Date: Wed, 5 Apr 1995 23:44:11 -0400 From: emlar@accueil.ibm.fr (Eric Menguy) To: Multiple recipients of listSubject: Re: Spell Mastery --- Too easy
> Over the past three years, there have been three long-running (and > ongoing) RM campaigns run in the Cambridge (UK) area. Each campaign has > a different GM and there is some overlap in the players between groups. > (There is a pool of over a dozen RM players to draw on) All these campaigns > have incorporated various ideas for Spell Mastery as exemplified in > RMCIV. I will detail these ideas in this posting. In a future posting, I > hope to explain a use for Spell Mastery as a means of justifying certain > rules in the current Alchemical item creation & costs section for which > there is no adequate explanation in game-world terms as opposed to > game-balance requirements. > > (I must apologise for the length of this posting) > > Now for the Spell Masteries: > > All Spells: 2 ranks to eliminate 1 round of preparation (as RMCIV) > > Shield Spells > a: +5, +4, +3, +2, +1 to DB (1 rank for +5, 2 ranks for +4 etc up to the > full five ranks for a cumulative +15 to DB) {As RMCIV} > b: 2 ranks to "harden" the shield so that it can protect vs elemental > attack spells (assumption: ordinary Shield spells only proof against > melee/missile attacks) > > Conveying Ways (Earth Mounts, Water Steeds etc) > a: +5, +4, +3, +2, +1 to Riding bonus (same model as for Shields) > b: 2 ranks to transfer control to a person other than caster > > Target Precision (Numbing / Limb Pain Etc) {As RMCIV} > 1 rank to select arms, legs or tail > 2 rank to select specific limb > > Combining Extension and Ranging --- 2 ranks (As RMCIV) > > Converting Leaping to Dropping --- 2 ranks (As RMCIV) > > Increasing Critical Severity (for Wall of Flame, Call Flame etc NOT Bolts > or Balls) > 2 ranks to upgrade an A crit to a B crit > (total of) 6 ranks to upgrade an A crit to a C crit > (total of) 12 ranks to upgrade an A crit to a D crit > (total of) 20 ranks to upgrade an A crit to an E crit > > Increasing Special Ranges (eg for many Mentalism spells, Healer Base > lists, Mountain Heart etc) > 2 ranks to increase range of Self to Touch > 3 ranks to increase range of Touch to 5 feet > 5 ranks to increase range of Self to 5 feet > > Additional Targets (eg for Mentalist Base spells and other base attack > single target spells) > 2 ranks for first additional target > and a further 3 ranks for second additional target (AND NO MORE!!) > > NB You allow this Spell Mastery to be applied to elemental Bolts and > Balls at YOUR OWN RISK > > Reducing Recovery Time for Healing Spells > 2 ranks to HALVE the recovery time > and a further 3 ranks to QUARTER the recovery time > > NB This Spell Mastery must be developed separately for each spell the > physician is interested in. > > Increasing Damage / Range / Duration / Area Of Effect > > (This is based on the RMCIV model for increasing the damage caused by > elemental bolt spells) > > 1 rank to increase the parameter of interest (ie range, damage, etc) to > x1.25 of normal > 2 ranks to increase the parameter to x1.5 of normal > and so on. > > RMCIV suggests a limit of x3 for elemental damage increases, my fellow > GMs use a limit of x4 (for all these effects), and I have an upper limit > of x6 (yes, that is SIX) for all these effects. (I'll explain why I > don't think that this should result in munchkinism below). The main thing > a GM MUST do with this group of Spell Masteries is pick an upper limit > that feels good to them, and if you believe your gamers will abuse the > system, then make it a low limit. > > Some suggested uses for the above Spell Mastery group include > increasing the duration of utility spells such as Mountain Heart, or > defensive spells such Heatarmor etc, increasing the area of effect of > Detect Ambush (Ranger Base), increasing the range of detection spells, > etc, etc, etc ... > > NB If you want a Shock Bolt with extra damage AND extra range, then this > requires developing two separate Spell Mastery skills, (and requiring two > Spell Mastery rolls to get the benefits of both improvements) > > > Now for a quick justification of why these Spell Mastery rules shouldn't > result in abuse/munchkinism: > > Astute readers will have realised that it is possible say in MY campaign > for a mage to develop sufficient Spell Mastery to cast a Fire Ball (10'R) > spell which (assuming all rolls are made) causes x6 concussion hit > damage, has a range of 600' (x6 of 100') and affects a 60'R area. Very, > very dangerous. But this is going to cost the mage rather a lot in time > and DPs. The mage needs to develop 20 ranks in three Spell Masteries: > using rapid skill development (2 ranks of each per level), it will take > TEN levels and will cost 21 DPs each level (2 for 1st rank + 5 for 2nd > rank, times three). The DP cost is 50% of a decent PCs allocation (equiv > of a guarranteed spell list + chance of another list). In short, it'll > cripple the character. Of course, if the mage opts to learn one rank per > level , it will take twenty levels of determined development ... a very > long time ... and after that amount of time the mage deserves the benefits. > > A further way of keeping a tight rein on munchkinism is to have the Spell > Mastery rolls be made first, and then make the cast roll. If the Spell > Mastery roll(s) are successful, but the caster fumbles, no one would > criticise if you gave the caster an extra penalty when rolling the spell > fumble. (GM: You have gathered the power of the Essence but a momentary > lapse in concentration causes you to lose the delicate control needed. > [Add +60 to your spell fumble roll] Player: Censored) > > (A really sick GM could even increase the chances of spell failure, but > that would probably be too vicious) > > Again, apologies for the length, and hoping all this is of some use, > > Nicholas HM Caldwell > (nhmc1@hermes.cam.ac.uk)
Date: Sat, 8 Apr 1995 16:25:11 -0400 From: Bughunter5@aol.com To: Multiple recipients of listSubject: Re: Spell Mastery -- Too easy for me
> I like the way you handle Spell Mastery and enhance spell potential. > BUT, I think it becomes too easy for casting tremendous spells. The main > reason that prevents a magic user for casting spells all day long is his > PPs. Allowing to boost a spell without spending additionnal PP is > incompatible with most spell lists. Why do I learn more spells if can > cast their equivalent without PP exertion.
