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  • #150825
    Anonymous
    Inactive

    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.

    #258157
    Anonymous
    Inactive

    you may want to hold off on this above.. I made a small change which I will post later today

    #258160
    Anonymous
    Inactive

    so 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

    #258161
    Anonymous
    Inactive

    so 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 \":P\"

    have two sight inspections so I will get to it around 8pm

    #258386
    Anonymous
    Inactive

    Is the +1 to speed and strain thing enough of a cost for advanced spells?

    #258388
    Anonymous
    Inactive

    Is the +1 to speed and strain thing enough of a cost for advanced spells?

    … I think so, I’m not sure

    #258403
    Anonymous
    Inactive

    Is 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…

    #258404
    Anonymous
    Inactive

    I 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?

    #258413
    Anonymous
    Inactive

    I 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 spells

    Then 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

    #258421
    Anonymous
    Inactive

    Ah. Okay. You look at all four numbers, highest +1 is speed, second highest +1 is strain. That seems feasible.

    #258426
    Anonymous
    Inactive

    pedro, 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

    #258433
    Anonymous
    Inactive

    Thanks Josh

    #258439
    Anonymous
    Inactive

    I 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

    #258477
    Anonymous
    Inactive

    I 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”

    #258478
    Anonymous
    Inactive

    I 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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