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Old 10-19-2024, 12:25 AM   #1
Whitewings
 
Join Date: Jul 2005
Default 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.
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Old 10-20-2024, 08:53 PM   #2
Pursuivant
 
Join Date: Apr 2005
Default 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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Old 10-22-2024, 02:07 PM   #3
Whitewings
 
Join Date: Jul 2005
Default 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.
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Old 10-22-2024, 11:59 PM   #4
Eric Funk
 
Join Date: Oct 2005
Location: Earth
Default 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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Old 10-23-2024, 09:01 AM   #5
Stormcrow
 
Join Date: Aug 2004
Location: Ronkonkoma, NY
Default Re: New Spell: Comfort

I would expect the prerequisites to be Warmth and Coolness.
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Old 10-23-2024, 10:47 PM   #6
Whitewings
 
Join Date: Jul 2005
Default Re: New Spell: Comfort

Quote:
Originally Posted by Stormcrow View Post
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.
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Old 10-24-2024, 04:41 PM   #7
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default Re: New Spell: Comfort

Quote:
Originally Posted by Stormcrow View Post
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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