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- March 5, 2014 at 9:53 pm #150825AnonymousInactive
Advanced Spells
Advanced Spells are simply complex Spells. At any time you may attempt to combine any two Base Spells into a single Advanced spell. To form an Advanced spell, both Base Spells must share the same Source and Duration. You may use Adaptations to alter one or both of the Base Spells, in which case the CTN is added to the Base spell(s) individually before they are combined. The final spell then takes on the following
characteristics:Category: Change to Advanced.
CTN: Equal to the sum of both CTNs – 15.Speed & Strain: Use the slowest Spell’s Speed cost and apply the faster Spell’s Speed or Strain (whichever is higher) cost as the spells Strain. In cases which both spells possess the same Speed, use the spell with the highest Strain as your Base Spell.
Range: Is equal to the shortest Range and/or smallest Area going from Radius > Cone > Arc; Thus an Advanced spell built from two spells having a Range: 15’ Cone and Range: 20’ (10’ radius) would be reduced to 15’ Cone, while an Advanced spell built from two spells having a Range: 15’ Cone and Range: 10’ Arc would be reduced to 10’ Arc. When spells which affect a static number are combined the number of targets is reduced to smallest value, but when targeted spells are applied combined with area spells the spell effects all targets within that area.
Effects:
The effects of both Spells are combined; if the new spell attacks two different Defenses, then a single roll is used to determine the success of the spell. If the spell fails to bypass one of the target’s Defenses, only apply the effect that successfully bypassed the other Defense. If the spell fails to bypass both of the Defenses, the spell fails as usual. Lastly, when combining damaging spells, if either
spells’s damage reduced by AR then both effects become affected by AR.Restrictions and Limitations: if either spell is restricted or limited (for example a spell that cannot effect undead) then the entire advanced spell carries over that restriction.
Advanced Spells and Adaptations: You may add Adaptations of either Base spell or from Adaptation Talents to the final Advanced spell.
March 5, 2014 at 9:57 pm #258157AnonymousInactiveyou may want to hold off on this above.. I made a small change which I will post later today
March 5, 2014 at 10:01 pm #258160AnonymousInactiveso that’s a re post of the text in the errata doc. Pedro noted, ill wait to go much further
Speed & Strain, this is a change and in the end I think it will promote the creation of more advanced spells, and I think its a good change.
Range: John has started a separate thread on this, as it stand the wording of this is not yet clear enough.
Effects: I think we should specific that effects are applied distinctly as effect one and then effect two, for absolute clarity
March 5, 2014 at 10:04 pm #258161AnonymousInactiveso that’s a re post of the text in the errata doc. Pedro noted, ill wait to go much further
Speed & Strain, this is a change and in the end I think it will promote the creation of more advanced spells, and I think its a good change.
Yaaaaaa about that, I want to make sure that casting a base spell is still a viable option I may tweak the CTN calculation some..
Range: John has started a separate thread on this, as it stand the wording of this is not yet clear enough.
I saw… im working on that too
Effects: I think we should specific that effects are applied distinctly as effect one and then effect two, for absolute clarity
I agree and was about too.. just need to get out of the office 1st

have two sight inspections so I will get to it around 8pm
March 11, 2014 at 4:10 pm #258386AnonymousInactiveIs the +1 to speed and strain thing enough of a cost for advanced spells?
March 11, 2014 at 4:12 pm #258388AnonymousInactiveIs the +1 to speed and strain thing enough of a cost for advanced spells?
… I think so, I’m not sure
March 11, 2014 at 4:37 pm #258403AnonymousInactiveIs the +1 to speed and strain thing enough of a cost for advanced spells?
… I think so, I’m not sure
it’s also combining the higher speed and strain of both spells…
March 11, 2014 at 4:39 pm #258404AnonymousInactiveI saw that. +1 speed and strain for a second spell is way better than the old, but is it too good, or a better wording of it, not enough?
March 11, 2014 at 4:52 pm #258413AnonymousInactiveI saw that. +1 speed and strain for a second spell is way better than the old, but is it too good, or a better wording of it, not enough?
Ok maybe the wording is off
Speed is = to the highest value (speed and strain) of both spells
Strain is = to the 2nd higher value (speed and strain) of both spellsThen add +1 to both speed and strain
I tweaked the language, how about
Speed & Strain: Reviewing both the speed and strain values of the both base spells; apply the highest value as the spell’s Speed +1 and the second highest value as the spells Strain +1.
and if anything we can boost the speed to speed +2, strain is simply pushed though by most
March 11, 2014 at 4:55 pm #258421AnonymousInactiveAh. Okay. You look at all four numbers, highest +1 is speed, second highest +1 is strain. That seems feasible.
March 11, 2014 at 4:59 pm #258426AnonymousInactivepedro, i don’t think any one is arguing about the language, but rather then speed strain increase amounts, and moving things up or down on the numbers isn’t going to change my opinion at all, I’m going to have to sit down with some spells and figure out what they are going to look like under the proposed rules
March 11, 2014 at 5:06 pm #258433AnonymousInactiveThanks Josh
March 11, 2014 at 5:09 pm #258439AnonymousInactiveI don’t like mixing Speed and Strain and picking the highest. It feels ‘wrong’.
Some spells have a high speed / low strain for a reason and some have a low speed / high strain for a reason. Picking the Highest of both Speeds and highest of both Strains seems more in keeping with how spells were originally created. I don’t have any specific examples but it just ‘feels’ odd and I think there would be an uproar over doing that to advanced maneuvers.
John
March 11, 2014 at 6:10 pm #258477AnonymousInactiveI don’t like mixing Speed and Strain and picking the highest. It feels ‘wrong’.
Some spells have a high speed / low strain for a reason and some have a low speed / high strain for a reason. Picking the Highest of both Speeds and highest of both Strains seems more in keeping with how spells were originally created. I don’t have any specific examples but it just ‘feels’ odd and I think there would be an uproar over doing that to advanced maneuvers.
John
there is going to be uproar one way or another..
as things stand now, there is zero reason to cast a Tier 1 base spell once you get a +9 in Arcanum when you can mix two for better effects at minimal cost.
I want adaptations to be a solid choice.. right now Advanced spell mixing is the “go to”
March 11, 2014 at 6:11 pm #258478AnonymousInactiveI think it should be the “highest speed” of the two spells, and the “highest strain” between the two spells, you shouldn’t be swapping between the two or your going ot get some really weird effects
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