This is exactly the trade-off each GM must consider when allowing a player to develop a specific Spell Mastery. Since this is an ill-defined skill, anyway, you have the authority as a GM not to permit it if you think it's potential for abuse is too great.
But since it does add some fun, I encourage it, applying the following guidelines:
- SM must be developed separately for different effect on the same spell. - SM effects developed for lower range/lower power spells of the same name may also be used on the higher level spells once the PC advances to a level sufficient to cast them without a chance of ESF. - SM cannot duplicate effects of other spells on the same *pick* of the same list that the Mastered spell belongs to. - SM can be used to improve the effects of spells in any other way the player can imagine, subject to approval/amendment by the GM. - The improvement on spell performance should be capable of being applied in graduated increments up to a predefined maximum. - For each increment of improved performance, the GM assigns a difficulty modifier. THis is done ahead of time so that both player and GM agree on its function. - PC must sucessfully use Spell Mastery *before* the spell is cast (i.e. before the EAR or BAR is rolled). If spell mastery fails, the spell may only be cast normally, or it may be aborted. - The GM may require the expenditure of additional power points to use a successful Spell Mastery effect. - Spell Mastery may not be used when any ESF modifier is greater than Zero.
Here are some examples of how I have applied this concept of Spell Mastery:
Spell Mastery: Shock Bolt Range - Bonus to increase range (+10% easy +20% light, +30% med, +40% VH, +50% SF) [note that this does not duplicate higher level shock bolts because the range increase is limited to +50%]
Spell Mastery: Stun Cloud Radius - Bonus to increase area of effect (+20% med, +40% Hard, +60% VH) [similar note to above]
Spell Mastery: Healing - Bonus to reroll low die rolls. (1's Rout, 2's Med, 3's VH, 4s SF) [each die may be rerolled until its result is above the chosen minimum for that casting]
Spell Mastery: Item Analysis - Bonus to improve chance of detecting an item's magical abilities (+5 med, +10 Hard, +15 VH, +20 ExH, +25 SF)
Spell Mastery: Song II - Bonus to affect additional target(s) (3rd target: VH; 4th target: SF; plus corresponding add'l PP costs for each additional target)
This sort of application of Spell Mastery lets the player use it much like other skills, moreso than any other interpretation that I've seen yet... And since the GM limits the effect of each spell mastery, and requires separate development for each mastery effect, then abuse of the spells is seldom possible. This is good because usually, abuse is the fault of the GM, anyway...
> What do you think about spending 1 PP for each rank of Spell Mastery you use ??
Tell us how you "use" some Spell Mastery Ranks and not others... If you propose to allow someone with 10 ranks of spell mastery to limit his bonus and only use, say, three ranks, in order to limit his PP expenditure, then you are adding yet another kink in the rules... a unique qpplication of skill development ranks that has no precedent in any other skill. I thought we were trying to get away from that...
And if you require 1PP for every rank of Spell Mastery developed, every time it is used, then that seems a little expensive... try cutting it in half, or requiring the PP cost only for Spell Mastery effects that duplicate other, higher-level spells.
If you want to discourage frequent use of highly powerful spell mastery effects, then I recommend you assign extreme difficulty mods to the Spell Mastery static action roll. If you want to *really* discourage it, make the character roll on the spell failure table if he fails the spell mastery static action. THat'll make `em think twice!
====+====+====+====+====+====+====+====+====+====+====+====+ "We're sorry, the number you are dialing is imaginary. Please multiply by 'i' and dial again." Rick Cross bughunter5@aol.com Pasadena, CA AOL: Taxicab of the Infobahn Claremont, CA (You pay the rate even when it's idling.) ====+====+====+====+====+====+====+====+====+====+====+====+
Date: Tue, 21 Feb 1995 15:54:45 -0500 From: Thomas BagwellTo: Multiple recipients of list Subject: Re: Optional Spell Law
Finally, I'd like opinions on a proposed house rule I've come up with. Since I haven't found a satisfactory method of using the 'Spell Mastery' skill, yet like the concept, here's what I have:
A spellcaster can automatically attempt spell mastery on any spell he knows, with a skill rank equal to the lower of the differences between the spell being modified and either his level or the level to which he knows the list.
