New Sorcery Spell

Here's a new sorcery spell. See what you think.

Manipulate Common Magic
Autonomous
This spell allows a caster to cast one of his Common Magic spells with Manipulation factors, Magic Point costs and time to cast of Sorcery.

The casting roll must be beneath both the sorcerer's Grimoire and Common Magic scores. The Magnitude of the spell remains unchanged: if the caster knows a Magnitude 3 Common Magic spell, it is cast at Magnitude 3. Manipulation factors and extra Magic Points do not have to be spent on Magnitude, though they could. The caster can still cast the spell at a lower Magnitude.

Other factors, such as range, duration, targets and Combine are computed as for a Sorcery effect: and the spell's Intensity is set as one-tenth the caster's Grimoire skill, as normal.

(Games Master: This allows any sorcerer to “plug in” a Common Magic spell in a sorcery effect).
 
As for myself, I'd simply let a Sorcerer enhance a Common Magic spell if he knows a similar Sorcery spell.

For instance, a sorcerer knowing Set (Fire) could change damage, duration or other aspects of a Fireblade spell.
 
This brings back memories of RQ3 Gods of Glorantha.

Lunar Magic skills to manipulate Spirit Magic similar to Sorcery skills. Scarily powerful then, scarily powerful now...

One thought occurs, manipulation can only affect magnitude, however Magnitude is also the spell effect in common magic. You are aware this means you could massively the effectiveness of progressive spells at the cost just 1 magic point?
 
Harshlax said:
This brings back memories of RQ3 Gods of Glorantha.

Lunar Magic skills to manipulate Spirit Magic similar to Sorcery skills. Scarily powerful then, scarily powerful now...

One thought occurs, manipulation can only affect magnitude, however Magnitude is also the spell effect in common magic. You are aware this means you could massively the effectiveness of progressive spells at the cost just 1 magic point?
Alternatively, the Magnitude of the spell could be used just like the Magnitude of sorcery - for penetrating shields or resisting dispelling only - and the scope of the spell could be determined by the Intensity.

If you had a Common Magic rating of 60% and a Grimoire rating of 40%, and a Magnitude 6 Common Magic spell, the maximum scope of the spell if cast as Common Magic might be pretty big, but as a sorcery spell the scope of the plugged-in Common Magic spell is only the equivalent of a Magnitude 4 Common Magic spell. And that includes its ability to pierce shields or to resist being dispelled.
 
alex_greene said:
Harshlax said:
This brings back memories of RQ3 Gods of Glorantha.

Lunar Magic skills to manipulate Spirit Magic similar to Sorcery skills. Scarily powerful then, scarily powerful now...

One thought occurs, manipulation can only affect magnitude, however Magnitude is also the spell effect in common magic. You are aware this means you could massively the effectiveness of progressive spells at the cost just 1 magic point?
Alternatively, the Magnitude of the spell could be used just like the Magnitude of sorcery - for penetrating shields or resisting dispelling only - and the scope of the spell could be determined by the Intensity.

If you had a Common Magic rating of 60% and a Grimoire rating of 40%, and a Magnitude 6 Common Magic spell, the maximum scope of the spell if cast as Common Magic might be pretty big, but as a sorcery spell the scope of the plugged-in Common Magic spell is only the equivalent of a Magnitude 4 Common Magic spell. And that includes its ability to pierce shields or to resist being dispelled.

So the manipulation replaces the characteristic of the spell manipulated instead of adding to it? That seems reasonable, and maybe should be made a little clearer in the spell description.
 
So do we yet have a definitive version of this spell? I'd like to get this and other sorcery spells into the "Spells of Legend" google doc sometime soon! :)

(I'm unofficially aiming to add and revise that document)
 
Manipulate Common Magic
Autonomous


This spell allows a caster to cast one of his Common Magic spells with Manipulation factors, Magic Point costs and time to cast of Sorcery.

The casting roll must be beneath both the sorcerer's Grimoire and Common Magic scores. The Magnitude of the spell remains unchanged: if the caster knows a Magnitude 3 Common Magic spell, it is cast at Magnitude 3.

However, "Magnitude" here refers to its use in Sorcery, which means it is only used to determine how well the spell can penetrate magical defenses or resist attempts to dispel it. The scope and scale of the spell, how large a volume it can affect or the maximum SIZ or INT of a target that it can affect, is now measured by the spell's Intensity - typically affecting a maximum of 3 characteristic points or 1 cubic meter per 10% of the caster's Grimoire skill. Any progressive bonuses, e.g. +5% or +10% per point of Magnitude of the spell as a Common Magic spell, are now calculated with Intensity instead.

Example: Suberus (with POW 16) knows Bladesharp Magnitude 3 and Common Magic 35%; he also knows Grimoire 46% and Manipulation 52%, and he also knows this spell. He uses it, binding his Bladesharp into it in order to use the spell with a prolonged duration.

Suberus can put all six Manipulation factors into Duration, giving his Bladesharped blade a duration of 112 minutes (1h 42m). As a Sorcery spell, it has a Magnitude of 3; the 5 Intensity of the spell, determined by Suberus' Grimoire skill 46%, ensures that his Bladesharp boosts his attack chance by +25% and increases its damage by +5 points.

Example: Monia has POW 15, Common Magic 53%, Grimoire 62% and Manipulation 57%. She knows this spell and Disruption 2. By using this spell and Disruption, Monia can cast a Disruption whose Magnitude, for the purpose of penetrating magical shields, is 2 - but which can inflict 7D3 damage to a random hit location. She puts her six Manipulation factors into a spread of four targets, 150 metres away. All four targets now have to resist, or suffer 7d3 damage.


The caster could spend Manipulation factors to boost Magnitude beyond the rated Common Magic rating, e.g. adding an extra +2 Magnitude to a Common Magic spell he knows at Magnitude 2, in effect giving the spell a Magnitude of 4 for the purpose of penetrating defensive magic. The caster can still cast the spell at a lower Magnitude. No Magnitude manipulations will affect the Intensity of the spell, which is determined by the caster's Grimoire skill.

Other factors, such as range, duration, targets and Combine are computed as for a Sorcery effect: and the spell's Intensity is set as one-tenth the caster's Grimoire skill, as normal.

(Games Master: This allows any sorcerer to “plug in” a Common Magic spell in a sorcery effect).
 
Cool, thanks :)

I've updated my version, and also let prime_evil know about mine so he can use that to update his versions! :D
 
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