Talk:Fae College

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Fae College

Talents

Witchsight

Why is this using the old method of Witchsight?

Preferably this should use the standard writeup (Rank vs Rank). If it does not then it should have a different name.


Cos the college was originally written before we rewrote witchsight and I forgot to change it over. Mandos 07:56, 5 Sep 2006 (NZST)

Minor Magics

Sense Mana

General Knowledge Spells

Fae Blending

... not be able to be seen even with witchsight. 
The adept may move at 1/3 TMR and remain unseen, gaining +50 stealth as they do so. 

While this is a short-ish duration, unless dealing with skittish types who will swing their swords at any sound there is no risk of discovery with this (provided you move at 2 TMR). It forces things like raked sand in every guarded entranceway and guards who will swing at any footprints without matching bodies.

Dropping the +50% stealth makes it a little better as at least then you must rank sneaky skills. With the +50 it is very easy to get your Stealth BC well over 100%.

One third TMR is still quite fast. A lightly armoured adventurer will usually be on 5TMR or more, one third is 2TMR. Perhaps it could be reduced to Rank feet per 20 seconds. This would make it rank dependent and slow it down to a maximum (at Rk 20) of 1 TMR.

Animal Speech

Plant Empathy

Enchant Mortal

Duration: 1 hour+ 1/Rank 
bestowing Witchsight (as talent FaT-1) at a Rank equal to the adept's own. 

Should Fae be better at casting Witchsight on others than Celestials? Because with this they are. I think the duration should be no more than 30 +30/rk min so that it lasts no longer than the Celestial spell, and the effective rank of Witchsight should be the lower of the Talent and Spell. Otherwise you can rank the talent as high as poss, and just get the spell to Rk 6 or so to be able to cast high rk Witchsight on others for 7 hours at a time.


I agree with the higher ranked of the spell and the talent bit. I went through and relooked at the college yesterday and noted a few things like this that should be tweaked. As for the duration I don't really think it matters Vision spells pretty much only have to work through a few hours at as time and anything more makes no difference.Mandos 07:44, 5 Sep 2006 (NZST)


If it makes no difference then you'll have no problem with changing it. ;-)

The difference from my POV is that Fire College should be best at Fire spells, Water at water magics and Celestial should be best at Light & Dark including seeing in them (Witchsight).

All I'm asking is that the Fae spell is not better than the Celestial one.

-- Stephen 10:35, 5 Sep 2006 (NZST)


More than happy to make the change and I will probably do so when I go through the college again, however I disagree with your logic :-) If witchsight had much to do with seeing in the dark fine, but it is mostly about spotting invisibles, and I actually think that fits Fae better than Celestial :-) Either way I will change it to make you a happy Stephen :-) Mandos 10:47, 5 Sep 2006 (NZST)


That would also be fine. Make the talent the same as the E&E one - see invisibles only, not see in the dark. Then people have a choice (assuming same Rk) - see invisibles for 7 hours or see invisible and in the dark for 3.5 hours.

-- Stephen 10:56, 5 Sep 2006 (NZST)

Further to that... Or make it FaeSight or FairyVision and give it a unique effect. A mix of E&E Wizard Sight and seeing through Fae glamours, spotting illusions, etc.


Because I was working from a document that already existed, (and it was an item for me from another GM) I tried as much as possible not to alter the original writeup, and where I did it was to remove spells that were plainly broken. Originally there were twice as many general knowledge spells.

On the same line I prefer to either standardise things that are already in the game or have another GM rewrite the spells as there is a conflict of interest here that I am trying to avoid as much as I can.

So happy to move it to the E&E spell, not happy to create something new. Also happy for you to help me out and touch up the college :0) Mandos 11:05, 5 Sep 2006 (NZST)

Disorientation

Fascination

Arrows of Slumber

Ranking this spell to 11 (the magic number for being un-wakeable) is a reasonable chunk of xp, but at that point in a party with a Fae Mage and 6 archers things get nasty. Fae Mage continually casts, enchanting 12 arrows (2 per archer) every other action, the archers snap shoot twice, then get two more arrows enchanted. Assuming reasonably skilled archers they are going to hit at least 70% of the time at 100 yards. Imagine being on the other side of this and having to resist Rk11 sleep 4 or more times every action!

At 1 FT per 12 arrows you can keep this up for a long time. Combine it with archers like Kin and Motley and your only chance of surviving is if you can't be slept.


Or if you had a Fae Mage, a Wiccans, Two Air Mages a Necromancer and two fire mages you could simply kill 42 people a pulse with multi-target high damage spells.

The odds of the circumstances you mention are so small as to be insignificant. Yes the spell is pretty tough, but in all honesty pales in comparison to many other spells out there. I cannot recall a party that had more than one or two archers in it and I have only seen 2 situations where multiple archers took part in a combat that would be affected by this spell. Mandos 07:50, 5 Sep 2006 (NZST)


The difference is that the other mages spent a lot of xp ranking their spells and spend 2FT every other action casting them. Also Archery has a huge effective range.

The reason it rarely gets used is that 99% of combats start within 50' which is the time when you need to put your bow away and get out another weapon before they reach melee. Characters with decent rank in bow are rare, because it is purely a characterisation choice.

So yes it is unlikely to happen, unless you happen to have a spell which puts Rk 11 Sleep on a dozen arrows. - Everybody carry a Xbow to fire in the first pulse and then drop.

Perhaps it could be changed to a self spell that enchants any arrows that the Fae mage fires. Or the target could be any Fae. That way as you gain recruits they can benefit from the spell.

-- Stephen 10:31, 5 Sep 2006 (NZST)


Fair call. I will look at a few options. Mandos 10:48, 5 Sep 2006 (NZST)

Faerie Luck

Is this a dice roll modifier (as per Lesser Enchantment) or a BC% modifier (as per Greater)?

This spell has no effect at ranks 0 to 3. Is this intentional?

This spell has no effect on Faerie Folk, and cannot be cast over oneself. 

The cannot cast on self is redundent as it does not affect Fae and only Fae can cast the spell.


I am guessing based on the small number and the full ranks requirement that it is modifying the dice roll. You are correct however that it should be confirmed. Mandos 07:53, 5 Sep 2006 (NZST)

General Knowledge Rituals

Create Faerie Ring