Meta spells and explanation of terms
It occurs to me that in order for others to understand how I priced some spells, I must explain some of the nomenclature I use to simplify my spells:
How to adapt Sorcery Spells: Remove the sorcery modifier completely, add Wizardly/Divine Magic and D&D magic, then add a fatigue cost.
Wizardly Magic (-30%): Required Disadvantage (-10%), Requires Grimoire (-10%); Can only use Tally (-10%).
Divine Magic (-30%): Requires Holy Symbol (-10%), Required Disadvantage (-10%); Can only use Tally (-10%).
D&D Magic (-30%): Requires Gestures, -10%; Requires Magic Words, -10%, Magical/Divine, -10%.
Based on Different Attribute (+20%): Changes resist roll from HT to Will or something like that
Based on Different Attribute, Own Roll (+20%): Usually for malediction so you use your skill instead of pure will.
Requires Skill roll (-10%): For abilities with no activation
Range 10 yards - Attacks (-20%): Increased 1/2D, 5x, +10%; Reduced Range, 1/10, -30%
Range 10 yards - Malediction (-30%): Range Limit -30%
Touch Spell (-55%): Melee Attack (Reach C, Cannot Parry, -35%), Touch-Based (-20%) Note that touch spells can be parried or blocked.
Cost Fatigue 1 (-5%)
Buff: Buff (10pts): (+100%): Standard buff with affliction + malediction, fixed duration - 3 minutes, Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%.
Self Buff: Buff (10pts): (-50%) Standard buff with affliction, fixed duration - 3 minutes, Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%, Accessibility, Self only (-50%),
Accessibility (Not for combat, -40%)
2 second cast time (-10%): Takes Extra Time 1, -10%
4 second cast time (-20%): Takes Extra Time 2, -20%
Keeps doing damage for 10 seconds: Persistent, +40%;
Blockable, -5%;
Melee Single Target Spell Damage (-60%): Cannot Parry -40%, Single -20%, Swing Capable +20%,
Ranged Single Target Spell Damage (+70%): Cannot Parry -40%, Single -20%, Swing Capable +20%, Ranged +100%, Increased 1/2D, 5x, +10%
Ranged Area of Effect Spell Damage (+50%): Cannot Parry -40%, Single -20%, Ranged +100%, Increased 1/2D, 5x, +10%
Frost Element (+80%): No Incendiary Effect, -10%; Side Effect, DX-2 and Numb, +90%;
Lightning Element (+150%): Side Effect,
Stunning, +50%; Surge, Arcing, +100%, ;
Acid: Is just corrosion damage, reduces
DR by per 5 damage.
Fire: Is just burn damage.
Necrotic (210%): Accessibility - Living or Formerly Living (0%), Side Effect, Unhealing, Total for 1 second (+50%+30%-40%)Lesser Damage I (-30%), Armor Divisor 10 (+200%), deals damage to undead and living, but not to rocks and stuff.
With that explained, here's some meta spells.
Bless
Full Cost: 53 pts
Casting Roll: Skill.
Components: V, S.
Cost: 2FP
Casting Time: 2Sec
Range: 10 yards.
Duration: 1 Minute
You bless a 4 yard area. You may select any creatures in the area to get +1 to all attribute and skill rolls for the duration of the spell.
Buff (10pts): (+100%), Advantage Bless (330%), Divine Magic (-30%), D&D Magic (-30%), Range 10 yards - Malediction (-30%), Cost Fatigue 2 (-10%), Area of Effect 4y (+100%), Selective Area (+20%), Reduced Duration 1/3 (-10%), 2 second cast time (-10%)
Advantage: Bless [33] (+1 DX[20],+1 IQ[20],+1HT[10],-1FP[-3],-0.5 speed[-10], Magical (-10%))
10+(10*(430 %))=53
100+330-30-30-30-10+100+20-10-10=430
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Guidance
Full Cost: 33 pts
Casting Roll: Skill.
Components: V, S.
Cost: 1FP
Casting Time: 1Sec
Range: Touch.
Duration: 1 second.
You touch a single target, giving him divine guidance for the next task he performs. Target gets +1 to all non-combat attribute and skill rolls for 1 second.
Buff (10pts): (+100%), Advantage Bless (330%), Divine Magic (-30%), D&D Magic (-30%), Cost Fatigue 1 (-5%), Reduced Duration 1/100 (-40%), Touch Spell (-55%), Accessibility (Not for combat, -40%)
Advantage: Bless [33] (+1 DX[20],+1 IQ[20],+1HT[10],-1FP[-3],-0.5 speed[-10], Magical (-10%))
10+(10*(230 %))=33
100+330-30-30-5-40-55-40=230
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Magic Missile
Full Cost: 10
Casting Roll: Skill. Use Innate Attack to hit.
Components: V, S.
Cost: 1FP
Casting Time: 1sec
Range: Equal to Will
Duration: Instant
You launch a single mystic dart at an enemy. This attack always hits, but enemies may still roll their active defense against it. Deal single target crushing damage -2 per die.
Natural Attack, crushing (5),Wizardly Magic (-30%), D&D Magic (-40%); Blockable, -5%, Ranged Single Target Spell Damage (+70%), Cost Fatigue 1 (-5%); Lesser Damage II (-60%); Cosmic, No Dice Roll Required (+100%).
30-40-5+70-5-60+100=90
5+(5*90%)=9.5
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Orb of Force
Full Cost: 6
Casting Roll: Skill. Use Innate Attack to hit.
Components: V, S.
Cost: 1FP
Casting Time: 1sec
Range: Equal to Will
Duration: Instant
You launch a single orb of force at a target. Use Innate Attack to hit, applying normal range penalties. Deal single target crushing damage -2 per die, Acc 3, RoF 1, Shots N/A, Bulk -2, and Recoil 1. Once the primary target is hit, the orb bursts into shrapnel. Follow the usual rules for shrapnel that deals 2d6 cutting damage.
Natural Attack, crushing (5), Required Disadvantage (-10%), Requires Grimoire (-10%); Can only use Tally (-10%); Requires Gestures, -10%; Requires Magic Words, -10%, Magical/Divine, -10%; Blockable, -5%, Ranged Single Target Spell Damage (+70%), Cost Fatigue 1 (-5%); Lesser Damage II (-60%); Fragmentation II (+30%)
30-40-5+70-5-60+30=20
5+(5*20%)=6
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