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-   -   New Spell: Comfort (https://forums.sjgames.com/showthread.php?t=200376)

Whitewings 10-19-2024 12:25 AM

New Spell: Comfort
 
College: Protection and Warning

Type: Regular

This spell raises or lowers the subject’s “local temperature” by up to 17 degrees Celsius toward the subject’s species optimum, equivalent to the Warmth or Coolness spell, as applicable. This is also a Fire spell and a Water spell.

Duration: 1 Hour
Cost: 3 to cast, 1 to maintain
Time to Cast: 15 seconds
Prerequisite: Warmth or Coolness

Item: Staff, jewelry, or clothing are the most common. The latter two only affect the wearer. Cost: 300.

Designer’s note: The prerequisite is either Warmth or Coolness to keep the prerequisite count reasonable. The campaign uses ritual magic.

Pursuivant 10-20-2024 08:53 PM

Re: New Spell: Comfort
 
Basically, a combined version of Warmth and Coolness which provides multiple levels of Temperature Tolerance, as needed. It seems reasonable, but a leveled version with a casting cost of 1,2 or 3 points for 1, 2 or 3 levels of Temperature Tolerance might make it more useful as a cheap utility spell. Enchanted items created using this spell would be handy for clothing that appears to be unusually light or heavy for the climate as well as armor.

Whitewings 10-22-2024 02:07 PM

Re: New Spell: Comfort
 
College: Protection and Warning

Type: Regular

This spell raises or lowers the subject’s “local temperature” toward the subject’s species optimum, as per the Temperature Tolerance(Heat) or (Cold) Advantage, as applicable. This is also a Fire spell and a Water spell.

Duration: 1 Hour
Cost: 1 per level (maximum 3) to cast, 1 to maintain
Time to Cast: 15 seconds
Prerequisite: Warmth or Coolness

Item: Staff, jewelry, or clothing are the most common. The latter two only affect the wearer. Cost: 300.

Designer’s note: The prerequisite is either Warmth or Coolness to keep the prerequisite count reasonable. The campaign uses ritual magic.

Eric Funk 10-22-2024 11:59 PM

Re: New Spell: Comfort
 
Hello!

The spells in Magic 4e are:
Warmth (p.M74) - 2 cast 1 maintain gets you 30F toward comfort
Coolness (p.M187) - 2 to cast 1 maintain gets you HT x 3 ( say 30-40)F toward comfort

Your spell offers 1/1 per level for 17C (33F?) toward comfort?

I don't see why there should be a hard cap, just limit it at caster's Magery : ) (Magery and Effect, p.M9)

If it is a protection/warding spell perhaps require Shield* or Danger Sense and one of Warmth or Coolness?

* Umbrella spell does

Stormcrow 10-23-2024 09:01 AM

Re: New Spell: Comfort
 
I would expect the prerequisites to be Warmth and Coolness.

Whitewings 10-23-2024 10:47 PM

Re: New Spell: Comfort
 
Quote:

Originally Posted by Stormcrow (Post 2540552)
I would expect the prerequisites to be Warmth and Coolness.

As I said in "Designer's Notes," I wanted to keep the prerequisite count reasonable because the campaign uses ritual magic. A prerequisite count of 5, one more than Coolness, is reasonable. A count of 11, 6 more than Warmth, isn't.

johndallman 10-24-2024 04:41 PM

Re: New Spell: Comfort
 
Quote:

Originally Posted by Stormcrow (Post 2540552)
I would expect the prerequisites to be Warmth and Coolness.

Under the basic magic system, there's very little point in learning this if you already know both Warmth and Coolness.


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