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silverfoxdmt73
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Posts: 234
Joined: Thu 24 Aug 2017, 12:53

New Spells

Sat 05 Dec 2020, 13:36

I've added some new General Magic spells and put together (inspired by other games) a Path of Shadows and Path of Galefrond (homebrew wood Elf magic).

They've not been tested in play yet so may not be balanced with other spells. Any feedback would be appreciated.

https://drive.google.com/file/d/1Mo8xYW ... p=drivesdk

https://drive.google.com/file/d/1V0Dnfv ... p=drivesdk

https://drive.google.com/file/d/1hinCLL ... p=drivesdk

Before you comment, please note that this is for a homebrew setting so there may be reference to kin and gods not in the main setting.
 
Tywyll
Posts: 217
Joined: Mon 30 Sep 2019, 15:08

Re: New Spells

Thu 10 Dec 2020, 22:38

Have given these a skim. The Path of Shadow and Path of Galefrond are very cool and favorable.

New general magic I'm a bit sketchy on. For one thing, it dramatically adds to the potency of all casters (unless you handle these spells differently somehow). So that's one hesitation. Also some the spells make skills or abilities less useful, which seems to go against the general ethos of FR magic.

Magic Lock-invalidates a lock picker pc
Magic Key-invalidates a lock pick pc
Shield-doesn't feel 'general' to me, as it is combat magic. Also, very weak for a PL2 spell. Even 3 points of armor is weak sauce in this game.
Shroud of Cold-Not general. Also, cannot see the point?
Gift of Tongues-Not general. You could create a whole school of magic around this kind of magic or slot this into Awareness.
Hammer Blow-Not general. Also, super weak for a PL3 spell. If kept, the damage should be automatic.
 
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silverfoxdmt73
Topic Author
Posts: 234
Joined: Thu 24 Aug 2017, 12:53

Re: New Spells

Thu 10 Dec 2020, 22:52

Thanks for the comments, I'll certainly take them into consideration.

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