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<font face="Courier New, Courier" size=1> Comments on Magic
Spells<br>
<br>
1) Abandon: No MDV Limit? Seems like this spell would
do good with<br>
a MDV Limit. I had an optional rule
for this spell but think<br>
a new spell and family group might fit
this better. See below.<br>
<br>
2) Astral Paths: Should there be some form of this spell
used to<br>
travel via the Lower World instead of
Upper? I've thought of<br>
it but cna't reason out a good way but
anyone ever think about it?<br>
I know in theory this spell works on the
godly mystical aspects<br>
of the Upper World. but ther are
also supernatural forces of<br>
the Lower World. So a alternative or
option might work, no? <br>
<br>
3) Astral Well: How about an optional rule to spend x3
or x5 for<br>
sending the person to a specific upper
world location. However<br>
the caster must have precise information
or knowledge of said<br>
location to use this option. I think
a x3 Mana Cost would work.<br>
<br>
4) Blindness: Optional rule suggestion - Since some animals
like Bats,<br>
Dolphins, etc. use radar/extrasensory
things to 'see' how about<br>
an optional rule so this spell works on
those creatures. Maybe<br>
a x3 mana cost for this to be effected or
a x2? Say your swimming<br>
and suddenly a shark is coming toward
you..you cast this spell and<br>
its magnetic sense/blood sense is lost and
it goes off in some<br>
random direction. In some
regard I recall reading a myth about<br>
underwater creatures (like Mermen) that
had this ability to use<br>
on the sea creatures when in danger.<br>
<br>
5) Choking Moisture: I've thought about getting this to
affect more<br>
than one target but havne't come up with a
good plan. Anyone<br>
try to modify this spell for area
effect? BMC wise and such?<br>
<br>
6) Compulsion: Should this spell be more restrictive for
pnp2? Say<br>
make it Tasks: EL so the person has to
perform EL tasks rather<br>
than some vague endless number of
tasks. As it stands now<br>
it could be abused. <br>
<br>
7) Concealing Mist: How about optional rule to cast this at
x3<br>
the mana cost. Used this way the
caster can move away from<br>
the Mist which stays in place. The
person is also invisible.<br>
Could make for good escapes. But
requires Invisibility spell<br>
be known to the caster. Cost is x3
mana for Concealing Mist<br>
plus cost of invisilibity. Right now
the mist is used to<br>
confuse enemies but its easy to track the
caster. Must cast<br>
and have success in both spells to
use. <br>
<br>
<br>
8) Cold: Alternative spell suggestion: See below for
new spells.<br>
<br>
9) Damage Reversal: Just a clarification. Does this
spell work only<br>
once to the person attacking first come
first serve? Ie if 3 wizards<br>
cast fire darts on the caster does the
first fire dart reverse or<br>
do all three if all three hit in the same
phase? This may need<br>
to be clarified for pnp2. <br>
<br>
10) Darkling Light: Is the damage pernament after negation or does
it<br>
just suddenly go away if negated
completely? Just a clarification.<br>
Also is the damage to Energy Level or
Physical. Just making sure.<br>
My guess is the damage just goes away and
it goes to physical.<br>
<br>
11) Grasping Sands: Can you explain the success/failure/success
thing?<br>
It says to crush spell must be cast
again. Does this mean you<br>
have to cast Grasping sands ONCE to grab
the target then cast it<br>
AGAIN to get the crush chance?<br>
<br>
12) Detection: The EL+1 inches squared range is tactical or
literal<br>
inches? Just clarifying.<br>
<br>
13) Dark Sight: Alternative or optional
suggestion. How about<br>
a IR/heat night vision effecT?
Instead of a spell for night<br>
viewing how about something to see heat or
UV signatures like<br>
animals do? Maybe a x3 mana option
or something.<br>
<br>
14) Fog of Death: How does weather affect this spell.
Does it<br>
magically remain say in high gusts or will
it blow away?<br>
<br>
15) Hand of Death: I think it should be required the hand
that <br>
is used in this spell glow in some
fashion. :) I mean this<br>
spell is powerful if folks see some
glowing hand coming toward<br>
them they'll run away. But some
caster can come up and slap<br>
a guy in the back and he'd never know what
hit him. Also<br>
should there be a MDV limit to this
spell?<br>
<br>
16) Decay: Does the spell ONLY end if negated or also at the
end of<br>
the listed duration?<br>
<br>
17) Desert Powers: Shouldn't there be a sand ability like Earth
Powers<br>
Transport? Maybe a caster can use
the fine mist of sand as a 'water<br>
surfing' type effect and move across the
desert like the Earth<br>
Transport does with regular earth.
OR do you guys consider the<br>
Earth Transport to be ok on desert
terrain? Hmmm...just thought<br>
of that.<br>
<br>
18) Disorder: Is this a slight redudant spell since Abandon is
very<br>
much like this spell?<br>
<br>
-----<br>
<br>
19) Avalanche - Is Range " or Feet?<br>
<br>
20) Earth Strength: Must caster wait entire duration or can the
Caster<br>
end it before duration ends?<br>
<br>
21) Fire Resistance: Does this act like a shield in once the
armor<br>
is gone its gone or does it act like Armor
that each hit is<br>
protected until the damage is
overtaken?<br>
<br>
22) Elemental Powers: Just a comment. I always saw this
spell as<br>
once you make pact you get like ALL fire
powers. I realized<br>
a couple years ago the COMMA was critical
in that you only got<br>
the listed power say under that
family. For pnp2 this might<br>
be clarified for folks who might misread
it as I have in the early<br>
days of learning the system. <br>
<br>
23) Elf-Shot: Can pernament magic dedicated bows/arrows be used
or<br>
is that sorta cheating? :)<br>
<br>
24) Fatal Spear: I always wondered if there is this and Elf-Shot
why<br>
a spear? Why not dagger? It seems
even the most lowly beggar<br>
can find and use daggers. Fatal
Dagger seems to be more common<br>
than a spear :)<br>
<br>
25) Fate: This seems more a curse so why did you Richard place
this<br>
as a new spell rather than keep it under
the Curse/Ban section<br>
in pernmanet sections? Just curious
why you made it separate.<br>
When I first saw Fate I thought it was a
Luck type thing where<br>
it affects fate like my Entropy spaell
idea does.<br>
<br>
26) Fire Ball: I always wondered what the logic of only 2
phases<br>
was for the Fire ball? I know a
gaseous ball has to dissipate<br>
fast but theres no way to vary this based
on EL say a bit longer<br>
so it could do down a LONG hall? :)<br>
<br>
27) Fire Showers: Caster can't move but you can place the center
of<br>
the spell away from the caster.
Hrmmm.. I had to actually do<br>
some EL chart and see this. It does
work on higher ELs otherwise<br>
its hard to get away from having the
caster affected. Ok. But<br>
why would the caster want to send it away
from himself. I always<br>
see this as a curtain of fire. If
you send it away from the<br>
caster does this still remain a circular
formation or can it<br>
be expanded to say wall format?<br>
<br>
<br>
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<div>Longshot - ZC of AdventureNet International Echomail Network</div>
<div>Fringe BBS - EWOG II - 904-733-1721</div>
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