell update
« Reply #33 on: May 11, 2009, 07:20:43 PM »
Considering that Clerics are the primary PC realm spell caster.  It might be worth expanding the realm spell selection?

Offline X-LPA/Gaerred Khaiarén (Gray)

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Re: Realm spell update
« Reply #34 on: May 11, 2009, 07:22:28 PM »
I don't think you should bother updating 7th, 8th, and 9th level realm spells. Most, if not all, domains will never get there, let alone meet the casting requirements -- furthermore, those spells should seem more hypothetical/mythological.

Offline DM B

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Re: Realm spell update
« Reply #35 on: May 11, 2009, 07:39:10 PM »
Thanks for the advice, but that wasn't really what I was after. I'm doing all the spells in alphabetical order.
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Re: Realm spell update
« Reply #36 on: May 12, 2009, 10:38:04 AM »
The general idea is to make all spells useful; and by that I mean enable to caster to do something that he can't using mundane means. Magic is NOT supposed to be more powerful than other domain-related activities; just different (and best used to complement other actions and mundane assets).

I'll post some sample spells to give you an idea what we are talking about.
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Cloak of the Chameleon
« Reply #37 on: May 12, 2009, 10:40:07 AM »
Cloak of the Chameleon
Illusion (Glamour)
Caster level: Arcane 1, Primordial 1
Regency: 1 RP/unit (infantry or specialist) or 2 RP/unit (cavalry or artillery)
Casting Time: One free action (1 hour, 10 battle rounds)
Range: Close (LoS)
Targets: 1 unit/caster level
Duration: 1 domain turn (1 week/caster levels)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Description: Cloak of the Chameleon was extensively used by the Rjuven druids during the Anuirean attempt to conquer the Highlands. The spell allowed bands of Rjuven warriors to penetrate deep into Anuirean territory, wreaking untold havoc on supply lines and mustering areas.
Spell Effect: Affected units become very difficult to detect during the strategic/campaign stage. Increase the DDC of any action trying to gather intelligence about affected units by 10 (i.e. both Espionage domain actions and reconnaissance have problems locating the units).
The affected units can start any battle they take part in as hidden units (not visible to the opposing player), provided that the controlling general won the Warcraft check to initiate the battle. The units can start the battle deployed in any square on their half of the battlefield. The units loose their hidden status if they move, attack, or use some special abilities (DM discretion).
Character Caster level Equivalent: Affected characters gain a +10 enchantment bonus to Hide checks. This bonus also applies to any mounts the character may be riding or leading.

DM notes: This spells enables the caster to very cheaply make a small infantry force that is hard to detect. Perfect for sidhe, the Wardens and other sneaky bastards who like to send scouts/archers hiking through the woods. But beyond avoiding detection the spell isn't all that powerful (since its 1st lvl and cheap to use).
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Re: Realm spell update
« Reply #38 on: May 12, 2009, 11:40:16 AM »
The general idea is to make all spells useful; and by that I mean enable to caster to do something that he can't using mundane means. Magic is NOT supposed to be more powerful than other domain-related activities; just different (and best used to complement other actions and mundane assets).

I'll post some sample spells to give you an idea what we are talking about.

If I want to use a spell not updated yet you'll use the version written in the RGuide?

Offline DM B

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Re: Realm spell update
« Reply #39 on: May 12, 2009, 01:01:09 PM »
Yes; subject to alterations on the fly if the spell is terribly outdated.
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Re: Realm spell update
« Reply #40 on: May 12, 2009, 02:53:48 PM »
Currently: Death Plague...
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Declaration of Sainthood
« Reply #41 on: May 13, 2009, 07:31:04 PM »
Declaration of Sainthood
Conjuration (Healing)
Caster level: Divine 7
Regency:  100 RP
Casting Time: One free action (1 day)
Range: Touch
Target: 1 dead person
Duration: 1 decade (1 year/caster level)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Description: This mighty blessing turns a fallen hero of the faith into a true saint. The newly ascended saint will take a special interest in the temple that helped elevate him, until other duties call him away.
Spell Effect: The spell can only affect characters that are already dead. Restoring a dead character that has been the target of this spell is impossible.
For the duration of the spell, the temple receives 5 extra RP per turn (alternatively the caster can specify another domain as the recipient of this bonus).
If called upon for aid the saint will try to aid the domain as best he can; usually in subtle and invisible ways. Each time the saint is called upon it consumes one year of the spell’s duration.
Character Level Equivalent: The target (the caster must be able to touch the target’s dead body) turns into a saint (divine rank 0, apply the saint template). The change is instantaneous. The new saint should be assigned a narrow portfolio.

DM Notes: Example of a fun, if not always very useful spell...actually you can get back twice the RP you used to cast the spell, but it will take a while. But the main thing is the coolness factor; what domain can resist having a patron saint  :D
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Offline X-LPA/Gaerred Khaiarén (Gray)

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Re: Realm spell update
« Reply #42 on: May 13, 2009, 08:03:22 PM »
Very few temples will ever be able to cast the spell, I would think. But it does seem pretty cool!

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Re: Realm spell update
« Reply #43 on: May 13, 2009, 08:05:51 PM »
Very few temples will ever be able to cast the spell, I would think. But it does seem pretty cool!

There will be a spell that bumps your temple holding by 1 lvl, so that those with a temple 6 CAN do cool stuff if they REALLY want to.

But note that you can have someone else do it for you; so once someone in the CoT has a temple 7, perhaps they can do the casting.
DM Bjørn

Offline X-LPA/Gaerred Khaiarén (Gray)

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Re: Realm spell update
« Reply #44 on: May 13, 2009, 08:36:42 PM »
Like you need to do anything else to make Even more annoying. :)