Thanks for the great answer, I shall
digest ASAP.
Allan
From:
tekumelrpg@yahoogroups.com [mailto:tekumelrpg@yahoogroups.com] On Behalf Of Chris Stanley
Sent: Sunday, 12 October 2008 5:26
AM
To: tekumelrpg@yahoogroups.com
Subject: Re: [tekumelrpg] Casting
a Spell
Allan:
I am assuming T:ETP here. This is the way I am running spell casting in
my campaign, and the players have had no problems with it, yet....
Quickly, generating a Spell Casting Check goes like this: [Base skill -
Level of Spell/3, round up - Spell Cost/15, round up - other mods as
appropriate (
Spell Casting Cost is the same as the purchase price paid for the spell
during character creation: [(Base spell level - Defects) x {2 + (number of
Attributes + number of Specializations)
First example: Basic Healing, Level 3 Spell, Casting Cost 6 [3 (base
spell level - Defects) x 2 + (number of Attributes + number of Specializations)
Second example: Greater Healing Level 3 Spell, Casting Cost 30(!) [3
(base spell level - Defects) x 2 + (number of Attributes {6} + number of
Specialization {2})], or [3 x (2 + 6 + 2)]. Remember that higher level
Attributes and Specializations require the inclusion of prerequisites into the
spell calculation. The same caster as above, 11 Ritual skill, would have a
successful casting on an 8 or less [11 - (3/3) - (30/15)].
Third example: Basic Necrofracture Level 10 Temple Spell, Casting Cost
20 [10 (base spell level - Defects) x 2 + (number of Attributes + number
of Specializations)
Fourth example: Spell Casting Shedra Necrofracture Level 10 Temple
Spell, Casting Cost 40(!) [10 (BSL) x 2 + (number of Attributes + number
of Specializations {2})], or [10 x (2 + 0 + 2)]. Our skill level caster would
have a skill check of 2(!) [11 - (10/3) - (40/15) - 2], or [11 - 4 - 3 -
2]. Again, the 10/3 is the spell level modifier, 40/15 is the casting cost
modifier, and the last 2 is the
None of these take into account environmental factors, such as noise,
combat, &c., which could drive the check even lower.
The reason for both mods is to make all casting of higher potency
spells more difficult for the low-end caster. While the first mod is fixed for
the level of the spell, the second mod continues to increase as more
Specializations and Attributes, and therefore "Other-Planar
Energies", are added to the spell.
I hope this is useful, and not overly confusing. I tried to give the
most basic and extreme examples I could think of. If more clarification is
needed, just holler.
Chris
On Fri, Oct 10, 2008 at 11:34 AM, allanprewett2000 <eworlds@bigpond.
Hi,
I had a quick look through the errata and previous posts, but could not
see anything on the question below:
I just wanted to clarify the spell casting process, and the use of
modifiers.
Especially the difficulty mods.
Could someone talk me through the process of casting a spell.
For spell complexity, I am subtracting the level of the spell/3, and
also the Spell Cost, which is what? And why are there two mods?
Thanks in Advance
Allan
--
You may play with any word you like...it's the rules! - Pilz-E