Table of Contents

Ash

Unchanged, slight nerf in that you can explicitly nolonger cosh or backstab a blinded target

Blood

Blood pool removed. Blood for a spell must be shed in the process of casting a spell.

Since healing potions now heal 5 points spread as needed rather than a global single. The intent of this change is to somewhat reduce the vast difference in effectiveness between parties containing a blood sorceror and those which don't.

Blood 1:

Blood Healing: The blood for this spell must be drawn by the sorceror. Heals one point for each point of damage inflicted (two for an ordained sorceror) to any location on you or someone you touch. The injuries inflicted to cast this spell will not magically heal.

This means that a soreror heavily spending thier blood on healing will end the adventure on low body hits.

Blood of the Soil: The blood for this spell must be drawn by the sorceror. Makes vegetation on the same scale as current blood of the soil. The injuries inflicted to cast this spell will not magically heal.

This means that a soreror heavily spending thier blood on growing stuff will end the adventure on low body hits.

Blood 2:

Blood Curse: A blood sorceror can call a curse against anyone who injures them (they can nolonger cut themselves to do it). One point to the same location as through damage per point of damage taken, two ordained. The injuries on both sides can be healed in all normal manners.

Blood Cure: The blood for this spell must be drawn by the sorceror. 2 point for natural poisons (paralysing etc.), 4 points for moderately magical effects (sickening, etc.), 6 points for metaphysical horror (vitrification, etc). Halved for ordination. Injuries can heal in all manners.

Blood 3:

Blood of the Beast: Largely unchanged. 1 point reduced by ordination to shift.

Blood Ties: Now lasts one encounter (old long duration version available as a ritual). This spell costs 1 point of blood inflicted by either the caster or the target. For the remainder of the encounter either party after reciving flesh damage may call that same damage against the person they are blood tied to (for the purposes of blood magic the damage counts as inflicted by whoever inflicted the wound on the first person). They may also do the same thing after recieving healing.

There are nolonger any further consequences for having the linked target die. It may also be invoked at range. A given caster may only have one temporary blood tie active at a time.

The intent of this spell is to be used either as a replacement for offensive blood curse or to blood tie to another pc more central to the combat as a non-frontline sorceror. Needs testing to see if it works really.

Blood 4 and 5

Unchanged

Chain

Chains must be touched with the hand to cast chain magic and large enough that they can be hit. Chains have the equivalent of 5 body hits but do not prevent damage to the sorceror if the blow also strikes the sorceror (chains should not be worn in a place that you are unsafe to be hit). A chain which has not been completely broken can be trivally repaired by a chain mage in about 20 minutes work. A chain which has lost all of its hits is broken and can only be fixed and reattuned with access to a forge. A sorceror's chain is now a personal thing and you can thus only have one chain of each type attuned for your use in magic, attunement takes the form of ritual forging and thus requires access to a forge.

Essentially this means that chain sorcerors now have something to worry about rather than merely infinite free magic. Intelegent monsters could well aim for the chains, unintelegent ones or those that don't recognise chain sorcery should not.

Dream

Shadowcats can now be cast again on the same target to intensify the effect. (1 casting 3d+p, 2 castings 6d+p, etc.)

Oneriophobia now has a duration for characters of any importance, at base it lasts 6 minutes but as a force of will to overcome the effect you may spend any number of number of psyche hits to reduce the time spent under its effects. This takes 30 seconds to spend the psyche and reduces the time by 1 minute per point of psyche spent. Dream sorcerers with defend the dream palace (and perhaps some powerful entities) can spend the psyche virtually instantly instead.

Glass

Cloak of Razors: The caster can increase the cost to increase the damage of the storm, the damage done is equal to the psyche cost of the spell to the maximum of the caster's rank of glass magic (1 psyche per minute, 1 damage - 5 psyche per minute, 5 damage)

Light

Raising the light: Ordained casters now take a through single at every multiple of 10 starting at 40.

When the light is blindingly bright a character aware of the light sorceror and intending to avoid looking at them can be presumed IC to be prevented from looking at the light sorceror by accident by the painful brightness in their peripheral vision as they look round.

Purge: Damage up to Triple per 10 count.

Possibly slightly lower the counts of some other spells?

Wind

Clarify Fatigue cost of raising the wind, current wording is just strange.

Flight: Add a standard ruling for fall damage, 1 global per 10 feet?

Tempest: Clarify fatigue cost, 2 fatigue to raise wind to tempest, 1 fatigue per additional minute to maintain the tempest, this replaces the cost of maintaining the wind. Damage called as singles once per second, may not hit the same target before 2 other targets have been hit.

Flame

Combine spark of insight and flickering flame of the heart's desire as the same spell with both effects, they're sufficiantly related.

Move coils of flame to flame 2 and add a new combat spell for flame 1, alternatively the spell will eclipse coils and go at flame 2.

user/mousus6/magic_changes.txt · Last modified: 2011/02/05 00:53 by mousus6
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