Re: Suggestions
While you're re-working spells...
Proposing 2 new storm spells. In my previous fight I noticed the complete lack of a single-target spell that didn't require a MvB check... and one little flavor/utility one.
- 1 - Rain shield: you gather energy by slowing individual raindrops and use that energy to deflect their path slightly, creating a 5-foot radius where it isn't raining at ground level. Ineffective against hail, snow, and even too much rain. Transmutation.
- 2 - Freak hail: a large hailstone falls as you direct, dealing D4 + M/4 damage if it hits. Conjuration.
Note: you changed "downburst" (level 3 storm) to (d6 + Mind/3) x 2... but you left "gust" (level 3 storm) as d6*M/4. Admittedly it works out to almost exactly the same average damage (for my Mind, at least), but you were changing all the "DX*M/Y" ones to "dX+M/Y" (or similar).
Proposing 1 entire new element, and it's a sweet one...
time:
- 1 - Haste: Apparent time slows down. Effectively increases your speed by 5. 1 energy/round to hold. Transmutation
- 2 - Water Walk: You speed up your feet until you can walk on water, as long as you aren't heavily burdened and you keep moving. 1 energy/round upkeep. Transmutation.
- 2 - Inertia: Manipulate time to effectively increase the damage of a melee or projectile attack in this or the next round by M/4 damage and the to-hit by M/10. Evocation.
- 3 - Slow: Creatures within a 5 foot radius of the target must make a mind vs (the greater of mind and body) check each round or be unable to act. Costs 3 energy/round to maintain. Transmutation.
- 4 - Greater Haste: One target ally can make 2 actions every round. 4 energy/round to maintain. Transmutation.
- 4 - Greater Slow: Enemy creatures within a 10 foot radius of the target must make a (mind + 10) vs (the greater of mind and body) check each round or be unable to act. Costs 4 energy/round to maintain. Transmutation.
- 5 - The Sands of Time: All living, mortal enemies in a 20 foot radius of the target must save (mind + 10) vs (the lesser of mind and body) or die, as centuries pass in a single instant. Even non-living creatures and those who survive take (d12 + M/3)*2 damage from the grinding of (lesser amounts of) time. Evocation.
(Heh, every good magic system needs a little "save or die", and it's not like a level 5 spell wouldn't kill anyone at or below the player's attribute level anyway...)
(Also, this was very nearly the element I used for myself, but I couldn't come up with enough spells at the time I decided.)
Proposing 2 new body(?) spells:
- 1 - Far Talk: Project your voice, either to a spot you can see or to a person you can identify. Costs 1 energy/round to use. Transmutation.
- 2 - Eavesdrop: Far talk in reverse. If listening on a visible target, a MvM check must be made each round or any creature within 5 feet becomes aware someone is magically listening. If listening on a distant target, a MvM+10 check must be made, or your attempt will be noticed and may be blocked at the target's discretion. Costs 1 energy/round to use. Transmutation.
Next up: energy with regards to mages. It just feels like maybe the spirit attribute is a little too important to mages, compared to mind/spirit for warriors and mind for spirit-based characters.
Example: my character, more then half of stat points in mind, tries to cast a level 5 storm/trans spell. +13 base casting, +10 "storm", +8 "transmutation", +3 "lucky", no other bonuses or penalties. d20+34 vs 40. 75% chance of success. That's not the problem. The problem is that I have 30 energy and this is going to cost 12, pass or fail.
I feel like someone with mind focus would hesitate a little too much to use a level 5 spell. Here are some suggestions, one or more of which might fix this without breaking the game, as far as I'm concerned.
- Failed spells cost (level-1)*1 energy rather then (level-1)*3, as nothing happened.
- Fail casting check by 4 or less and a "partial result" happens - half damage, other effects at DM's discretion.
- Everyone gets +10 energy pool.
- Mage-specific talent to make mind count full instead of half for energy pool.
- All spells reduced in cost to (level-1)*2 energy.
- Mage-specific talent to reduce global energy cost to (level-1)*2. Or tie this to existing either "school" focus or "element" focus.
- "greater" transmuter/evoker/conjurer: Additional +4 to the caster roll and spells of this school cost (level-1)*2.
- "greater" elemental focus: Spells of your chosen school are treated as being one level lower then they actually are, minimum 1, in regards to both energy cost and caster checks.
- Innate mage ability to sacrifice health for energy at will.
I'm probably going to wait for a few more changes and then re-roll my character anyway, mostly because of the changes to spell difficulty combined with a more complete understanding of the game. Still going to be a storm mage, but some other stuff needs to be moved around.
Edit: and using my natural talent of looking into the future, I see something slightly irksome. This is going to be a sort of combined question/suggestion, in several parts.
- the "Dueling" talent says that it gives +6 to-hit and +2 dodge while "wielding only a single one handed weapon". Does a pistol count?
- Because if I re-roll there's a good chance I'm taking dueling if the answer to 1. is yes, and "skill with pistol" if it's no.
- Now, that's a problem because on my "to get when you have XP" list the first thing is "Grappling Expert" and apparently you can only take "natural warrior" once.
- Can I suggest that "grappling expert" perhaps transcends actual combat, given its "+8 to escape grapple" part, and maybe should exist as "general", a category which is rather lacking at the moment?
- If not, I feel I should point out that's it technically within the rules ATM for me to take "Natural Succubus: Superior Warrior: Grappling Expert". You'd probably just veto it anyway, but I feel like you should explicitly close that loophole because I'm a little OCD tonight.