09-13-2015, 04:30 AM | #1 |
Join Date: Mar 2013
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Partial Fix of Magic: Fire College
OK Magic gets a lot of flack, most of the time it's for having too many spells, others it's for being too cheap in light of Powers (A nonsensical argument) and even people upset about the way it makes you spend only a single point of each spell and pour points onto the core stat. While fixing the whole system is too much for a forum post I can make an attempt at fixing a single college.
At the moment the Fire College consists if the following 31 spells (I'm excluding Phantom Flame, it will be covered by a possible future post on the I&M College): Seek Fire, Ignite Fire, Extinguish Fire, Create Fire, Shape Fire, Slow Fire, Fast Fire, Smoke, Fireball, Explosive Fireball, Rain of Fire, Fire Cloud, Deflect Energy, Heat, Cold, Warmth, Resist Cold, Burning Touch, Flaming Weapon, Flaming Missiles, Burning Death, Fireproof, Resist Fire, Flame Jet, Breathe Fire, Flaming Armor, Body of Flames, Essential Flame, Summon Fire Elemental, Control Fire Elemental, Create Fire Elemental I'm going to attempt to cut down on this number by either dropping spells or in the case of weaker ones combine them into a single more useful spell in light of the tendency for later spells to be more powerful. Also I'm putting in the concept of Advanced Abilities, which are more powerful/useful versions of a given spell, made available by having an effective casting skill of at least 20, the GM is free to change this, on a per spell basis if he feels the need or even require other criteria be meet, but one of the break points given under Magic Ritual (M8) is advised and actually knowing the spell and not casting it at default somewhere is always required. Finder This replaces not just Seek Fire but all the Seek spells. The individual Seek spells are at best Easy techniques to Finder with a default of 0. Cost: 1 Ignite Fire Replaces both Ignite Fire and Extinguish Fire. Allows you to start or stop a fire with a literal snap of your fingers. May also be cast over an area. Cost: Equal to amount of tight-beam burning damage to set target alight, per Making Things Burn (B433), half to extinguish, minimum of 2 for area version Control Fire Replaces Shape Fire, Slow Fire, Fast Fire and Fireproof. Use all stats (Cost duration) as per version of parent spell used. Fireball Works the same as normal, but Explosive Fireball is it's Advanced Ability Smoke Gains Fire Cloud damage dealing as Advanced Ability, with Smoke's duration Rain of Fire No change Deflect Energy Either left the same or rolled into Reflect Stable Temperature Merger of Heat and Cold Survive Environment Merger of Resist Cold and Resist Fire, possibly other similar environmental survival spells, Warmth also disappears into it Burning Touch Gains Burning Death as Advanced Ability, otherwise unchanged Flaming Weapon Flaming Missiles is rolled into this and gains Flaming Armor as Advanced Ability Flame Jet Breathe Fire becomes and additional option, otherwise unchanged (Why was Breathe Fire separate to begin with?) Body of Flames No change, or becomes Advanced Ability for Flaming Armor (In which case the later isn't rolled int Flaming Weapon) Essential Flame Likely merged with other Essential spells Summon Fire Elemental Becomes a Gate spell Summoning ALL Elementals Control Fire Elemental Becomes a Mind Control spell effecting ALL Elementals Create Fire Elemental Unaffected So there we go, 31 spells reduced down to 17. Really it's both more, what with the non-Fire spells rolled into others. And yes I didn't cover Create Fire, but I couldn't quite figure out what it did, but it might be covered by the new Area ability of Ignite Fire, at least as long as it does no damage. I hope this proves to people that it is possible to fix Magic. Please note however that this was just something that I threw together in about 3 hours and should only be taken as a proof of concept and starting point and not a finished version a a fixed Fire College. If this process of merging multiple smaller spells and very similar spells together is applied all across Magic I can see it's spell count shrinking from the 450 it is now to around 250-300, it may even end with Fireball and Lightning become the same spell |
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