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Old 09-17-2015, 06:50 AM   #1
Anders
 
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Default [Sorcery] Calm Nature's Fury

So this spell should reduce the fury of the elements within the area of effect. Lightning won't strike (unless magically called), the wind calms down, precipitation falls at a gentle peace, a raging sea becomes flat, etc. I tried to do this with Control (Weather) and ended up with over 200 points to do something useful. Is there any way to do this cheaper?
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Last edited by Anders; 09-17-2015 at 07:53 AM.
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Old 09-17-2015, 07:22 AM   #2
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Default Re: [Sorcery] Calm Nature's Fury

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Originally Posted by Anders View Post
So this spell should reduce the fury of the elements within the area of effect. Lightning won't strike (unless magically called), the wind calms down, precipitation falls at a gentle peace, a raging sea becomes flat, etc. I tried to do this with Control (Weather) and ended up with over 300 points to do something useful. Is there any way to do this cheaper?
Can you post your build?
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Old 09-17-2015, 07:52 AM   #3
Anders
 
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Default Re: [Sorcery] Calm Nature's Fury

It was something like Control 9 (Weather; Natural Phenomenon, +100%; Extended Duration, x300, +60%; Harmonism, -25%; Only to negate penalties, -40%; Reduced Range 10, -30%; Sorcery, -15%) [225]

So you start it, and then the calm weather lasts for 5 hours in a 150 yard radius, negating up to -3 in penalties to suitable skills. Weather is a Common category, so base cost is 20 points/level. I don't think -3 in negated penalties is too much to ask for.

Harmonism requires the caster to play an instrument. I took it from Magery in the Basic set, but halved it since it only affects one roll, so -25%. Yeah, it's a powerful spell, but 225 points?
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Old 09-17-2015, 10:03 AM   #4
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Default Re: [Sorcery] Calm Nature's Fury

Quote:
Originally Posted by Anders View Post
It was something like Control 9 (Weather; Natural Phenomenon, +100%; Extended Duration, x300, +60%; Harmonism, -25%; Only to negate penalties, -40%; Reduced Range 10, -30%; Sorcery, -15%) [225]

So you start it, and then the calm weather lasts for 5 hours in a 150 yard radius, negating up to -3 in penalties to suitable skills. Weather is a Common category, so base cost is 20 points/level. I don't think -3 in negated penalties is too much to ask for.

Harmonism requires the caster to play an instrument. I took it from Magery in the Basic set, but halved it since it only affects one roll, so -25%. Yeah, it's a powerful spell, but 225 points?

Calm Nature's Fury

Keywords: Area (Fixed)
Full Cost: 67 points for level 1 + 57 per additional level
Casting Roll: IQ.
Range: none.
Duration: Indefinite.

Allows you to calm the weather within a 0.1 mile radius, reducing penalties by -1 per level of this power. It can not give a bonus, only a reduction.

Statistics: Control Weather 1 (Common; Natural Phenomenon, +100%; Only to reduce potency, -80%; Sorcery, ‑15%; Persistent, +40%) [29] + Control Weather 2 (Common; Natural Phenomenon, +100%; Only to reduce potency, -80%; Sorcery, ‑15%; Persistent, +40%;Does not increase area, -50%) [19] each additional level is Control Weather 3 (Common; Natural Phenomenon, +100%; Only to reduce potency, -80%; Sorcery, ‑15%; Persistent, +40%;Does not increase area, -50%) [57]




You can add the Harmonism for a bigger discount too.
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Old 09-17-2015, 01:24 PM   #5
Anders
 
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Default Re: [Sorcery] Calm Nature's Fury

I think -80% is too much. What do other people think?
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Old 09-18-2015, 12:55 PM   #6
Lia Valenth
 
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Default Re: [Sorcery] Calm Nature's Fury

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I think -80% is too much. What do other people think?
I don't think it is too much. I thought is was when I first saw it, but really it means that to have any in game effect there have to be penalties to offset in the first place (so it could be useful or useless depending on GM), and means you don't really "control" it, just tell it to calm down.

Either way, though, I think it still costs too much but do not know what to do about it. But, if it comes up in my games I will be using Multiplicative Multipliers and give Reduce Penalties Only, -50%.
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Old 09-19-2015, 03:10 AM   #7
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Default Re: [Sorcery] Calm Nature's Fury

What about Binding (B 40) with Only to Greater Weather Spirits, Area Effect, Enviromental, Unbreakable and Engulfing. That would "bind" the most dangerous spirits of ray, storm, and hurricans, but leave free the most benign and weaker ones. Binding is a ranged attack. You could add Cosmic no Roll Required.

To break free, the spiritual victims must win a Quick Contest of ST or Escape skill against the ST of your Binding.

With this build you could calm the "wild nature" effects. But if an effect is not "natural" such as an magical hurricane, then it couldn't affect it because the hurrican has not a "natural hurrican spirit" powering it.

Another possibility could be using Static (B 78) as "Weather static" [30] with "Accesibility: Only static against weather hazards and weather calamities" (-40%) with area effect. This build is simpler. I probably would add "Costs fatigue"
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