Author Topic: Some things to know and discuss  (Read 13288 times)

Zakath

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Re: Some things to know and discuss
« Topic Start: August 22, 2011, 11:48:35 PM »
Move is another obvious one.

What about Change? Polymorphing, transmogrification, etc?  Presumably such a change could only affect shape, not material.

Are divinations allowed? I thought I remembered someone saying something about it one way or the other; anyway, if they are allowed, there should be a Know intent.

What about conjuration?  Would a Create be allowed?

That's all I can come up with off the top of my head that seem relevant.  I can think of a few others, but they wouldn't really be applicable to SM.

Harm, Control & Protect more or less cover those areas IMO, with the possible exception of the Divination.

Polymorph: Change + Body/Nature
Create: Change + some element or Alchemy

Divination is trickier and, if allowed at all, I'd either lump it into Control or introduce some new intent to deal with divination, farseeing, scrying and the like. Possibly make a 'Sight' intent, although that might be a rather limited intent.

For the transformations, Control is perfectly suitable for yourself, but how about Alchemy for inert substances?

Some spell ideas:

Polymorph
Control + Nature
Changes a living creature into a different creature. Need not be static but one picks the target creature while learning the spell, might be changeable.

Shapeshift
Control + Body
Much the same as Polymorph, transforms yourself into some other creature. Both this and Polymorph should perhaps respect the original mass to a certain degree, so a person cannot become a small mouse. This limitation could be skipped to permit more fantastic transfomations. Human -> Eagle or somesuch.

Swiftness
Control + Wind
Makes the caster swift as the wind, able to run at tremendous speeds and avoid blades.

All the different Fireballs, Icebolts etc could be good ideas. Balls could target a small group, while bolts would hit a single human. The extravagant caster might even make Infernos and the like, increasing target to strength 4 or even 5.
Shields have already been mentioned, so I won't suggest those again.

Create Golem
Control + <Any base>
Animates a golem of any (suitable) base. Earth, fire, death etc. Different sizes could be either creating several, or creating one big golem. Probably most useful as a ritual, but being able to summon a few of those would be useful in a pinch.

Purify
Protect + Nature (Other bases would make sense as well - water/earth etc depending on the location)
Sanctifies an area cleansing any harmful effects or opposing taints. Death would cancel life, but leave a death taint alone. Obviously many different spells with same basic purpose, just widely different Base.

Banish
Harm + appropriate base
Banish a creature belonging to the appropriate base, or a set of related creatures possibly. For example banish undead, banish water elemental etc. Shouldn't kill the creature outright, but make it avoid you or an area. If the creature in question presses on, for example it's forced by some other controlling wizard, it's hurt or maybe even killed. Size/power of creature vs the effect could determine the outcome. Effect 1 would cause no real harm to any elemental, while an effect 3 would render lesser elemental incapacitated (if they could even be forced to approach), while more powerful elementals would only be hurt.

Philosopher's Stone
Alchemy + Earth (Alternately Control)
Creates gold from base metals. Should obviously be used with care since the infusion of too much gold would not only make the character suspect, but would also tend to cause inflation in the area.

Farseeing
Sight + Mind (Control might be sufficient, Wind might be an appropriate base as well)
Enables the caster to see far off lands. Not sure how the rules would apply to this seeing as the effect is cosmetic, the target is likely a 4(house) or 5 (field/village) and the duration would likely be between 2 & 4. However this doesn't take into account the distance you project your mind, without some sort of limitations the spell might be too powerful. If it's even allowed.

Past Sight
Sight + Mind
See the past as it happened around the caster. Could either be limited to the casting point, or a bubble around the caster. Has some of the same problems as Farseeing, needs a check on how long ago the actions may be. Minutes, days, hours? Could perhaps be solved by using the duration creatively. Durations 1 is useless, you see what's happening now. Duration 3 for example allows you to go back 45 minutes, and see 15 minutes of events, or go back 30 minutes and see the next 30 minutes. Similar with higher durations, you can go far back and see for a lil while, or stick to the closer past and see more of the events.

Not sure if the more mundane spells would be appropriate, or if they could be assumed to be known by any initiate. Things like boiling water (Control + Fire), lighting a torch (Control + Fire), creating a light ball (Control + Fire again) and any other practical yet not astonishing spells.

Trying to think of some sort of enchanting or magical smithcraft, but I'm not sure how it would fit into the current world. Probably shouldn't be too easy since an abundance of magic swords and wizardly staves would likely follow.

That's some of my less flamboyant spell ideas. I'm just not certain how useful all of them are seeing as the effects are rather vauge, but they're some of my ideas. If they don't make it into the engine, yet are permitted, I'll be getting myself a nice dry cellar in which to study them later :)