High power magic (Brainstorming welcome and requested)
I'm working on pulling together one of the extra magic systems for my GH game.
Without going into detail, the minimum active points of a spell are 50, and many hit 100, 150, 200. I've been brainstorming for really cool high power spells, and I am trying to look for things that aren't the normal run of the mill "epic spells".
Infernos that lay waste to entire armies, weather control, death spells, mass healing - those things I can come up with.
The kind of things I am looking for, that I have come up with - and they are mostly noncombat, but combat applications I haven't thought of are nifty too...
A low power transform, with megascale, that turns packed earth into loose tilled earth - something the kings wizard (or the duke's wizard on a smaller scale) does on a day of celebration to make planting easier.
Similarly the head druid does a "heal all plants, but not weeds" kind of thing halfway through the growing season to ensure a good crop.
A 2d6 luck usable on other 2 billion people, megascale to the planet - only affects those that share the same faith, and fades when the reciepient does something he knows is against said faith. Duration is a week (or maybe a month) - the head priest of a religion does this as his special blessing every week (or maybe month).
I know I can come up with some, but I know that there are great creative minds here.
(A little sucking up never hurt...). So throw me any really great "flavor" spells you have.
You know how you play with a cat by dangling a peice of sting within his grasp, and then pull it away as he grabs for it? If the string isn't exciting and tempting the cat won't grab. But if you pull away early too many times and deny him too often, the cat gives up in frustration. The skill is in finding the sweet spot between those extremes where its fun for you and the cat.
That's what a GM's job is.
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