Makers of Award-winning Role Playing Games › Forums › Arcanis: The Shattered Empires › Arcanis: Players Commons › Customized Advanced Spells
- This topic has 40 replies, 14 voices, and was last updated 10 years, 9 months ago by Anonymous.
- AuthorPosts
- May 15, 2015 at 4:57 pm #267879AnonymousInactive
A few points as I went back and looked at the details.
1. I’m pretty certain that you can’t make an advance spell from 2 base Theurgy spells. Under Theurgy there’s a note stating “Theurgy does not permit any innovation or deviation beyond those Adaptations already present in the description of the Cant. As a result, the effects brought forth by the Cants are predictable and relatively quick.” (A:RPG 342) I’d be happy to be wrong as I can certainly make some interesting spell combinations that way, but I don’t think I am.
2. It is impossible to have access to both the Necromancy and Benediction Traditions within a single character. Necromancy requires Arcane (Primal), while Benediction requires Divine (Theurgy). I can think of only 1 way to have those two spells on the same character and even that’s frowned on.
3. Making advanced spells requires that the Sources be the same (A:RPG 346). There’s no Source that grants access to both, so even if #1 and #2 above work out it’s not permitted.
I can think of 2 Exotic Spells currently, 1 is available by path (Knight of the Order of the Phoenix) and one was made available at Arcanicon (Share Strain). There are probably others in paths, but not coming to mind off the top of my head. While a home campaign could decide to make more available at the GM’s discretion, I believe the intent is that it is Campaign controlled.
I think it would have made an interesting spell, and I’m curious if I’m wrong on #1 above. The player(s) that used Exotic Spell in this way would be free to change their talent selection or advancement as appropriate. That’s typically the way it has worked.
With a sweep of his hat,
Paul
May 15, 2015 at 7:10 pm #267881AnonymousInactive. . . I’m not sure how exactly this is working. The only way to gain ‘non-standard spells’ from your set arcanum is through a Path, Background, or through campaign certification which expressly allows it. You cannot say “Hmmm. . . I like this spell from this completely unrelated Arcanum source. YOINK!!”
Interesting, I read the Talent as you needed a master or tome to teach you. Where is it written like that. Would like a ruling on this then so I can tell my guys yes or no.
May 15, 2015 at 7:22 pm #267882drafitParticipantHello,
Interesting, I read the Talent as you needed a master or tome to teach you. Where is it written like that. Would like a ruling on this then so I can tell my guys yes or no.
You are correct, but you left out the all important phrase, “..a game event( such as finding a tome or lessons from a Master).
Now if this is a home game, no problem. That’s your call.
If it’s for the Organized Play game, then no…another player cannot teach you a spell. If that was the case, we would have written lessons from another Hero.
So if you’re looking for an official ruling, then this is an illegal combo in the Legends of Arcanis campaign.
May 15, 2015 at 7:56 pm #267883AnonymousInactiveIf it’s for the Organized Play game, then no…another player cannot teach you a spell. If that was the case, we would have written lessons from another Hero.
So if you’re looking for an official ruling, then this is an illegal combo in the Legends of Arcanis campaign.
Thanks Henry for clarifying it.
June 18, 2015 at 6:08 am #268584AnonymousInactiveWard of Inertial Shielding (Advanced) – by David Thomas Chappell
Sources: Psionic or Sarishan Sorcerer-Priest
Category: Advanced
Base Spells: Inertial Shield + Ward of Shielding
CTN: 23
Speed (Strain): 3 (+3)
Range: Self
Duration: Scene (Special)
With some arcane words, you envelop yourself in a protective ward of inertial shielding that deflects and absorbs incoming energy.
Effect: This Ward will absorb 10 points of damage before it is destroyed. This ward will allow you to cast spells or make physical attacks without negating the Ward’s defensive properties. However, once the Ward is erected, you may not move or else the Ward will end.
Also, you gain a +1 bonus to your Avoidance. If any single attack deals more damage than your passive Arcanum value, the ward is shattered.
Restriction: This spell works only on you and may not be cast on any other Target under any circumstances.
Adaptation: Increase the CTN by 3 and Strain by 1 to add an additional 10 points of damage absorption to the Ward. This adaptation may be applied multiple times.
Adaptation: Increase the CTN by 3 to increase the Avoidance bonus granted by this spell by 1. This Adaptation may be applied multiple times to a maximum Avoidance bonus of +3.
Adaptation: Increase the CTN by 6 and Speed to 1 Minute to change the spell’s type to Binding, thus extending its duration.Note that applying adaptations to the Inertial Shield (only) does not increase the Strain because the adaptation can be applied before combining the spells, at which point the Strain of the shorter spell is irrelevant.
