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Old 08-11-2020, 12:00 PM   #61
Say, it isn't that bad!
 
Join Date: Dec 2013
Default Re: [Magic] New IQ/A Spells

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Originally Posted by Tyneras View Post
Prepare Meal
I am not sure if this is too good, or not good enough. On the one hand, it would be exhausting to cast. On the other hand, it saves you dishes and a lot of cleanup afterwards.
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Old 08-11-2020, 12:00 PM   #62
Anders
 
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Location: Gothenburg, Sweden
Default Re: [Magic] New IQ/A Spells

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Originally Posted by AlexanderHowl View Post
I would have it cause 1 HP of toxic damage rather than no damage.
I would probably make it crushing. It's derived from a Swedish version called "knäppa" which is a thing you do with bugs where you place your thumb on them and it goes... splat. We had something called "mini-magic", which were minor spells that anyone who knew the college (we had something more akin to Ritual magic" could use these spells without a skill roll.
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Old 08-11-2020, 12:40 PM   #63
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Join Date: Feb 2016
Default Re: [Magic] New IQ/A Spells

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Originally Posted by Anders View Post
I would probably make it crushing. It's derived from a Swedish version called "knäppa" which is a thing you do with bugs where you place your thumb on them and it goes... splat. We had something called "mini-magic", which were minor spells that anyone who knew the college (we had something more akin to Ritual magic" could use these spells without a skill roll.
Then it would likely be a Movement Spell, since it would apply force directly one an object.
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Old 08-11-2020, 06:15 PM   #64
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Join Date: Oct 2010
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Default Re: [Magic] New IQ/A Spells

Reposture
Regular, College: Gate

Cast on a willing, conscious being capable of multiple postures, changes the subjects posture to by one step per energy point. Subject must not be restrained in such a way as would preclude reaching the new posture normally given enough time, and a Body Sense roll is still required, just as if you had done a change in posture with Teleport or Teleport Other.

Duration: Instantaneous
Cost: 1 per shift in posture
Casting Time: 1 second

Age Check
Regular, Knowledge

On casting, gives the exact time from subject's birth in units you can understand. Artificial entities might not possess a birth, or it may be mystically uncertain when the "birth" of an artifact is, but magic can generally assume some origin point.

It is the GM's call whether the time measurement is relative to the subject or relative to some "objective" point of view. That is, if someone travels through time to before when they were born, the spell will either give the subject's age as they have experienced it, or will provide a negative value equal to how long it will be until the subject should be born.

Optionally, this may be two spells: Chronal Displacement Check and Age check, providing absolute temporal distance from birth and experienced time since birth, respectively.

Duration: Instantaneous
Cost: Use the costs as if you were Timeporting the distance--and note that you won't know the cost until after the fact!
Casting Time: 1 second
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Old 08-11-2020, 06:32 PM   #65
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Default Re: [Magic] New IQ/A Spells

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Originally Posted by Gumby Bush View Post
Age Check
That one is potentially very valuable under some magic systems/spells (ones that use personal identification for targeting).
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Old 08-11-2020, 08:08 PM   #66
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Default Re: [Magic] New IQ/A Spells

It would also be an important spell for people who are cruising, as they could avoid jailbait.
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Old 08-11-2020, 08:13 PM   #67
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Join Date: Mar 2016
Default Re: [Magic] New IQ/A Spells

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Originally Posted by Gumby Bush View Post
Cost: Use the costs as if you were Timeporting the distance--and note that you won't know the cost until after the fact!
This seems unnecessarily harsh. Something a single day old would cost 12 energy. A typical human (age 10-100) would cost 20 energy.
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Old 08-11-2020, 08:26 PM   #68
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Default Re: [Magic] New IQ/A Spells

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Originally Posted by awesomenessofme1 View Post
This seems unnecessarily harsh. Something a single day old would cost 12 energy. A typical human (age 10-100) would cost 20 energy.
In a magic system where targeting relies on personal identifiers, that sounds about right for a full-on spell.

Perhaps change it so it gives a "general estimate of age", and costs 2?
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Old 08-12-2020, 05:47 AM   #69
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Join Date: Oct 2010
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Default Re: [Magic] New IQ/A Spells

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Originally Posted by awesomenessofme1 View Post
This seems unnecessarily harsh. Something a single day old would cost 12 energy. A typical human (age 10-100) would cost 20 energy.
That's fair--especially for the Chronal Displacement Check variant. One could offer a divisor. Divide by 4?

"General Estimate" versions may also cost less, as Say, it isn't that bad! suggests, although I'm not sure I'd make it a flat rate. Maybe an additional x1/2?

ETA: Perhaps better, make Chronal Displacement Check cost 1 and merely tell you whether it suffered time travel. Make Age Check give an approximate answer (around 10% margin of error, -1% per margin of success, never better than +/-0.5%) and cost 2.
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Last edited by Gumby Bush; 08-12-2020 at 05:57 AM.
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Old 08-12-2020, 08:49 AM   #70
awesomenessofme1
 
Join Date: Mar 2016
Default Re: [Magic] New IQ/A Spells

Quote:
Originally Posted by Gumby Bush View Post
That's fair--especially for the Chronal Displacement Check variant. One could offer a divisor. Divide by 4?

"General Estimate" versions may also cost less, as Say, it isn't that bad! suggests, although I'm not sure I'd make it a flat rate. Maybe an additional x1/2?

ETA: Perhaps better, make Chronal Displacement Check cost 1 and merely tell you whether it suffered time travel. Make Age Check give an approximate answer (around 10% margin of error, -1% per margin of success, never better than +/-0.5%) and cost 2.
Then you get into a different issue - the cost is frontloaded, but there's (relatively) little increase between short and long times.
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