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Old 11-24-2022, 02:40 PM   #1
hcobb
 
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Default Enchantments that ought to cost every minute

As noted under the spells thread, here are some enchantments that are way too effective without cost, but too fatiguing for heroes if they cost every turn.
  • Blur
  • Detect Magic
  • Shock Shield
  • Speed Movement
  • Silent Movement
  • Flight
  • Stone Flesh
  • Fresh Air
  • Rings of Control
  • Serpent Torc
  • Iron Flesh
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Old 12-25-2022, 10:18 AM   #2
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Default Re: Enchantments that ought to cost every minute

The Fresh Air enchantment really really needs to be self-powered or mermaids just won't come up to play.
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Old 12-28-2022, 09:10 PM   #3
David Bofinger
 
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Default Re: Enchantments that ought to cost every minute

Perhaps the Fresh Air &c enchantments should be implemented more as shapeshifting spells: they long term switch you between an air breathing form with legs and a water breathing form with a tail. Flight could work the same way, giving you the ability to fly but taking away your ability to pick up objects with your hands. There could also be a man-to-horse shift (extra MA, lose manipulative appendages and maybe the ability to talk). More powerful spells might let you adopt hexapodal forms (angel, dragon) which have the best of both worlds.

Last edited by David Bofinger; 12-28-2022 at 09:24 PM. Reason: maybe not permanent
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Old 12-29-2022, 05:51 AM   #4
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Default Re: Enchantments that ought to cost every minute

Quote:
Originally Posted by David Bofinger View Post
Perhaps the Fresh Air &c enchantments should be implemented more as shapeshifting spells:
If mermaids used shapeshift to human rings then would they really need toes?
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Old 12-29-2022, 05:13 PM   #5
Steve Plambeck
 
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Default Re: Enchantments that ought to cost every minute

Quote:
Originally Posted by hcobb View Post
If mermaids used shapeshift to human rings then would they really need toes?
Yes, if it's a toe ring.
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Old 12-29-2022, 07:16 PM   #6
David Bofinger
 
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Default Re: Enchantments that ought to cost every minute

Quote:
Originally Posted by hcobb View Post
If mermaids used shapeshift to human rings then would they really need toes?
There was a fad a few years back for transforming into a human just so you could wiggle your toes.
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Old 01-13-2023, 11:24 PM   #7
David L Pulver
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Default Re: Enchantments that ought to cost every minute

Quote:
Originally Posted by hcobb View Post
As noted under the spells thread, here are some enchantments that are way too effective without cost, but too fatiguing for heroes if they cost every turn.
  • Blur
  • Detect Magic
  • Shock Shield
  • Speed Movement
  • Silent Movement
  • Flight
  • Stone Flesh
  • Fresh Air
  • Rings of Control
  • Serpent Torc
  • Iron Flesh
I assume your suggestion is "pay once to activate, and then again every 12 turns?" much like Illusions, etc.
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Old 01-14-2023, 01:05 AM   #8
hcobb
 
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Default Re: Enchantments that ought to cost every minute

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Originally Posted by David L Pulver View Post
I assume your suggestion is "pay once to activate, and then again every 12 turns?" much like Illusions, etc.
Yes, you pay one fatigue at the start of one turn for an effect that lasts for 12 turns.


And this is still nowhere near what's needed for the merstudents at the wizard academy, so I postulate an alternative to the Fresh Water enchantment that produces neither water nor oxygen. See the free adventure I'll publish when we get the TPK this Sunday, er when the party gets around to completing the adventure whenever.
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Old 01-30-2023, 08:06 PM   #9
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Default Re: Enchantments that ought to cost every minute

Quote:
Originally Posted by David L Pulver View Post
"pay once to activate, and then again every 12 turns?" much like Illusions, etc.
I think Adhesion would be a much better and logical spell for the cost if it lasted 1 minute.

Cast it for 1 ST, then for a minute you could adhere several two-things together in that minute. It takes 3 turns to adhere something.

How it would work: Hold a tarp and cast Adhesion on empty doorway spot where you put one side of a tarp up. Move to center of doorway and continue adhere tarp to a spot. Move to end of doorway and continue to adhere tarp to that end spot. You now have a tarp covered doorway.

Like the original spell, you can't activate it multiple times on the same spot to try to make it more powerful.
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