Libram Magica

Creating game materials? Monsters, spells, classes, adventures? This is the place!
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MedievalMan
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Re: Spells Needed

Post Tue Jul 17, 2012 12:40 pm

Actually now that I think about it. Let the spell be only used in the wilderness setting, or any area with sufficient plant growth.

The spell is meant and designed to be sued in combat by shape-shifted druids. It isn't an after battle sort of spell. At least as far as I can tell by looking at the way its described in its home setting. In Warcraft 3 its a spell Druids of the Claw get, and Druids of the Claw are the front line meat-shield fighters of the druidic orders. Usually you pop the spell on the druid and any other going into combat before shape-sifting into bear form and tearing the enemy apart.

Hope that sort of information helps.
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SmootRK
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Re: Spells Needed

Post Tue Jul 17, 2012 7:16 pm

On thinking about this, I think adding a location requirement (being subject to interpretation as well) is just a complexity that should be avoided.

The 1d6/round lasting level rounds is sufficient and likely on-par with Heal Spell of clerics. That said, Heal is 6th level for clerics, and this one ought to be same for druids (so probably 6th level spell). Thoughts?
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Dimirag
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Re: Spells Needed

Post Tue Jul 17, 2012 7:41 pm

Call lightning requires access to open sky, so requiring access to some natural terrain isn't out of place.
The Heal spell heals all but 1d4HP, so, to a fighter with 1HP and 36HP max the spell will restore 31-34HP plus ability damage, blindness, confusion, deafness, disease, exhaustion or fatigue, feeblemind, insanity, nausea, and poison.

Maybe Rejuvenation can heal the objective level on HD* plus erase fatigued and some extra effect.
*Don't really know how to explain this but the idea is that a level 5 fighter receives 5d8 worth of healing while a 3 level magic user receives 3d4.
Sorry for any misspelling or writing error, I am not a native English speaker
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MedievalMan
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Re: Spells Needed

Post Tue Jul 17, 2012 7:44 pm

Why not 1d6 per round for 10 rounds? At bare minimum it would would be 10 hit points which is entirely not worth having compared to heal. And at maximum it would heal 60 hit points. Which isn't anything to sneeze at but that's if you roll max each roll. The average would be 32.5 and a 5th level fighter should have on average 21.5 hit points (no Constitution added of course). So its the sort of spell you use in combat to keep a fighter going rather than something you use after combat (because most of the healing would go to waste). Heck make it a 6th level spell and it would heal a little more than your average fighters HP making it perfect.

Go math.
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Dimirag
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Re: Spells Needed

Post Tue Jul 17, 2012 7:49 pm

Continual healing seems more to me some kind of "healing factor" rather than a spell that makes you feel "younger", maybe some healing + bonus to physical activities (reinvigoration)?
Sorry for any misspelling or writing error, I am not a native English speaker
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SmootRK
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Re: Spells Needed

Post Tue Jul 17, 2012 10:29 pm

Dimirag wrote:Continual healing seems more to me some kind of "healing factor" rather than a spell that makes you feel "younger", maybe some healing + bonus to physical activities (reinvigoration)?
I would prefer just healing... for the pure simplicity. But, I am flexible to other ideas. Mostly I just thought that the original offering spell was way too much (at 2d8/round for 1rnd/level duration). At 1d6/level it seems a lot more in line with the power levels of BFRPG.

I do like the idea that it depends on class of recipient (die equals the class hit die type). For Monsters, one could just say d8 for creatures unless it is readily apparent to use different die type (as determined by the Game Master)... because there could be some exceptions.

I think also that there could be some text about countering the spell with any reversed healing spell or spells that draw from similar negative energy (again, as determined by the Game Master). For instance, a Cause Light Wounds Spell (reversed Cure Light Wounds), would instantly end the Rejuvenation (in addition to its normal damaging effect).
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SmootRK
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Re: Spells Needed

Post Wed Jul 18, 2012 8:50 am

SmootRK wrote:However, I would prefer a less costly 'houserule' to encourage more such research. Something like:

Spell Research
500gp/level for existing 'standard' spells
750gp/level for existing 'non-standard' spells
1000gp/level for newly invented spells

The basic chance of success is 25% +5%/level of researcher. Having an assistant/apprentice to assist adds +5% per assistant (max 4 such apprentices), and having the assistance of another qualified researcher (MU capable of casting the proposed spell) will add another +10%. However, the chance of success is reduced by -10% per level of the proposed spell. The secondary researching MU will acquire the spell as well in this process (if the primary researcher is successful), which is a very good reason that mages form such researching guilds, and don't mind assisting each other in their endeavors.

But, once a successful research is completed, the character must also pay the normal 'transcribe into spellbook fee' (p16). The character need not pay to transcribe 'failures', and need not pa to transcribe immediately (but must pay before having the spell available for daily use).
What does everyone think of these adjusted Research Rules? The idea is to build in reason for MU characters to have apprentices and guilds, and to assist as well.
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SmootRK
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Re: Spells Needed

Post Wed Jul 18, 2012 5:45 pm

Updated First Post with new draft.
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MedievalMan
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Re: Spells Needed

Post Wed Jul 18, 2012 5:50 pm

I haven't really worked very much with the research rules. So I cannot comment.
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SmootRK
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Re: Spells Needed

Post Wed Jul 18, 2012 6:30 pm

MedievalMan wrote:I haven't really worked very much with the research rules. So I cannot comment.
They are mostly the same rules, with just a few tweaks here and there to accommodate and encourage such endeavors.
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