The Broken Hourglass: Tinkered Spells
The Broken Hourglass: Tinkered Spells
Development Info - posted by Role-Player on Wed 20 June 2007, 22:27:37
Tags: Planewalker Games; The Broken HourglassAnother week, another The Broken Hourglass update. This time, Jason Compton shows us how players will be able to customize their magical spells to suit almost any encounter situation they come across in Planewalker Games' project. Here's a snip:
Tinkered spells may employ any number of the five elemental magic sources (Physical, Fire, Earth, Air, Water) and one or more of the following standard spell effects:
* Heal.
* Regenerate.
* Armor.
* Attribute Bonus.
* Damage.
* Repeating Damage.
* Life Drain.
* Lower Resistance.
* Attribute Penalty.
* Summon.
The mana requirements for each spell effect are summed together, then multiplied by the target factor. In addition, a spell's base cost is multiplied by the number of distinct types of magic (e.g., Earth, Air) involved. Thus an Attribute Penalty spell with both Earth and Air costs twice as much mana as an Attribute Penalty spell with only Earth, but the first spell also inflicts twice as many penalties as the second one. Spells which affect an indiscriminate radius of targets are more expensive than those affecting just a single target, while spells which selectively affect all allies or all enemies have a still-higher multiplier. You may tinker a spell to use more mana than is strictly necessary, to create a spell with a greater potential effect.Now, there's something groups of nerds can aspire to: global Charisma boosts!
Thanks, jcompton!
Tinkered spells may employ any number of the five elemental magic sources (Physical, Fire, Earth, Air, Water) and one or more of the following standard spell effects:
* Heal.
* Regenerate.
* Armor.
* Attribute Bonus.
* Damage.
* Repeating Damage.
* Life Drain.
* Lower Resistance.
* Attribute Penalty.
* Summon.
The mana requirements for each spell effect are summed together, then multiplied by the target factor. In addition, a spell's base cost is multiplied by the number of distinct types of magic (e.g., Earth, Air) involved. Thus an Attribute Penalty spell with both Earth and Air costs twice as much mana as an Attribute Penalty spell with only Earth, but the first spell also inflicts twice as many penalties as the second one. Spells which affect an indiscriminate radius of targets are more expensive than those affecting just a single target, while spells which selectively affect all allies or all enemies have a still-higher multiplier. You may tinker a spell to use more mana than is strictly necessary, to create a spell with a greater potential effect.
Thanks, jcompton!
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