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Old 10-16-2017, 09:52 PM   #80
Rindis
 
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Join Date: Sep 2004
Default Re: [Sorcery] Those Other Spells...

Thanks for the write up Kelly! I ended up changing it to a -10% limitation with near 0 capacity, as the usual Can Carry Objects has No Encumbrance as a +10%, and it keeps the math in line.

Finally got around to working out Summon Swarm. It turned into a pure attack once I realized that the area affected wasn't supposed to move.

Summon Swarm(C)
Summoning, Somatic, Verbal, Area (Fixed)
13 points
Casting Time: 2 seconds
Casting Roll: Innate Attack (Gaze) to aim.
Range: None.
Duration: Special

This spell summons a swarm of small creatures that will attack anything in a 2-yard radius designated by the magic-user (see Scatter, B414, on a miss). The exact type of creatures, the damage they do, and the damage it takes to disperse the swarm is up to the GM, but typically one of the following types will show up:

[Table removed for formatting issues; it'll be in the eventual blog post.]

If the GM does not feel like any particular type is the most appropriate for the current environment, he should roll 3d6 and consult the Dice Roll column to pick one. Keep in mind that this is Large Area Injury (B400), though rats will act as though only the feet of a standing person were exposed, and spiders, centipedes and beetles will start with the feet, and move up one location per every other second.

The swarm will technically stay in place and keep attacking anything that enters its area forever, but there are several limitations on this. First, the caster must keep Concentrating on the swarm, or it will disperse, with all the creatures departing to return to where they had been before being summoned. The swarm can be attacked, and will disperse after taking the damage listed in the HP column (the swarm has Injury Tolerance: Diffuse, B60, so most non-area attacks will only do 1 damage). Also, while these are natural creatures, their control by this spell makes them susceptible to the effects of protection from conjuration (as well as the normal effects of protection from vermin).

Innate Attack, varies (Area Effect, 2 yards, +50%; Extended Duration, Permanent, +150%; Nuisance Effect: Affected by Protection From Conjuration, -5%; Persistent, +40%; Requires Concentrate, -15%; Requires Gestures, -10%; Requires Magic Words, -10%; Sorcery, -15%; Takes Extra Time, x2, -10%) Listed Types: Rats: 1d cut (Feet Only, -30%) = [2.35x7]; Bats: 1d cut = [2.75x7]; Spiders, etc.: 1d-1 tox (Takes Extra Time, -10%) = [2.65x3]; Wasps, etc: 1d-1 tox = [2.75x2]. Using the average (instead of Alternative Attacks, as it is not chosen by the player): (17+20+8+6)/4. Note: The "Takes Extra Time" on some attacks is for the large area effect moving up the subject.

[A new name for the spread of the Large Area Injury limitation would be great.]

The one I'm currently looking at is Polymorph Other. The basic part is easy enough, Afflict Morph with No Memorization Required, and Once On, Stays On.

But there's a chance of death from the change (which I'm fine with skipping), and a chance of the affected person becoming convinced this is their real form. This seems like a severe delusion (especially considering the fact that the polymorph can still be dispelled and the person will then think they're a polymorphed whatever-they-were-turned-into). For extra credit, it'd be nice if it could be more less likely to happen if the character's point total goes down, and more likely if it goes up (if the Morph has the points to do that at all...). Then it becomes a drawback of trying to buff your allies into more powerful forms... and I really don't know how to price that, since it seems more of a drawback (or at least as much of one) as a potential benefit.

ETA: Also, is there any set modifier for Morph that says you can't imitate particular people? Just racial templates?
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Last edited by Rindis; 10-16-2017 at 10:27 PM.
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