DA Shonuff Spell Modification Rules
DA Shonuff Spell Modification Rules
DA Shonuff Spell Modification Rules
Looking at allowing Mages to modify spells, and I came up with some general numbers (still
WIP).
Requirements:
2 GP for modification (1 GP for subsequent modifications to same spell)
Must have Novice level talent in the school
Summons:
+1 attribute - +1MP/+1TN per attribute (max 3)
+1d6 damage - +4 MP/+2 TN
+1 derived attribute (AR, Defense, etc.) - +1 MP/+0TN (max 3)
Couple caveats:
1. MP & HP damage and growth are all considered damage - so bumping up the Heal
minimum would be considered +1d6 damage, Spellbloom would be considered +1d6 damage
AoE DoT.
2. First tier buffs and debuffs should probably be cheaper - I'm thinking just +1MP/+1 TN.
3. Rock Armor, if allowed, would still be considered 2+ tier. I don't know if it would work
with RAW damage. My damage is considerably higher, so 2x MAG for AR wouldn't be a
game breaker for my game.
4. Arcane/Fade Shield wouldn't really work with this. But then, in my game they aren't spells
(they're abilities) so they wouldn't be a factor for me.
I don't come over to these D-AGE forums from F-AGE as often as I should. Lucky for me I did and
noticed you had this interesting post. My comments are minor and sometimes draft napkin ideas.
1 Penetrating damage = 2 regular damage. One to equal the armor and one to cause a damage. Thus
I would suggest 1d6 penetrating damage is +4MP.
If your DOT assumes 1d6 this round and the same damage next round, its cost at +4MP is good. If it a
separate 1d6 roll than it should be +5MP, similar to lethal blow.
A penetrating DOT would be twice the cost of whatever case was true for the previous bullet point.
AOE I don't have a good idea for. I haven't been able to progress with magic analysis in FAGE yet. My
gut feeling would be counting the square yards affected (2 sq yard = 1 speed = 1 map square right?),
minus one for the main or central point of impact (full cost for spell damage, 2MP per 1d6), then
divide by two since the area affected is unlikely to be densely filled. So 1d6 dmg on a 3x3 area would
be 2MP * (1 + (9-1)/2) = 2 *(1 + 4) = 6MP. 2d6 dmg on a 3x3 area would be 5MP * (1+(9-1)/2) = 25
MP.
1MP for 1 TN is hard to justify as a general rule. The linear approximation won't hold up against the
bell curve of 3d6 rolls. Chance to hit from TN11 to 13 doubles (50% to 25%) and increases by a factor
(multiplication) of 10 on a TN 16 (5%). TN11 to 12 is ~0.33MP, TN11 to 13 is 4MP, TN11 to 14 is 9MP,
TN11 to 15 = 20MP. Moving from TN14 to TN15 would be 11MP by subtracting the difference. Use
the MP calc to figure out how much additional dmg you can buy with the difficulty increase. The 1d6
AOE damage buff over a 6x6 square area could be purchased for 20MP or by increasing the difficulty
from TN11 to TN15 using the AOE formula in the fourth bullet. So I might only use +2TN for +4MP
and +3TN for +9MP as the only purchasable upgrades as they round the closest. Ugh, I am still not
happy with this. I have spent an hour playing around with this. It is really hard to create a balanced
rule of thumb. Each spell might have to have a tailored TN empowered version explained in its
description.
This was fun to think about. Magic mechanics are magical. Must make them numerical.