10-19-2024, 12:25 AM | #1 |
Join Date: Jul 2005
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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. Last edited by Whitewings; 10-19-2024 at 12:29 AM. |
10-20-2024, 08:53 PM | #2 |
Join Date: Apr 2005
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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.
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10-22-2024, 02:07 PM | #3 |
Join Date: Jul 2005
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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. |
10-22-2024, 11:59 PM | #4 |
Join Date: Oct 2005
Location: Earth
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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
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10-23-2024, 09:01 AM | #5 |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: New Spell: Comfort
I would expect the prerequisites to be Warmth and Coolness.
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10-23-2024, 10:47 PM | #6 |
Join Date: Jul 2005
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Re: New Spell: Comfort
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.
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10-24-2024, 04:41 PM | #7 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: New Spell: Comfort
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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