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Thread: Spell Law: Shield Mastery

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    Spell Law: Shield Mastery

    I am trying to do a conversion of some of the RoleMaster spell lists. I know this is a basic question BUT....

    I want a spell that 'ensures' that a missile attack against the spell caster will miss. I want it only to work against one missile. Does the following make sense?

    a.Desolidification (40 pts)
    i.Instant (-1/2)
    ii.Magic Roll (-1/2)
    iii.Only vs. Missile attack (-1/2)
    iv.Instant (-1/2)



    If I wanted a variation that would put negative OCV against the shooter, how would I do that?



    Any other thoughts on the matter would be appreciated.

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    Re: Spell Law: Shield Mastery

    Quote Originally Posted by azato View Post
    I am trying to do a conversion of some of the RoleMaster spell lists. I know this is a basic question BUT....

    I want a spell that 'ensures' that a missile attack against the spell caster will miss. I want it only to work against one missile. Does the following make sense?

    a.Desolidification (40 pts)
    i.Instant (-1/2)
    ii.Magic Roll (-1/2)
    iii.Only vs. Missile attack (-1/2)
    iv.Instant (-1/2)
    This would work, but without the Affects Solid Advantage on his STR and his other spells (or maybe a naked Advantage), the spellcaster wouldn't be able to affect anyone else. I might bump up the Limitation if the spell only affects one missile attack.

    If I wanted a variation that would put negative OCV against the shooter, how would I do that?
    Check the Skill Levels description. There are rules there for imposing penalties on others.
    Images, only to point out the obvious...now with COSMIC POWER (©)

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    Re: Spell Law: Shield Mastery

    How about this - a spell that when the first person takes a swing at the character the recipient of the spell gets a DCV bonus?

    1.Blade Turn
    a.DCV +4 (20 pts) (35 AP) (13 TP)
    i.Trigger (+1/4)
    ii.Useable simultaneously (+1/2)
    iii.Instant (-1/2)
    iv.Only vs. melee (-1/2)
    v.Magic Roll (-1/2)
    vi.Cost End (-1/4)
    Last edited by azato; Jul 4th, '07 at 04:53 PM. Reason: mistake

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    Re: Spell Law: Shield Mastery

    Another problem is this - I don't want to do a charge but I want an effect to last for a specific amount of time before being recast (say a segement or a turn). What would be a reasonable limitation?

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    Re: Spell Law: Shield Mastery

    Entropic Shield [Abjuration; Luck Domain]: Desolidification (affected by Any non-ranged attack) (40 Active Points); Activation Roll 8- (-2), Only To Protect Against Ranged Attacks (Protects against arrows, rays, bolts, etc.; does not affect massive rounds; -1), 1 Continuing Charge lasting 5 Minutes (-3/4), Requires A Faith Roll (-1/2), Spell (Luck Domain; -1/2), Cannot Pass Through Solid Objects (-1/2), Gestures (-1/4), Incantations (-1/4)

    In this case your Desolid is just a Special Effect; you can always take away from the power as you see fit; in this case, "Only to Protect Against Ranged Attacks." I knew there was a reason I put all of these together. For the effect you want, just take off "Activation Roll" and voila; you're immune to missile attacks.
    LCpt. Thia Halmades, Designer: HERO: Combat Evolved

    Holy Ice Cream Cone Of Smiting: HA +10d6, Penetrating (+1/2) (75 Active Points); OIF (returns to the mighty hands of Thia Halmades if taken away; -1/2), Hand-To-Hand Attack (-1/2) (total cost: 37 points) plus HA +6d6 (30 Active Points); OIF (-1/2), Hand-To-Hand Attack (-1/2), Only Versus The Avowed Enemies Of Thia Halmades (-1) (total cost: 10 points). Total cost: 47 points. Created by Steven S. Long - Thanks Steve!

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    Re: Spell Law: Shield Mastery

    If I remember correctly Shield Mastery imposes a -100 penalty to any single missile attack aimed at the character (or rather, the character can choose a single missile attack for the penalty to apply to).

    Bladeturn is the same (-100) but is vs Melee attacks.

    That said how about this writeup:

    Shield Mastery: Negative Skill Levels -10 OCV (50)
    --Ranged (+1/2) 75 Active
    --Gestures (-1/4) Incantation (-1/4) Requires Skill Roll (-1/2)
    --Actual cost: 38pts. Magic Skill Penalty -7. Endurance: 8

    Imposing a -10 OCV penalty to any single ranged attack pretty much garuntees that it'll miss.

