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Inactive Forums => CRN Games => Topic started by: RamblingMan on March 31, 2003, 10:50:25 PM

Title: Magic: Buffing Spells
Post by: RamblingMan on March 31, 2003, 10:50:25 PM
Has anyone had characters that used "buffing" spells?  Like, spells that add to their strength?  Or create effective strength (like Telekinesis)?  I'm trying to figure out a way to represent buffing spells (like Bull's Strength) or tk w/o making it overpowered.  I don't want my wizards to cast a couple long-lasting spells in the morning and start throwing 2 ton boulders at each other, but I would like them to be able to add a little strength to themselves or their friends w/in reason.  Any thoughts on balancing this?
Title: Magic: Buffing Spells
Post by: Chris Kucsera on March 31, 2003, 11:29:57 PM
Hmmm.  I don't see buffing spells as a problem.  It will cost two spell dice to make the spell last all day.  I'd have the caster roll spell dice vs. 3 + [the value of the attribute to be increased].  Successes add directly to the attribute to be raised.  This should raise an attribute about 3 or 4 points.  Impressive, but not overpowering.  Don't forget that this is a magical bonus, which could be easily dispelled or neutralized.  Besides, if you let the PCs do it, then they really can't bitch when the NPCs do it too, eh?

CK
Title: Magic: Buffing Spells
Post by: RamblingMan on March 31, 2003, 11:36:44 PM
I'm not so concerned with buffed PCs plowing through NPCs, as that *only* buffed PCs would do so.
Title: Magic: Buffing Spells
Post by: anonymouse on April 01, 2003, 06:59:39 AM
Heh. First Donjon game I ran with my online group had this; a goblin shaman decided to Bloodlust (going wit the crimson/blood goblin theme, one of his words is 'Blood') himself and the other two (remaining) goblins.

It was 1 word (free), affecting a small group (1 die), and lasting for one flurry (free). I rolled his Spell Dice + Magic Ability (skipping Cereb the second time, as per a Clinton suggestion; works well) vs. a Medium difficulty + Donjon Level. The shaman wanted to raise the Virility of each goblin only by 2, so I didn't make it super-hard. And they're already wimpy goblins, so.

Maybe not the ideal solution, but it worked for the NPCs at least.
Title: Magic: Buffing Spells
Post by: Clinton R. Nixon on April 01, 2003, 07:46:00 AM
Quote from: Chris KucseraHmmm.  I don't see buffing spells as a problem.  It will cost two spell dice to make the spell last all day.  I'd have the caster roll spell dice vs. 3 + [the value of the attribute to be increased].  Successes add directly to the attribute to be raised.  This should raise an attribute about 3 or 4 points.  Impressive, but not overpowering.  Don't forget that this is a magical bonus, which could be easily dispelled or neutralized.  Besides, if you let the PCs do it, then they really can't bitch when the NPCs do it too, eh?

CK

Chris is totally on the mark - that's exactly how I'd do it (and have done it.)
Title: Magic: Buffing Spells
Post by: Chris Kucsera on April 01, 2003, 07:58:59 AM
Quote from: anonymouseI rolled his Spell Dice + Magic Ability (skipping Cereb the second time, as per a Clinton suggestion; works well) vs. a Medium difficulty + Donjon Level.

Where did Clinton make this suggestion?  I think this would vastly weaken mages, but I could be wrong.  I haven't actually had a chance to run Dunjon yet.  So all my observations are theoretical, although I'm hoping to change that this weekend.

CK