I finished the 'Generic' spell pass yesterday, and made a good start on the drawing of the Atlun (the Spider). If you wonder what I'm doing with the spells, here's an example from the Temple spell section:
Before (this is a straight conversion from Prof. Barker's 'Swords & Glory' and 'Gardasiyal' to the Pocket Universe system):
78. The Breath of the Goddess (R)
T1; Cost: 6; NRG: 11; self only; touch; duration: 10 minutes
The "exhalation" form of this spell provides a bubble of breathable air around the caster. This can be used to travel underwater, survive in a sealed chamber, or move through an area filled with poison gas. It also repels hostile sea creatures unless they make a successful WILL check.
T2; Cost: 8; NRG: 13; 0”rng; 1”area; duration: 15 minutes
As above, but with the possibility of including more targets and with a longer duration.
T4; Cost: 12; NRG: 17; 1”rng; 3”area; duration: 20 minutes
As above, except that its range and duration are still greater.
T7; Cost: 20; NRG: 26; attack; 10”rng; 1”area; save
The "inhalation" of the goddess creates a bubble of vacuum within its circle of effect. Each living being within who fails his/her magic saving roll throws a d10: 1-3=he/she dies; 4-7=he/she manages to escape from the vacuum but loses 6/9/12 hit points; 8-10 = the target emerges from the circle of effect unharmed but cannot fight, run, cast spells, or perform other strenuous activities for 2 minutes.
T8; Cost: 23; NRG: 30; attack; 20”rng; 3”area; save
As for the T7 variant, but with the possibility of more victims and a greater range.
T10; Cost: 30; NRG: 36; 2”rng; 3”area; duration: 1 hour
As for the T4 variant, but with greater duration. The chances of repelling hostile sea creatures are better with this form of the spell; the creature flees unless it makes a WILL check at -4. This spell is used for underwater exploration. It cannot be cast underwater, however, forcing the mage and/or party to return to the surface upon its expiration in order that it be applied again. It also cannot be cast while swimming (requiring certain delicate gestures and bodily postures); it must therefore be cast while standing on the shore or upon the deck of a ship.
After:
78. The Breath of the Goddess (R)
78A. Air Bubble (Ritual)
Cost: 26; NRG: 17; 1”rng; 3”area; duration: 20 minutes
The "exhalation" form of this spell provides a bubble of breathable air around the caster. This can be used to travel underwater, survive in a sealed chamber, or move through an area filled with poison gas. It also repels hostile sea creatures unless they make a successful WILL check.
78B. Vacuum Bubble (Ritual)
Cost: 43; NRG: 30; attack; 20”rng; 3”area; save
The "inhalation" of the goddess creates a bubble of vacuum within its circle of effect. Each living being within who fails his/her magic saving roll throws a d10: 1-3=he/she dies; 4-7=he/she manages to escape from the vacuum but loses 6/9/12 hit points; 8-10 = the target emerges from the circle of effect unharmed but cannot fight, run, cast spells, or perform other strenuous activities for 2 minutes.
78C. Sea Shell (Ritual)
Cost: 30; NRG: 36; 2”rng; 3”area; duration: 1 hour
As for the T4 variant, but with greater duration. The chances of repelling hostile sea creatures are better with this form of the spell; the creature flees unless it makes a WILL check at -4. This spell is used for underwater exploration. It cannot be cast underwater, however, forcing the mage and/or party to return to the surface upon its expiration in order that it be applied again. It also cannot be cast while swimming (requiring certain delicate gestures and bodily postures); it must therefore be cast while standing on the shore or upon the deck of a ship.
---
As you can see, I'm combining spell levels that have very similar effects into a smaller number of more powerful (and more expensive) abilities. I'm also giving each spell 'level' its own descriptive name. This is in response to feedback from playtesters who complained that 1) the low-level spells were too weak, and 2) they had difficulty locating the spell effect they wanted, because there were so many different levels - some of which had completely different effects, and the names for entire groups of spells were often not very instructive.
-Jeff
|