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    Re: Spell Law: Shield Mastery

    It does in fact help to know the effect you're attempting to simulate. NSG is correct; if you're trying to 'slap a penalty' on an attack (-100? Good heavens, how did this system function?) then you want tto assign PSLs to the user. If you don't "care about feel" then you can go ahead and use Desolid.
    LCpt. Thia Halmades, Designer: HERO: Combat Evolved

    Holy Ice Cream Cone Of Smiting: HA +10d6, Penetrating (+1/2) (75 Active Points); OIF (returns to the mighty hands of Thia Halmades if taken away; -1/2), Hand-To-Hand Attack (-1/2) (total cost: 37 points) plus HA +6d6 (30 Active Points); OIF (-1/2), Hand-To-Hand Attack (-1/2), Only Versus The Avowed Enemies Of Thia Halmades (-1) (total cost: 10 points). Total cost: 47 points. Created by Steven S. Long - Thanks Steve!

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    Re: Spell Law: Shield Mastery

    Quote Originally Posted by NuSoardGraphite View Post
    If I remember correctly Shield Mastery imposes a -100 penalty to any single missile attack aimed at the character (or rather, the character can choose a single missile attack for the penalty to apply to).

    Bladeturn is the same (-100) but is vs Melee attacks.

    That said how about this writeup:

    Shield Mastery: Negative Skill Levels -10 OCV (50)
    --Ranged (+1/2) 75 Active
    --Gestures (-1/4) Incantation (-1/4) Requires Skill Roll (-1/2)
    --Actual cost: 38pts. Magic Skill Penalty -7. Endurance: 8

    Imposing a -10 OCV penalty to any single ranged attack pretty much garuntees that it'll miss.
    Shield = -25%

    Blade Turn=-100%

    Aim Untrue= Automatic Miss

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    Re: Spell Law: Shield Mastery

    Here is the basic paradigm I am working from:

    1. Initially try to remain true to the write up. This is all subject to change.
    2. As the "levels" progress, the AP increases.
    3. Work with, at least initially, lower AP costs).
    4. Don't unbalance the game mechanics.

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    Re: Spell Law: Shield Mastery

    Quote Originally Posted by NuSoardGraphite View Post
    If I remember correctly Shield Mastery imposes a -100 penalty to any single missile attack aimed at the character (or rather, the character can choose a single missile attack for the penalty to apply to).

    Bladeturn is the same (-100) but is vs Melee attacks.

    That said how about this writeup:

    Shield Mastery: Negative Skill Levels -10 OCV (50)
    --Ranged (+1/2) 75 Active
    --Gestures (-1/4) Incantation (-1/4) Requires Skill Roll (-1/2)
    --Actual cost: 38pts. Magic Skill Penalty -7. Endurance: 8

    Imposing a -10 OCV penalty to any single ranged attack pretty much garuntees that it'll miss.
    I forgot to add that I do like the write-up but I may use a lower penalty to lower the AP cost.

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    Re: Spell Law: Shield Mastery

    ah yes. Its been many years since I've played RM.

    for a -25 shield, I would use a -3 OCV penalty.

    Also, if you want to lower the Active Point penalty to the magic skill roll, use the -1/20ap limitation which is -1/4 instead of -1/2.

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    Re: Spell Law: Shield Mastery

    In my conversions of the stuff (very rough, I wasn't going for exact, but feel)...

    Anything that negated attack bonus, I just treated as a +DCV.

    As for spell duration, anything over a turn or two isn't going to be all that much of a lim, it will be near full combat -1/4 or so.
    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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    Re: Spell Law: Shield Mastery

    Quote Originally Posted by NuSoardGraphite View Post
    ah yes. Its been many years since I've played RM.

    for a -25 shield, I would use a -3 OCV penalty.

    Also, if you want to lower the Active Point penalty to the magic skill roll, use the -1/20ap limitation which is -1/4 instead of -1/2.
    The low points do not so much have to do with the magic roll as is has more to do with limiting the power of spells. I also do not know what effect this will have on character costs. I do not want magic to be too cheap, but I do not want it to be prohibitive either.

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    Re: Spell Law: Shield Mastery

    Quote Originally Posted by Lord Mhoram View Post
    In my conversions of the stuff (very rough, I wasn't going for exact, but feel)...

    Anything that negated attack bonus, I just treated as a +DCV.
    I think I may like that better. It does not mean an automatic miss, but it seems to be a cleaner mechanic.

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    Re: Spell Law: Shield Mastery

    To me it depends on the visual effect:

    1) For a warding motion with the hand, +HTH levels only to Block would make sense.

    2) For something that looks like a glowing kite shield or if can ward off many attacks at once, then +DCV would be appropriate.

    3) If its a mystical barrier, then Force Field, Armor, or Force Wall would be best.

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