Since Arcane is the new topic of the moment

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dier_cire
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Post by dier_cire »

Problem with the no tin the book can't do it is that then a warrior couldn't use a shield with heavy armor, since there is no rule saying one can go above heavy category, much less Ka with two levels above heavy.

My point is the rules are rough for arcane, which was fine when we didn't have 3+ spells coming in per event. Now that there is becoming a large amount of spells, those rules need to be beat to hell like the rest of the book. Since there are no rules written, it's up to the pc to decide.

And just for note, the details of carapace was decided with NPC approval, though admitedly none of us had time to really consider the power of what we were dealing with. Granted after an hour of thinking about it, we realized it would be changed after the event.

I like Brad's idea btw of certain spells having a no other spell limitation. Then, one can research a higher level version without that limitation.
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Clarify

Post by Nelkie »

Please clarify what you mean by one spell. Is that 1 defenive spell, 1 pasive spell, etc..

Can I have a magic resist on me and than cast light. Do i lose the resist, does the light spell not work? What about if I'm cast a fireball? Do I lose all magic buffs? Etc...

The same can be said about alchemy. basic rules need to be published, than the spells themselves can be explained via the scrolls/ alchemy recipies.

By the way, it says no where in the book on how many spells or alchemy potions one can have on them at one time. Nor does it say in the recipies or scrolls. We haven't been cheessing it out, but just want clarification.

That is the question of the day.
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Post by Kale »

After speaking with Evan I retract my idea. I do like the idea of spells with limitations (maybe those spells are faster to cast?), however I do think there should only be one spell per person.

The only time that can really be "bent" is with permanentaly enchanted magic items.
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Post by dier_cire »

Except for the enchant weapon spell (which is on the weapon not the person). Also does someone lose their spells when entering a healing circle?

Just realized how did the Gavin resist that 5 vorpal? I was told that it was unresistable. What resists can Time give? Is there such thing as resist damage again? I was told that was only resists that are skills could be used about 4 or 5 events ago.
Last edited by dier_cire on Wed Jun 23, 2004 12:06 pm, edited 1 time in total.
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Post by Kale »

I disagree. I believe the enchant weapon spell should be changed to be cast on the person instead of the weapon.
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Post by Lao »

No Eric your not understanding. The spell enchant weapon would have to change to enchant the person so they do magic damage and not the weapon.

This would add a new element of tactics to the game as the KA warrior needs to really consider if he wants to have a resist magic or the ability to swing magic damage. In this case you couldnt have your cake and eat it to.

I really like the simplicity of the one buff spell per person. Just because items can have enchantements does not mean that they dont count towards the magic slot that the person using the item has.
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Post by dier_cire »

Yeah, but I'd rather not see spells like in CARPS that have 4 effects per spell. One spell, one effect, one drawback. Also magic items counting towards spells would make magic items pretty worthless. They'd have to be huge to be worth using. A 4th level arcane would be the most powerful item in the game, and he's reusable...

One spell is simple but makes the spells themselves excessively complex.
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Post by Kale »

I wouldn't mind seeing a "you can only use 1 magic item at a time" rule too.
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Post by Lao »

I fail to see what is so complex about only being able to have one buff spell on you at a time.

If you have a spell that grants a resist magic then you get 1 resist magic.

If you have a spell that lets you swing magic damage, then you can swing magic damage.

If you have a spell that gives you a resist sleep, then you get a resist sleep.

You can only have one of these.

What is so confusing about this??
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Post by dier_cire »

Nothing, but those are simple level 1 maybe level 2 spells. Now look into the 4th level spell that gives you one of each. Or the 4th level spell that gives some armor that also has a resist with it and can be used with warrior bonuses, counts as heavy armor, protects from nerve pinch, but may not be recast on the user for the rest of the event. Or the one that converts crush to normal damage, gives 10 life, all incoming damage is reduced by 1 damage, but the user may not move except heel toe.

The 4th level spells get annoying since they won't be one effect.
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Post by Lao »

So you make the 4th level spells do one affect.

Grant 1 resist affect

Grant +5 LP which can be spent to fuel skills

Grant 1 hero Point

Things like this are very cool and seem an aweful lot like 4th tier affects to me.
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Buff Spells

Post by Nelkie »

What is considered a buff spell, and what is not. Is light a buff spell? I can understand a person only be able to have one buff spell on them at one time. But does tht mean an Arcane can research a spell that will alow more defensive spells to be cast on a person. Also can an arcane have more buff spells on them becasue they know how to handle the magical engeries.
Ideas that need to be resolved. And can items be enchanted that do not count toward the buff spells. The spell contiainment is specifical an offensive item enchant spell. You can enchant a trap for X amount of time so it does magic damage.
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Post by Lao »

I would say that a light spell is not a buff since it does not enhance anything, it allows for a negation of a safety hazard (darkness).

An easy way to define it would be to simply include that as a line in the spell description.

Example:
Resist Magic
Level 3 Arcane
Buff: Yes
Usable with focus circle: ??
Grants the target one resist magic.

Light
Level 1 Arcane
Buff: No
Usable with focus circle: ??
Effect: Grants the target a light source (phys rep must be provided).

As for what spells can and cant be researched, that would be up to the GM's.

I would actually suggest discussing magic items seperately as they seem like a seperate (although related) topic.
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Post by GM-Mike »

I always like to enter NPC clarifications when I feel the need. I did not hear any NPC issue a resist to the five vorpal call. To my knowledge we all took it...we simply had more then five life. In fact, because of the spell and the traps you guys pretty much obliterated the first wave of attacks without serious injury. It was the next two that did serious damage.

As for this discussion, you all raised good points and we will work on clarification of these rules shortly.
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Post by Onyksi Rin'oviryn »

I was told by more than one person NPCing that all of the NPCs resisted the damage from the 5 vorpal. Which made me more than a little pissed, to be honest. That much casting time and planning being put into the spell, and nobody took the damage? Or was it just that those NPCs were misinformed, and should have taken the damage? Excuse my questioning, but I'm still a bit bitter.
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