Mr Oldtimer
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New Magic, Shaman and Necromancer

Sat 22 Feb 2020, 02:06

So, I've created two new paths of magic to use in my campaign. These are primarily intended for a few specific NPCs, not for the players. Perhaps I'll give the players a chance to study the magic after defeating their adversaries but nothing decided yet. So far, my players have very little to no experience with mage adversaries but they do know the different magic talents and the spells. Thing is, I didn't want more attack magic. It's easy enough to blast the PCs with immolate and pretty soon, the fight will be over. What I want is a few new spells, easy enough for me to remember during combat and with effects the players haven't read about. I want to shake them up a bit, make them uncomfortable. Not dead. I want them to have to react to what's happening and adapt during the fight. Thus, I've focused on a few spells and with effects that changes the environment and the opposition, rather than just injure the PCs. First are spells I figure would be fun to give a orc shaman they have a long hate filled relation with. My plan is to have the shaman stand in the background of combat and a band of orc fighters, melee and ranged, covering him. The shaman will boost his allies, while at the same time making it harder for the PCs. 
Next enemy is a necromancer who's supposed to be a Big Baddie of the current area. He has a few lover level mages around him and a horde of skeletons in his keep. The skeletons are low ranked but quite many, enough to keep the players occupied while he makes their life miserable from afar. 
The document is still a work in progress so I haven't focused on layout yet. Sorry if it is a bit hard to read.

Shaman and Necromancer magic

None of these spells are play tested yet and I would love some feedback if you've got the time. I would very much appreciate your comments on the usefulness of the spells, if you believe they will serve their purpose or if they are too powerful/will kill off PCs too fast. Is this something anyone else has tinkered with during their games? How did that work out for you? 
Last edited by Mr Oldtimer on Thu 27 Feb 2020, 22:37, edited 1 time in total.
 
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Eldhierta
Posts: 422
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Re: New Magic, Shaman and Necromancer

Sat 22 Feb 2020, 16:19

So, I've created two new paths of magic to use in my campaign. These are primarily intended for a few specific NPCs, not for the players. Perhaps I'll give the players a chance to study the magic after defeating their adversaries but nothing decided yet. So far, my players have very little to no experience with mage adversaries but they do know the different magic talents and the spells. Thing is, I didn't want more attack magic. It's easy enough to blast the PCs with immolate and pretty soon, the fight will be over. What I want is a few new spells, easy enough for me to remember during combat and with effects the players haven't read about. I want to shake them up a bit, make them uncomfortable. Not dead. I want them to have to react to what's happening and adapt during the fight. Thus, I've focused on a few spells and with effects that changes the environment and the opposition, rather than just injure the PCs. First are spells I figure would be fun to give a orc shaman they have a long hate filled relation with. My plan is to have the shaman stand in the background of combat and a band of orc fighters, melee and ranged, covering him. The shaman will boost his allies, while at the same time making it harder for the PCs. 
Next enemy is a necromancer who's supposed to be a Big Baddie of the current area. He has a few lover level mages around him and a horde of skeletons in his keep. The skeletons are low ranked but quite many, enough to keep the players occupied while he makes their life miserable from afar. 
The document is still a work in progress so I haven't focused on layout yet. Sorry if it is a bit hard to read.

Shaman and Necromancer magic

None of these spells are play tested yet and I would love some feedback if you've got the time. I would very much appreciate your comments on the usefulness of the spells, if you believe they will serve their purpose or if they are too powerful/will kill off PCs too fast. Is this something anyone else has tinkered with during their games? How did that work out for you? 
Was hesitant before I started reading since we already have shamanistic magic and the Path of Death, but these were really thematic and I could see them both working very well in FbL. Nicely done!
 
Mr Oldtimer
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Posts: 397
Joined: Sun 14 Apr 2019, 12:01

Re: New Magic, Shaman and Necromancer

Sat 22 Feb 2020, 18:28

So, I've created two new paths of magic to use in my campaign. These are primarily intended for a few specific NPCs, not for the players. Perhaps I'll give the players a chance to study the magic after defeating their adversaries but nothing decided yet. So far, my players have very little to no experience with mage adversaries but they do know the different magic talents and the spells. Thing is, I didn't want more attack magic. It's easy enough to blast the PCs with immolate and pretty soon, the fight will be over. What I want is a few new spells, easy enough for me to remember during combat and with effects the players haven't read about. I want to shake them up a bit, make them uncomfortable. Not dead. I want them to have to react to what's happening and adapt during the fight. Thus, I've focused on a few spells and with effects that changes the environment and the opposition, rather than just injure the PCs. First are spells I figure would be fun to give a orc shaman they have a long hate filled relation with. My plan is to have the shaman stand in the background of combat and a band of orc fighters, melee and ranged, covering him. The shaman will boost his allies, while at the same time making it harder for the PCs. 
Next enemy is a necromancer who's supposed to be a Big Baddie of the current area. He has a few lover level mages around him and a horde of skeletons in his keep. The skeletons are low ranked but quite many, enough to keep the players occupied while he makes their life miserable from afar. 
The document is still a work in progress so I haven't focused on layout yet. Sorry if it is a bit hard to read.

