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[review] Water Magic


JmOz

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1 more down, 2 to go.

 

Water Magic, this one was kind of tough, Water magic is by it's nature flowing, the spells are more utilitarian than combat orientated, here is WATER MAGIC

 

 

Water Magic: Multipower, 15-point reserve, (15 Active Points); Variable Limitations (requires -1/2 worth of Limitations; -1/4); all slots Requires A Skill Roll (-1/2), Incantations (-1/4)

 

Water Freedom: LS (Expanded Breathing: Water; Safe in High Pressure), Uncontrolled (+1/2); OIF Expendable (Easy to obtain new Focus; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4) plus Swimming 3", Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2); OIF Expendable (Easy to obtain new Focus; -1/2)

 

Clean Water: Minor Transform 1 1/2d6 (Water to Pure Water) (15 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Limited Target (Water; -1), Gestures (-1/4), Concentration (1/2 DCV; -1/4)

 

Rough Water: CE 1" radius, -2 to Combat Driving, MegaScale (1" = 1 km; +1/4), Hole In The Middle (+1/2) (14 Active Points); Only at Sea (-1), Extra Time (1 Minute, Only to Activate, -3/4), Incantations (-1/4)

 

Shape Water: TK (3 STR), Affects Porous (15 Active Points); Concentration (1/2 DCV; -1/4), Gestures (-1/4)

 

Dowsing: Detect A Class Of Things 11- (Unusual Group), Range, Telescopic: +10 (15 Active Points); OAF (-1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Costs END (-1/2)

 

Create Water: Major Transform 1d6 (15 Active Points); OIF (-1/2), Extra Time (Full Phase, -1/2), Gestures (-1/4), Concentration (1/2 DCV; -1/4)

 

Bolt of Cold: RKA 1/2d6 (vs. ED), Penetrating (+1/2) (15 Active Points)

 

Shield of Water: (Total: 15 Active Cost, 6 Real Cost) FF (5 PD/1 ED/1 Mental Defense), Costs END Only To Activate (+1/4), Uncontrolled (+1/2) (12 Active Points); OIF Expendable (Easy to obtain new Focus; -1/2), Gestures (-1/4) (Real Cost: 5) plus LS (Safe in Intense Cold), Uncontrolled (+1/2) (3 Active Points); Same as FF (-3/4), Linked (FF; -1/2) (Real Cost: 1)

 

Bolt of Water: EB 3d6 (vs. PD) (15 Active Points); OIF Expendable (Easy to obtain new Focus; -1/2), Reduced Penetration (-1/4), Gestures (-1/4)

 

Walk on Water: Flight 5", Uncontrolled (+1/2) (15 Active Points); Only on the surface of water (-1/2), OIF Expendable (Easy to obtain new Focus; -1/2), Gestures (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), no Noncombat movement (-1/4)

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Re: [review] Water Magic

 

Umm... I actually like these ones the way they are. Good job

Just two quick notes.

Rough Waters- I assume this is meant to slow down all ships in an area except the one you are currently on? A penalty to combat piloting is nice for that, especially if the GM decides that being in the CE forces a combat piloting roll.

A more direct approach may be to buy penalties to swimming, though. Just a thought.

Shape Water- At this level (3 STR) why not just buy it as images? Save the TK version for a higher circle. You could also have the first level be Freeze Water/Shape Ice, a minor transform similar in construction to your Purify Water spell.

Other than those two very, very minor things, I like these spells right off.

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Re: [review] Water Magic

 

Shield of Water: (Total: 15 Active Cost' date=' 6 Real Cost) FF (5 PD/1 ED/1 Mental Defense), Costs END Only To Activate (+1/4), Uncontrolled (+1/2) (12 Active Points); OIF Expendable (Easy to obtain new Focus; -1/2), Gestures (-1/4) (Real Cost: 5) plus LS (Safe in Intense Cold), Uncontrolled (+1/2) (3 Active Points); Same as FF (-3/4), Linked (FF; -1/2) (Real Cost: 1)[/quote']

Wait a minute...

Just curious, but Mental Defense? :confused:

I guess if it makes sense in your magic system.

Also, why more PD than ED? Water isn't particularly resistant to physical force, but it does tend to absorb a lot of energy - if you live near the ocean it's quite clear that it keeps it for a while, too. 'ts why coastal areas have milder climates

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