The above has been edited from the original post based on constructive comments from gamers who know the rules better than I.
June 18, 2015 at 6:48 am #268585AnonymousInactiveWard of Inertial Shield.
Invalid, as the spells must be the same Source to combine.
June 18, 2015 at 5:03 pm #268600AnonymousInactiveWard of Inertial Shield.
Invalid, as the spells must be the same Source to combine.
Both spells are in Wards and Kinetics, so either Psionics or Sorcerer-Priest could do it.
John
June 18, 2015 at 7:16 pm #268605frootsnaxParticipantIs that correct in effect for how they combine? If you missed ve do you only loose part of the spell or the whole spell? If you take enough damage to bring down one part of the spell does the rest stay up?
June 18, 2015 at 7:43 pm #268608AnonymousInactiveDamage exceedig would destroy the entire spell.
June 18, 2015 at 8:05 pm #268609AnonymousInactiveIndeed, it is one spell because it is made to be an advanced spell, which means that if one part goes down, it ALL goes down.
June 18, 2015 at 8:27 pm #268610AnonymousInactiveThanks for the critiques and fixes on Ward of Inertial Shielding, fellow players! I posted the spell both to share it and to get feedback since I’m inexperienced on creating advanced spells. I have fixed and edited the post based on these constructive comments. Having either part end making the whole thing end does limit the advanced spell’s usefulness, but the time improvement could still make it worthwhile. Being able to adapt the combined spell as binding is extra nice for those spellcasters who can make the CTN and don’t otherwise have a binding spell up–admittedly a binding spell that’s ruined if you move, but that’s still some nice extra protection while sleeping.
From a strategy viewpoint on using the advanced spell, do you think it’s more worthwhile to increase one’s avoidance or damage absorption? Both adaptations have the same increase to CTN.
Also seeking clarification for the clause from Inerial Shield, “If any single attack deals more damage […]” should that mean damage before or after the absorption? I could read it either way, but based on other use of the term “dealing damage” in the rules, I believe it means total damage as rolled by the attacker (gross) and not the Stamina damage taken after AR and other absorption (net).
Also, when the ward/shield is destroyed by large damage dealt in one attack, will it still absorb that damage, or will the ward be destroyed before damage absorption occurs? I think the ward should still absorb damage that attack since the +1 Avoidance still applied to that blow in the original spell. If the damage absorption were to end immediately on a large attack before the damage is absorbed, the same reasoning would mean that an Inerial Shield should not count its bonus to Avoidance if the damage dealt would have been great enough if the bonus had not been in place.
What do ARPG rules experts think?June 18, 2015 at 8:38 pm #268611AnonymousInactiveUnless you already have a good Avoidance, I always vote damage absorption. You likely will not be able to boost your avoidance by enough to really avoid the big hits.
June 18, 2015 at 11:28 pm #268616AnonymousInactiveR order of resolution should be:
1) Attacker rolls attack roll which needs to meet/exceed Avoidance (counting Inertial Shield)
2) Attacker rolls total damage
3) Damage is applied to the Ward of Shielding minus any AR on the Ward
4a) If Ward absorbs all damage without any overflow and this damage is under the caster’s Passive Arcanum, the caster takes no damage and track damage to Ward (nothing else happens)
4a) If Ward absorbs all damage without any overflow and this damage is equal to or greater than the caster’s Passive Arcanum, the caster takes no damage and the Advanced spell ends
4c) If Ward absorbs more damage than it has left, caster takes the overflow damage and the Advanced Spell endsI think his is correct
June 19, 2015 at 8:26 am #268625AnonymousInactiveI mostly agree with John B.’s prior post, but I think that any AR from the Ward should not affect whether the “damage dealt” is enough to bypass the caster’s passive Arcanum. Still, some of you know the rules better than I. I’m looking at each component spell’s weaknesses and applying them both.
June 19, 2015 at 11:37 am #268626AnonymousInactiveI mostly agree with John B.’s prior post, but I think that any AR from the Ward should not affect whether the “damage dealt” is enough to bypass the caster’s passive Arcanum. Still, some of you know the rules better than I. I’m looking at each component spell’s weaknesses and applying them both.
I’ve always played Inertial Shield as the AR you wear or have naturally affects the damage dealt to bypass Inertial Shield normally, so I see no reason the Ward AR wouldn’t apply. If this isn’t the case, then I would agree the Ward’s AR won’t apply.
John
- AuthorPosts
- The forum ‘Arcanis: Players Commons’ is closed to new topics and replies.