That kind of makes sense, then. Make the Celestial spell a one-time, shorter-ranged thing, and you can fluff it as a prototype or forerunner of BoA.
I mean, there are Demon of the ___ Circle in every tier, as well as simple destruction spells. The Celestial spell making it possible for people to live where they couldn't before, vs BoAG letting them thrive. The two types of castings let it be used in places that aren't Places of Desolation to feed people, and terraform.
 
Think Moses, not rpg. Does this conjure up thousands of rabbits, to feed an army or devastate countryside? Does it turn desert into grassland, which can feed grazers? You aren't giving enough information to work off of here. I'd build that spell as a logistics spell that lets you create feed animals or plants over Occult Square miles that you have to catch or gather yourself, or create life over Essence/2 square miles in someplace it isn't already.
Well, that was one idea. Another was the ability to conjure up animals, using spells. I.e. tyrant lizards to rabbits.
 
It depends on magnitude. If they obey you, it's a worse Demon of the First Circle, trading needing to bind them and being weird for just sucking in general. If they don't, it's a create food spell.
Eh, both versions are possible. Let's say magnitude is based on essence, and when conjured, the animals are permanent.

Wait. No. You can't do the same for ducks and tyrant lizards....
 
Eh, both versions are possible. Let's say magnitude is based on essence, and when conjured, the animals are permanent.

Wait. No. You can't do the same for ducks and tyrant lizards....
Look, just have magnitude grow inversely with size of what you summon. Although, it would still not be that great of a spell. Pit a Blood Ape against a Tyrant Lizard, the Blood Ape's gonna wreak it's shit. Principle of Motion + Bane Weapon and a club would smash through those 14 health levels quick.
 
Well, I had an idea. Army wide buff. Protective level of incomparable body arsenal.

It's... like... boom! Then every single man in your army becomes frickin invincible to damage.

Or maybe ablative health levels.

That's a very boring starting point. Mass units in 2e at least already have ridic inflated HLs (and technically don't die anyway); No idea how battlegroups work. Taking that though, the iconic 'help armies' spell is Incantation of the Invincible Army- solar circle spell. Not that you can't make a TCS spell that buffs armies.

The point is- even Invincible Army is somewhat boring, really only being memorable for how it evokes biblical mythic tropes. Mechanically it lets you add [Ess or Mag] as might to the units (read as bonus autosux), grants perfect morale, and counts as supernatural for enemy rout checks- note that for most 'well run' 2e war scenes, rout removes more units than damage does.
 
Wait. I thought terrestrial circle spells were limited in scale. How do you have one for armies?

There are a handful of spells that work on mass combat scales, like Rolling Earth Carpet (a CCS spell, I admit). Commanding the Beasts (TCS) can be cast in Long Ticks to summon beasts to your armies. Personal Tempest, and that's about it for 'modular' spells. Then you have things like Raising the Earth's Bones, which is for making fortresses fast, or Commanding Presence of Fire, which lets you broadcast to multiple units among other things.

The point is, look at the precedent established by other TCS spells and sound out what is reasonable from there.
 
I believe by default in 2e.
That works. It's for a story more than a game, and I'm kind of hybridising 2e and 3e. I don't care so much about the mechanics as about what's possible and what's not - i.e. whether it's possible to prophesy about Infernals now that they're actually working in Creation.
 
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