From: | Ereskanti <Ereskanti@***.COM> |
---|---|
Subject: | Re: Magic Questions |
Date: | Sun, 14 Dec 1997 12:33:38 EST |
> > Or alternatively, make a Hypersenses spell, that gives me Astral
> > perception?
> >
> I think this is probably beyond what spells can do. At least in my
> own
> game I would rule it so. Purely on grounds of game balance.
>
I have to get into this....sorry...."Purely on grounds of game
balance."???????
How about, "making someone forever live with their handicap/restriction and
therefore not allowing them to grow beyond it. Just for the record, and
though most people will say that module-sourced spells are not canon, it would
strike me as Odd that FASA would put such a thing into the game with their
printed logo on it and their ability to copyright such....but I
digress...there is a spell called "Sight" in a module, I believe it's in
either Super Tuesday (I'm probably wrong, I can't place the module) which
allows for the caster (who is blind) to have the abilities of "Normal
Sight"...completely unaugmented. It was created by a Ghoul magician to
overcome his restriction.
Why couldn't a Sorceror Adept come up with an "Astral Sight" spell. the
"Sight" spell mentioned above has a "Light" drain btw, IIRC.
"Astral Sight"
would be far more complex, and could readily be done with a "+3 Drain
Category" (for Extreme Complexity) and all it would do is grant "unaugmented
Astral Sight".
You could do LOTS beyond that.
Put it on an anchoring effect (say a pair of glasses or a monacle), then you
could do spells like "Nightvision" (Low Light) "Thermal Sight"
(Thermographic)
"Starsight" (Ultraviolet) "Acuity" (Optic Magnification...level it to
work
just like the cyber implant so that a +1 is Moderate, +2 is Serious, +3 is
Deadly (which is a bit much IMHO), "X-Ray" (which is mentioned in the book).
Come on, time to let an obstacle be a challenge, not a chain.
-K