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Old 11-08-2022, 07:48 AM   #1
hcobb
 
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Default Spells that ought to cost every minute

Mage Sight was a good choice to renew by the minute, here's some other spells that ought to cost once per minute so they get some good RPing.
  1. Silent Movement
  2. Flight
  3. Reveal Magic
  4. Detect Enemies (Yes, make it a continuing spell, perhaps with IQ roll)
  5. Eyes-Behind
  6. Fireproofing
The enchantment list would be much longer
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Last edited by hcobb; 11-08-2022 at 10:06 AM.
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Old 11-08-2022, 12:57 PM   #2
Shostak
 
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Default Re: Spells that ought to cost every minute

It is interesting how some spells, like Mage Sight, got a considerable boost in LE's ITL, while others were left behind.
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Old 11-08-2022, 01:13 PM   #3
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Default Re: Spells that ought to cost every minute

Flight costing every minute would be a huge upgrade. A bit much, I think.

If Flight, why not Invisibility?
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Old 11-08-2022, 02:16 PM   #4
hcobb
 
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Default Re: Spells that ought to cost every minute

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Originally Posted by phiwum View Post
Flight costing every minute would be a huge upgrade. A bit much, I think.

If Flight, why not Invisibility?
Invisibility has no big drawbacks to its use like trying to fight from Flight does.


Perhaps a non-combat flight with limited maneuverability?
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Last edited by hcobb; 11-08-2022 at 02:29 PM.
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Old 11-08-2022, 05:17 PM   #5
Axly Suregrip
 
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Default Re: Spells that ought to cost every minute

I would be for reducing the cost of information gathering spells, like Mage Sight, or other spells that get little use. Although, any spell that is not info gathering and useful in combat should remain at a cost per turn.

These I like to be a cost per minute:

Silent Movement
Flight (not really a combat spell. replaces ladders/ropes)
Reveal Magic
Detect Enemies
Detect Life (if you are changing DE, then DL should also. Both DE & DL will have limited need for continuation, so I am not sure how much this gets you, but like I said I am for making info gathering spells more useful.)

These I think should remain at a cost per turn:

Eyes-Behind
Fireproofing
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Old 11-08-2022, 05:18 PM   #6
Axly Suregrip
 
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Default Re: Spells that ought to cost every minute

Eyes-Behind with a sweeping weapon can be fun.
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Old 11-09-2022, 08:49 PM   #7
Bill_in_IN
 
Join Date: Dec 2021
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Default Re: Spells that ought to cost every minute

Quote:
Originally Posted by Axly Suregrip View Post
I would be for reducing the cost of information gathering spells, like Mage Sight, or other spells that get little use. Although, any spell that is not info gathering and useful in combat should remain at a cost per turn.

These I like to be a cost per minute:

Silent Movement
Flight (not really a combat spell. replaces ladders/ropes)
Reveal Magic
Detect Enemies
Detect Life (if you are changing DE, then DL should also. Both DE & DL will have limited need for continuation, so I am not sure how much this gets you, but like I said I am for making info gathering spells more useful.)

These I think should remain at a cost per turn:

Eyes-Behind
Fireproofing
I concur with the distinction that you made for choosing which ones to extend renewal times.
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Old 11-09-2022, 08:45 PM   #8
Bill_in_IN
 
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Default Re: Spells that ought to cost every minute

Quote:
Originally Posted by hcobb View Post
Invisibility has no big drawbacks to its use like trying to fight from Flight does.


Perhaps a non-combat flight with limited maneuverability?
Due to the DX minus, Flight tends to be non-combat.
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Old 11-09-2022, 08:47 PM   #9
hcobb
 
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Default Re: Spells that ought to cost every minute

Quote:
Originally Posted by Bill_in_IN View Post
Due to the DX minus, Flight tends to be non-combat.
And it only gives a defensive advantage outdoors.
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Old 11-08-2022, 10:17 PM   #10
JohnPaulB
 
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Location: Portland, Maine
Default Re: Spells that ought to cost every minute

Quote:
Originally Posted by hcobb View Post
Mage Sight was a good choice to renew by the minute, here's some other spells that ought to cost once per minute so they get some good RPing.
  1. Silent Movement
  2. Flight
  3. Reveal Magic
  4. Detect Enemies (Yes, make it a continuing spell, perhaps with IQ roll)
  5. Eyes-Behind
  6. Fireproofing
The enchantment list would be much longer
I think the reason we have such limited timespans on any spell is because the game originated in arena battles.

I think that giving most spells long run times in the first place will increase playability.
But increasing renew time is the next best thing.
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