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Old 02-04-2016, 08:30 AM   #1
Snaps
 
Join Date: Jun 2008
Location: Provo, UT
Default [RPM] Spell Complexity

Not sure if that is the best title, but here is my question:

I've been having a discussion with a player about how complex his spells can be, without being considered Conditional Spells, the best example is a Flaming Sword.

The idea is to have a Sword that Flames on when taken out of the Scabbard, then Flames off when put back in. Not too complex, but can this be done without using conditional magic?

If so, how would you build such a spell?
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Old 02-04-2016, 08:36 AM   #2
Nereidalbel
 
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Default Re: [RPM] Spell Complexity

You'd just have to throw in a Lesser Control Magic to turn the fire on and off.
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Old 02-04-2016, 08:49 AM   #3
Snaps
 
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Default Re: [RPM] Spell Complexity

Quote:
Originally Posted by Nereidalbel View Post
You'd just have to throw in a Lesser Control Magic to turn the fire on and off.
Would it also need some component to determine when its in the sheath and out of the sheath, or is that just a freebie? I was thinking a Lesser Sense Matter effect just to know when its in the sheath and when it's not, etc.
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Old 02-04-2016, 09:40 AM   #4
Anaraxes
 
Join Date: Sep 2007
Default Re: [RPM] Spell Complexity

Spells need Sense effects only for things that would not be obvious to a normal person watching and "automatically be aware of it happening".

So, for example, "if anyone comes in the room" will usually work as expected, but you could Stealth by it, never mind invisibility. If you want to be really sure that no one comes in the room, you'll want to add a Sense or Senses.

"Sword not in sheath" seems to me to fall into the "obvious to a normal person" category.
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Old 02-04-2016, 09:50 AM   #5
ericthered
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Default Re: [RPM] Spell Complexity

For the flaming sword part, this thread is relevant

EDIT: note my opening post does it wrong and is corrected in the thread.
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