Shaman and Necromancer magic

None of these spells are play tested yet and I would love some feedback if you've got the time. I would very much appreciate your comments on the usefulness of the spells, if you believe they will serve their purpose or if they are too powerful/will kill off PCs too fast. Is this something anyone else has tinkered with during their games? How did that work out for you? 
Was hesitant before I started reading since we already have shamanistic magic and the Path of Death, but these were really thematic and I could see them both working very well in FbL. Nicely done!
Thank you! I hope it will add something new, not just more of the same.
 
Mr Oldtimer
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Re: New Magic, Shaman and Necromancer

Sun 23 Feb 2020, 21:45

So, I've noticed quite a few has read the thread at least and perhaps a few of you looked att the linked pdf as well. The Bloodrage spell does not have any effect tied to the spell power level. Does anyone have any suggestion how to rewrite the spell in order for power level to be of significance? 
 
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Konungr
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Re: New Magic, Shaman and Necromancer

Sun 23 Feb 2020, 21:48

I dont think making the shaman powers ork only is needed. It should effect allies within range. An ork shamans allies should most often only be orks. But hard coding it into the rules like that removes the option for a random berzerker dwarf who sides with the orks from benefitting from the shamans blessings.
 
Mr Oldtimer
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Re: New Magic, Shaman and Necromancer

Sun 23 Feb 2020, 21:56

I dont think making the shaman powers ork only is needed. It should effect allies within range. An ork shamans allies should most often only be orks. But hard coding it into the rules like that removes the option for a random berzerker dwarf who sides with the orks from benefitting from the shamans blessings.
Interesting point. I wrote this with one specific shaman in mind, to use in my own campaign and did not reflect upon that. My shaman is way to rasist and way to convinced of the orcs superiority to ever bother researching spells that would benefit anything but orcs. Would you say your suggestion is better because it could prove more useful if/when the players learn the spells or do you think it has a good thematic or story based effect? 
 
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Konungr
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Re: New Magic, Shaman and Necromancer

Sun 23 Feb 2020, 22:01

I dont think making the shaman powers ork only is needed. It should effect allies within range. An ork shamans allies should most often only be orks. But hard coding it into the rules like that removes the option for a random berzerker dwarf who sides with the orks from benefitting from the shamans blessings.
Interesting point. I wrote this with one specific shaman in mind, to use in my own campaign and did not reflect upon that. My shaman is way to rasist and way to convinced of the orcs superiority to ever bother researching spells that would benefit anything but orcs. Would you say your suggestion is better because it could prove more useful if/when the players learn the spells or do you think it has a good thematic or story based effect? 
Its purely that there is no reason for magic to be racially specific. The caster can already choose targets. A racist can be racist with it. Why hard code a limit like that? Consider that if a player goblin was shamanistic he would need to learn an entirely different set of talents to do the exact same things. Why? Its not effecient from a game design perspective. It doesnt make any sense in story. So why?

As i said, unneeded.
 
Mr Oldtimer
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Re: New Magic, Shaman and Necromancer

Sun 23 Feb 2020, 23:07

Fair point. I'll alter it. Except for "Fury of the moon"... Won't upload a new document just yet though.
 
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Eldhierta
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Re: New Magic, Shaman and Necromancer

Mon 24 Feb 2020, 01:54

So, I've noticed quite a few has read the thread at least and perhaps a few of you looked att the linked pdf as well. The Bloodrage spell does not have any effect tied to the spell power level. Does anyone have any suggestion how to rewrite the spell in order for power level to be of significance? 
Maybe make it so that instead of granting all your allies a fast action, each power level allows you to grant a single fast action to one of your allies? And power levels let you upgrade that fast action to a slow action or dispense more fast actions to more allies?
 
Mr Oldtimer
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Posts: 397
Joined: Sun 14 Apr 2019, 12:01

Re: New Magic, Shaman and Necromancer

Mon 24 Feb 2020, 08:51

So, I've noticed quite a few has read the thread at least and perhaps a few of you looked att the linked pdf as well. The Bloodrage spell does not have any effect tied to the spell power level. Does anyone have any suggestion how to rewrite the spell in order for power level to be of significance? 
Maybe make it so that instead of granting all your allies a fast action, each power level allows you to grant a single fast action to one of your allies? And power levels let you upgrade that fast action to a slow action or dispense more fast actions to more allies?
Yes, that could work. Thank you for the suggestion.

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