02-17-2011, 08:25 AM | #1 |
Join Date: Feb 2011
Location: Cambridge, MA
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The Phantom Menace
I really like the flavor of the Phantom spell. The idea of an illusion so powerful that if you believe in it, it can actually hurt you is a cool one, and I also like having a powerful combat option towards the top end of the Illusion spell chain, especially for Dungeon Fantasy (where its in the list of spells for an "Illusionist"). However, the spell is so badly written that it's virtually unusable. The otherwise mighty and worship-worthy Kromm should probably be embarrassed by this oversight.
Rather than giving the stats for a Phantom, we're only given its ST and DX. So what about the rest of its character sheet? How many attacks does it get? How much damage does it do? How fast does it move? Does it have active defenses? Does the caster need to concentrate on it in order for it to attack? Does it have to enter an enemy's hex (so that the Phantom is "touching" its target) or can it attack from a neighboring hex if its wielding an illusory sword? Can it have innate attacks? Can it have ranged attacks? Under some interpretations, this spell could be extraordinarily powerful. For example, if I can create a Phantom with Innate Attacks, good defenses, etc., its power could be virtually limitless. On the other hand, if it can only punch and kick and has no defenses, then its pretty much worthless (at least in a DF combat), because it dies to almost any attack and will usually die from making an attack (if the enemy has a weapon with which to parry and damage the offending arm). So I would like to rewrite the spell to make it specific and fair for Dungeon Fantasy. Any ideas? |
02-17-2011, 09:39 AM | #2 |
Join Date: Oct 2006
Location: Chagrin Falls
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Re: The Phantom Menace
Find a thaumatologocal basis for the interaction with the world and apply it consistently.
By this I mean; Don't let it lift more than an equivalently costly (in FP) Apportation would or do more damage than that ST would indicate UNLESS it is moving something or acting upon something with a mind to trick into causing the effect. Have the spell defined so that the maximum range of effest is consistent... I would suggest range = magery hexes so that a M1 caster's phantom can use a sword, a M2 caster's phantom can use a spear and an M3 caster's phantom can breathe fire 3 hexes away. Use Illusoin Art (scary isslusions) as a complementary skill If you are looking for a total rewrite, you may want to consider somehting like having 'wounds' from the phantom take effect via something like the Fright Check table. Having opponent's minds chipped away every time a blow is landed may actually be more powerful than is reasonable though. As to special powers, I'd say that if you can relate it visually / audibly / tactily so that the target believes it, the mind of the illusionist is the limit. If I were GMing, every time a non-supernatural looking phantom pulled a suprising ability out of it's... posterior... I'd consider letting the opponent re-roll to disbelieve. For this reason, I think, most illusionists would tend toward supernatural (and frightening) phantoms of things that the general population would believe could be summoned (elementals, demons, extra-planar baddies, undead). Good Luck, please let us know what you come up with.
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Benundefined Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble. |
02-17-2011, 10:20 AM | #3 | ||||||||||
Join Date: Dec 2007
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Re: The Phantom Menace
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02-17-2011, 10:21 AM | #4 | |
Join Date: Aug 2004
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Re: The Phantom Menace
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Though the spell sounds like a cool idea, I long ago decided it was just not worth trying to rationalize and balance it. My advice is to just drop it. Illusionists have plenty to do with their other spells, and if you want them to have some supernatural physical options, just allow 'em access to the Create spells. |
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02-17-2011, 10:33 AM | #5 | |
Join Date: Feb 2011
Location: Cambridge, MA
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Re: The Phantom Menace
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I'm still not sure how to delimit Speed, Move, defenses, number of attacks, etc. For example, a powerful demon might have 3 extra attacks, talons, a long striker, etc. Does that mean a phantom demon has all of these things? Couldn't the caster then simply imagine a demon with whatever uber-powerful abilities he wants? Or even a fire-breathing dragon? The original spell ties the phantom's ST and DX to skill level, so I suppose I could say that the phantom's Speed and Move are Skill/2, and give it a Dodge on any turn in which the caster took a Concentrate maneuver to move the phantom. I'm still no closer to deciding how much damage it can do though. If the caster can create the phantom holding any weapon, why not give it a phantom very fine two-handed sword? In fact, why not make it a very fine two-handed sword with Puissance 3? My goal is to capture the spirit in which the spell was written (and the spirit in which it was included on that sample spell list in DF). Perhaps one of the writers of the Magic book or of DF could chime in? |
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02-17-2011, 10:52 AM | #6 | ||
Join Date: Feb 2011
Location: Cambridge, MA
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Re: The Phantom Menace
Why "of course?" If it can move infinitely fast, can't it just run through any number of enemy hexes, touching each enemy as it passes?
So...thr+1? Sw+100? Does it only make unarmed attacks? If so, can it kick as well as punch? Why can't it have an illusory weapon or striker? Quote:
I don't know what this means. In order to hurt someone, you use your strength combined with the damage of your attack. Quote:
Also, I don't see why your friends would have to lose the contest in order to destroy the phantom. If you lose the contest, the phantom can hurt you; you should be able to strike it no matter what, I should think. Speaking of striking the Phantom, can it have a SM? How hard is it to hit? Why can't it Dodge (if the caster is currently controlling it)? |
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02-17-2011, 11:06 AM | #7 | ||||||||
Join Date: Dec 2007
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Re: The Phantom Menace
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Last edited by David Johnston2; 02-17-2011 at 11:20 AM. |
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02-17-2011, 01:35 PM | #8 | ||||
Join Date: Feb 2011
Location: Cambridge, MA
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Re: The Phantom Menace
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I'm not just being argumentative, and I really appreciate your helping me work out all of these kinks. I've had a lot of trouble understanding what this spell actually does or how to conceive of it. Your starting to clarify things for me. Just wait until I ask whether it can pick up a weapon or open a door. Last edited by Gnome; 02-17-2011 at 01:40 PM. |
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02-17-2011, 02:05 PM | #9 | ||||
Join Date: Dec 2007
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Re: The Phantom Menace
Look at the prerequisites. Apportation. And what does Apportation do?
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02-17-2011, 03:25 PM | #10 | |||
Join Date: Feb 2011
Location: Cambridge, MA
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Re: The Phantom Menace
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Wouldn't an inanimate object automatically fail its IQ check, as it has IQ 0? |
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dungeon fantasy, magic |
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