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opps.. a goof..but out of order..sorry!<br>
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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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<BR>
<div>Longshot - ZC of AdventureNet International Echomail Network</div>
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