Difference between revisions of "Toram/SpellChanges"

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An oft-cited reply this line of reasoning is that spells are flashier and cost more motes and time than charms.  While often true, this is only a factor for combat spells; in noncombat time, there's nothing to stop an Exalt from going somewhere private for a while to cast their spells.
 
An oft-cited reply this line of reasoning is that spells are flashier and cost more motes and time than charms.  While often true, this is only a factor for combat spells; in noncombat time, there's nothing to stop an Exalt from going somewhere private for a while to cast their spells.
  
As an example, Bo3C contained the spell <i>Incantation of Efficacious Restoration</i>. which, as written, was far superior to the ultimate Solar Craft Charm, <i>Crack-Mending technique</i>, despite costing far less XP to reach.  This effectively removed any incentive to purchase that charm.  WW may have recognized this error, as that spell was not reprinted in Savant & Sorcerer.   
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As an example, [[Bo3C]] contained the spell <i>Incantation of Efficacious Restoration</i>. which, as written, was far superior to the ultimate Solar Craft Charm, <i>Crack-Mending technique</i>, despite costing far less XP to reach.  This effectively removed any incentive to purchase that charm.  WW may have recognized this error, as that spell was not reprinted in Savant & Sorcerer.   
  
 
Another example lies in transportation spells.  <i>Stormwind Rider</i> is a very common Terrestrial Circle spell which, in my estimation, eliminates almost all of the need to purchase Ride charms.  It will take the caster and a modest amount of cargo or passengers to a desired destination at great speed.  Why spend a bunch of XP climbing the Ride tree when you can just use this spell instead?
 
Another example lies in transportation spells.  <i>Stormwind Rider</i> is a very common Terrestrial Circle spell which, in my estimation, eliminates almost all of the need to purchase Ride charms.  It will take the caster and a modest amount of cargo or passengers to a desired destination at great speed.  Why spend a bunch of XP climbing the Ride tree when you can just use this spell instead?

Revision as of 09:06, 3 April 2010

Revised Spells

by Toram

Exalted is a great game, but there are some aspects of it that bug me. One of those aspects is that there are 25 abilities, but two of them (Occult and Martial Arts) get about 80% of the page space. They're also not balanced with respect to the other abilities, in that Spells and Martial Arts Charms can have effects that intrude on the domain of other abilities. This creates an incentive for characters to focus strongly on those two abilities to the exclusion of others.

An oft-cited reply this line of reasoning is that spells are flashier and cost more motes and time than charms. While often true, this is only a factor for combat spells; in noncombat time, there's nothing to stop an Exalt from going somewhere private for a while to cast their spells.

As an example, Bo3C contained the spell Incantation of Efficacious Restoration. which, as written, was far superior to the ultimate Solar Craft Charm, Crack-Mending technique, despite costing far less XP to reach. This effectively removed any incentive to purchase that charm. WW may have recognized this error, as that spell was not reprinted in Savant & Sorcerer.

Another example lies in transportation spells. Stormwind Rider is a very common Terrestrial Circle spell which, in my estimation, eliminates almost all of the need to purchase Ride charms. It will take the caster and a modest amount of cargo or passengers to a desired destination at great speed. Why spend a bunch of XP climbing the Ride tree when you can just use this spell instead?

A final difference is that canonically, essence motes paid for spellcasting are not committed. This tilts the field yet further in favor of spells.

So, with the above rationale in mind, I'm writing this page in an attempt to adjust the published spells in ways that will balance them more fairly vis-a-vis charms.

Terrestrial Circle

Becoming the Wood Friend

The casting cost is committed.
The caster receives a +2 difficulty on all social rolls with non-Wood affiliated beings.

Blood Lash

The casting cost is committed.

Burning Eyes of the Offender

As written, this spell is a pumped-up version of Terrifying Apparition of Glory.
The casting cost is doubled.
The casting cost is committed.
The difficulty penalty is equal to the caster's Presence ability.

Calling the Wind's Kiss

As written, this spell steals the wind from the Sail charm tree.
The casting cost is doubled.
The casting cost is committed.
The Sail roll bonus or penalty is equal to the caster's Sail ability.

Commanding the Beasts

As written, this spell is a superior Friendship with Animals Approach.
The casting cost is doubled.
The casting cost is committed.
The number of animals affected is equal to 2x caster's Survival ability.
The Sail roll bonus or penalty is equal to the caster's Sail ability.

Conjuring the Azure Chariot

As written, this spell eliminates the value of Ride charms.
The casting cost is doubled.
The casting cost is committed.
The chariot moves at a rate of 10x the caster's Ride ability in miles per hour.

Corrupted Words

Fine as written.

(more to come later...)