Example: An 8th level spell caster wishes to modify a 2nd level spell. He knows the list to 8th level. His spell mastery for that spell would consist of 6 ranks (30%) plus appropriate level, stat, and race mods. If he only knew the list to 5 ranks, his spell mastery would be 3 ranks, plus etc. If he wished to modify a 7th level spell and knew the list to 10th level, he would still only have one rank in spell mastery for that spell.
This is more powerful in that spellcasters have spell mastery at no cost for every list, but weaker in that it is only really effective on lower level spells.
Opinions?
--------------------------------------------------------------------------- "...A wild, weird clime | That lieth, sublime, | Thomas N. Bagwell Out of Space, | tbagwell@netcom.com Out of Time." | --Edgar Allen Poe | 'Dreamland' | ____\|/_____________________\|/____ ---------------------------------------------------------------------------
Date: Sun, 23 Apr 1995 10:15:04 -0400 From: "Nicholas H.M. Caldwell" nhmc1@hermes.cam.ac.uk To: Multiple recipients of listSubject: Some More Spell Masteries (long)
After some thinking, I have decided that I will be using the following method of keeping a rein on the use of Spell Mastery in my campaigns.
For attack spells, a modifier of -1 is added to the cast roll or elemental attack roll per rank of Spell Mastery used. If the Spell Mastery roll succeeds, but the cast or attack roll is subsequently fumbled, a modifier of +5 per rank of Spell Mastery is added to the fumble roll.
For non-attack spells, a modifier of -1 is added to the cast roll for every TWO ranks of Spell Mastery (round up) used. If the Spell Mastery roll succeeds, but the cast roll is subsequently fumbled, a modifier of +3 per rank of Spell Mastery is added to the fumble roll.
The game-world justification for this is that using Spell Mastery to enhance spells is an ad hoc method based on trial and error and not fully understood by the caster, whereas higher level spells are based on proper spell research and have some "proper" thaumaturgic theoretical foundation and are thus teachable and almost risk-free.
(Ok, so I'm handwaving, but it sounds as reasonable as any other justification)
Now for the Spell Masteries:
Spell Defense, Spell Wall, and Spell Resistance:
The various Realm Shield spells give a bonus of 10 versus appropriate spells. These are clearly a candidate for the Blur paradigm (as detailed by Kjetil Svendsberget) of Spell Mastery, ie +1 per rank of Spell Mastery up to a maximum of 5 ranks.
Detection Mastery, Detecting Ways, and Detections
The various Detect spells allow an 5' radius area to be checked every round up to 50' or 100' (depends on list). Consider using the area enhancement Spell Mastery to extend the outer range (my rules to 300' or 600' respectvely), and to expand the area that can be checked per round (up to 30'R). Naturally these are two separate Spell Masteries and have to be learned as such.
Purifications, Diseases, Mind Destruction
For the various Resistance spells use the Shield paradigm (+5,+4,+3,+2,+1) to provide an additional bonus to the target's resistance roll vs the disease or poison. For the Minor Allergy and Major Allergy spells, use the Shield paradigm to add up to 15% extra discomfort to the victim. For the Disorientation, Unbalance, and Distortions, increase the severity of the effect also using the Shield paradigm.
Concussion Ways, Surface Ways, Concussion Mastery.
For the various spells which heal concussion hit damage (ie Healing 1-10 etc)
allow 2 ranks of Spell Mastery to maximise a 1d10 roll
e.g. If a Healer has two ranks of Spell Mastery in Healing, then a
successful Spell Mastery roll and cast roll of Heal 1-10, will
automatically heal 10 hits.
This Spell Mastery should be carried forward to higher level spells
such as Heal 3-30. Having two ranks will convert the result of this spell
from 3d10 to 10 + 2d10 hits. (Four ranks = 20 + 1d10 etc)
Physical Enhancement
For the Nightvision and other vision spells, use the range extension
paradigm to extend the perception range of the target from 100' to 600'
(in my rules).
The reason this is necessary (IMO) is because there is no
room on the list above the Vision spells for spells which give the target a
perceptive range equal to their normal daylight range. (the slots are
taken up with Mass spells) This contrasts with the Mentalism Sense
Mastery which has Nightvision True (etc) spells above the equivalent Vision
spell. (Thus it would be unbalancing to force these spells into empty
slots below Vision on the Physical Enhancement list as they are clearly
more powerful than the Vision spell.) Thus the Spell Mastery is intended
to give a little extra power to the lower level spells to make up the
deficit a little.
Dark Summons
Lesser Demonic Gate and Greater Demonic Gate:
Five ranks to ensure you get the correct Type of Demon, ie Type I, II, etc
A further five ranks to ensure that you summon a specific sort of Demon
ie a Succubus or a Rhodintor as opposed to a random species of Demon of
the wanted Type.
Still won't allow you to summon a specific Demon unless you know its
truename...