Fleshsculptor spells?
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Fleshsculptor spells?
1) Have there been any additional (canon) Fleshsculptor spells released besides the ones in Through the Glass Darkly?
2) Has anyone compiled a list of "other" magic usuable by Fleshsculptors (ie other magic that deals with the flesh)?
2) Has anyone compiled a list of "other" magic usuable by Fleshsculptors (ie other magic that deals with the flesh)?
Re: Fleshsculptor spells?
I always say Fleshsculptor and Mirrior mages needed more spells,well Maybe in a New Nightbane Book.
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Re: Fleshsculptor spells?
I'd love to see more of those. We do have rules for making new spells but I always found them a tad confusing regarding specifics.
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Re: Fleshsculptor spells?
what is confusing about benchmarking?Tor wrote:I'd love to see more of those. We do have rules for making new spells but I always found them a tad confusing regarding specifics.
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Re: Fleshsculptor spells?
1) Have there been any additional (canon) Fleshsculptor spells released besides the ones in Through the Glass Darkly? No.
There are several fan made mirror magic spells in the invented magic topic.
gaby wrote:I always say Fleshsculptor and Mirrior mages needed more spells,well Maybe in a New Nightbane Book.
There are several fan made mirror magic spells in the invented magic topic.
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Each question should be give the canon answer 1st, then you can proclaim your house rules.
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Re: Fleshsculptor spells?
It's too bad. Fleshsculptors are unique and so cool.
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Re: Fleshsculptor spells?
Just the particulars about how different you can make new spells, how many details you can change, etc.Damian Magecraft wrote:what is confusing about benchmarking?
Like for example: could I simply make 'Superhuman Mind' which increases IQ/ME to 30/24 instead of PS/PE? Could I choose to alter spells so that they add a straight bonus to attributes rather than increasing it to a fixed number?
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Re: Fleshsculptor spells?
yes.Tor wrote:Just the particulars about how different you can make new spells, how many details you can change, etc.Damian Magecraft wrote:what is confusing about benchmarking?
Like for example: could I simply make 'Superhuman Mind' which increases IQ/ME to 30/24 instead of PS/PE? Could I choose to alter spells so that they add a straight bonus to attributes rather than increasing it to a fixed number?
DM is correct by the way. - Ninjabunny
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Re: Fleshsculptor spells?
Simply subbing 1 attribute in for another is 1 thing but I'm not really sure how to change a set "to X" increase to a "by X" increase in terms of cost and how to design the spell, basically.
A spell that added +30 to IQ would be a lot more useful, for example, but that should obviously cost a lot more. Realistically the equivalent of something that increases an attribute to 30 might be one that adds 10 to it or something like that.
Or if we keep the set 'to X' rather than variable 'by X', increasing the max it increases people to should cost a lot more, but I'm not sure how to tier it. Double PPE for double the attribute seems far too low.
A spell that added +30 to IQ would be a lot more useful, for example, but that should obviously cost a lot more. Realistically the equivalent of something that increases an attribute to 30 might be one that adds 10 to it or something like that.
Or if we keep the set 'to X' rather than variable 'by X', increasing the max it increases people to should cost a lot more, but I'm not sure how to tier it. Double PPE for double the attribute seems far too low.
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Re: Fleshsculptor spells?
what's the price for a spell that "Permanently fuses your hands and feet togeather until you resemble a weather balloon forevermore"?
Fleshsculpters are already rediculously powerful. When they can turn you into living furnature making it do good on the side is kind of trivial.
Fleshsculpters are already rediculously powerful. When they can turn you into living furnature making it do good on the side is kind of trivial.
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Re: Fleshsculptor spells?
Tor wrote:Simply subbing 1 attribute in for another is 1 thing but I'm not really sure how to change a set "to X" increase to a "by X" increase in terms of cost and how to design the spell, basically.
A spell that added +30 to IQ would be a lot more useful, for example, but that should obviously cost a lot more. Realistically the equivalent of something that increases an attribute to 30 might be one that adds 10 to it or something like that.
Or if we keep the set 'to X' rather than variable 'by X', increasing the max it increases people to should cost a lot more, but I'm not sure how to tier it. Double PPE for double the attribute seems far too low.
ok I was at work when I answered your question so sorry for the short answer.
As to the subbing IQ/ME for PS/PE the cost would be the same as for the spell Superhuman Strength.
As to adding additional stat points Ball Park it.
We use the cost of the Superhuman Strength as the baseline... and then (I personally) determine what level the new spell (lets call it Genius Intellect) since the spell adds (lets use your +30) that is an indication that it needs to be higher than level 5 (level of the Benchmark/original spell).
Now how high a level should it be? (it looks to be about a level ten spell to me).
Level Ten spells run from 60ppe to 100ppe mid range would be 80ppe.
So our new spell is
Genius Intellect
Range: Self or Others by touch
Duration: 2 Melee rounds per level of experience
Save: none
PPE: 80
The incantation magically gives the character a bonus to the IQ of +30 for the duration of the spell. Skill bonuses apply for the duration of the spell.
as to your last example of just upping the set stat.
how high do you raise it? Your example of doubling the stat lets go with that.
so raising the stat to 60 would raise the level of the spell again.
how high? well at least by 3 to 5 levels IMO.
so again we see it hitting around level Ten again.
but lets say you feel level ten is too high.
lets go with level 8.
Well looking at the spells in level 8 the PPE range is 25 to 70.
mid-line is 45.
just come up with a name for the new spell and you are done.
That is how Benchmarking works.
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Re: Fleshsculptor spells?
I get how it works but I just have trouble with stuff that involves guesswork (ballparking, etc).
Oh and in terms of IQ increase via PPE, one thing that makes me think it should cost more is the Deific Power which Thoth has, he can increase IQ for 4D6 and I think it cost something like 60 or 80 PPE. Duration was a few days though I think.
Oh and in terms of IQ increase via PPE, one thing that makes me think it should cost more is the Deific Power which Thoth has, he can increase IQ for 4D6 and I think it cost something like 60 or 80 PPE. Duration was a few days though I think.
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Re: Fleshsculptor spells?
Ah... That comes (like all things) with practice. There really is no tried and true works every time formula for creating spells in any system.Tor wrote:I get how it works but I just have trouble with stuff that involves guesswork (ballparking, etc).
well our version only lasts a few seconds (just long enough to get that flash of insight). so it costing around the same as Thoth's Deific ability is ok.Tor wrote:Oh and in terms of IQ increase via PPE, one thing that makes me think it should cost more is the Deific Power which Thoth has, he can increase IQ for 4D6 and I think it cost something like 60 or 80 PPE. Duration was a few days though I think.
DM is correct by the way. - Ninjabunny
It's a shoddy carpenter who blames his tools. - Killer Cyborg
Every group has one problem player. If you cannot spot the one in your group; look in the mirror.
It is not a good session until at least one player looks you in the eye and says "you sick twisted evil ****"
It's a shoddy carpenter who blames his tools. - Killer Cyborg
Every group has one problem player. If you cannot spot the one in your group; look in the mirror.
It is not a good session until at least one player looks you in the eye and says "you sick twisted evil ****"