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Month Index: July, 1995
From: Michael Sandy <mehawk@????.org> Date: Wed, 12 Jul 1995 09:45:18 -0700 Subject: Re: Several topics
My point about permanent spells, or spells that last a long time before discharge is that if they are really useful the rest of the world _Should_ use them. The PC's shouldn't be dissuaded from using clever ideas that take advantage of common spells just because some kobold shaman might send 400 AC6 kobolds instead of AC 7! The fear of the monsters using your bright ideas always struck me as a silly reason not to innovate, and it is a very weird club for the GM to hold over people. Likewise, worrying about people to use detect magic to pick you out and kill you, silly! Both Armor and Detect Magic are first level spells, unless you drasticly increase the range of Detect Magic, or devise an enchant that makes your arrows home in on magic or something, it doesn't make sense to worry about it. Perhaps the PC would be more of a target by magic detecting entities, but at low level they are often more worried about ordinary swords and teeth and the high cost of healing and armor. On the subject of armor, I don't like the lower cost of Splint than banded. I'm thinking of adjusting the costs and weights of certain armors to reflect they must be worn over a suit of chain for full effectiveness. I don't think cost should be set on how hard the GM wants it to be for the players to get hold of stuff. It should reflect the expense _other_ people have to make, or are willing to make to get that stuff too. Perhaps they get discount because of good connections in court, or in magical circles. What sort of things drive up the costs of spells? Availability of spell: If there is a really great and useful spell that everybody wants but only a select group of mages know it and are willing to cast it, the price goes up. Likewise, if it is a spell taught every apprentice who wishes to learn it and doesn't flub it because it will guarantee them _some_ income, the price should be pretty low, if only to force the PC mage to adventure rather than setting up a storefront. Difficulty of spell: If the spell has a -50% chance to learn, and then only if you get the full unexpurgated version, it will be rare. On the other hand, if the local specialist school can use that spell, expect all of those specialists to have _tried_ to learn it. On that subject, I have different percentages to learn spell based on whether the character encounters it in scroll form, (-30% to roll, Spellcraft roll to avoid destroying scroll on failure) Travelling spell book form, (The minimum text to ensure successful casting of the spell, -20%) Book form, with notations about what the spell does, its variants, the theory behind it. Library Form. You find a whole book on the spell, explaining its history, variants, techniques to use it. Such a work may give a bonus to researching a related spell. -0% to +10% depending on the quality of the work. Some magical traditions are extremely obscure, and impose penalties both on members of that tradition and higher ones on outsiders to learning their spells. It may take several levels before the wizard finally understands the spell. On the subject of difficulty of spells, since casting identify nearly incapacitates the mage, it is basicly the only business he can do that day. Other spells that are cast rarely, have hard to obtain or just expensive to get on short notice components will be more expensive for everybody. To make Armor less of a nuisance, have that 'piece of leather blessed by a priest' be nonrenewable, and cutting it into hundreds of pieces negates the blessing. If that kobold shaman spent most of a year casting armor on all 400 tribe members, recalling that non-lethal punching damage would still bring down the Armor spell, is he going to waste all that effort sending them against the PC's? Armor shouldn't last forever, eventually the ordinary impacts of life will wear it down. My mage often took solace that he would die before his Armor spell took enough damage to go down. I agree with your analysis that Sepia Snake Sigil should not be a third level mage spell. In its defense, it requires 100gp worth of components per spell. The explosive runes variant indeed goes off by touch, although a previous generation of the weapon went off with a variant of the Fire Trap trigger. It was sort of a grenade with levers which would 'open' on impact once the safety mechanism was removed. A bit of a kludge, it was much more dangerous to carry around, and failed somewhere between 1 and 10% of the time due to craftsmanship or poor skill in using it. The Fire Trap mechanism for the explosive bolts had the advantage of not destroying itself, but was much less powerful. Customised Alarm spells would cost more than the standard: "Go off whenever planted in the ground and a humanoid crosses my orientation without saying (Password)" The magic mouth alarm sticks can be made in the mages free time and sold as demand requires. He can then free up more spells for instant service of high paying customers. Higher level mages can make more sensitive Magic Mouths, with a 5 yard/level encounter range making them more valued. The cost of each Magic Mouth alarm stick can be fairly cheap, but you need a large number of them to be truly effective. Even bandits might purchase a few for their encampment. Remember to include the password that enables the sticks to be picked up! And that a clever invader might disarm the stick if it is visible and they are familiar with the trigger area of the Magic Mouth. Clever players will use detect magic on their scouting of enemy defenses, but the range and duration of that spell are so small... One somewhat common item in my campaign is a device made by the divinatory school which increases the range and duration of divinatory spells by quite a bit, more if a member of the divinatory school. There is an amulet which increases the range as an Extension spell. There is also a wand which for a charge multiplies the range by 10 for divination mages, 5 for non, likewise the duration, for a charge. 2 charges increase the range by 50 and 15, 3 charges, 100 and 25 for nondivination mages. It can be recharged by a Divination mage of 12th level or other mage of 16th level. The wand costs about 4-10,000 gp to recharge, depending on how powerful the Divination school is in the area. Michael Sandy mehawk@????.org
Previous Message: Net-jerks
Next Message: Re: Several topics
Month Index: July, 1995
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Several topics | Skreyn@???.com | |||
| Re: Several topics | Michael Sandy | |||
| Re: Several topics | Skreyn@???.com | |||
| Re: Several topics | Michael Sandy | |||
| Re: Several topics | Skreyn@???.com |