In other words, what you're saying is that stopping teleportation is something that should be inconvenient, hard, and slow?You forgot to quote the first part of the spell.
It takes six hours to cast and requires the caster to wander around the area, which is just not practical in a combat situation. And it affects a very very small area that doesn't even approach multiple miles in radius.
Question. What niche should Ritual spells hold?But if you make it a working you have to pay xp every time you use it. I think workings also take more than 6 hours typically. It's viable space for a Ritual spell.
Go for it. ES has a demon for aerial troop transport and heavy bombing already, but there's room for a lighter bomber.In other words, what you're saying is that stopping teleportation is something that should be inconvenient, hard, and slow?
Question. What niche should Ritual spells hold?
A question for a demon. The shepherds of sparks are artillery. The Blood apes are thugs. The Agatae are air transports. Peronelle are armour.
How about bombers and aerial support? I got a plan for a demon that resembles cuttlefish, with symbiotes on the bottom of theiir bodies, that they can detach and fling at their enemies at high speed, exploding with the force of artillery.
Woah.Go for it. ES has a demon for aerial troop transport and heavy bombing already, but there's room for a lighter bomber.
It's some cloud whale thing with tentacles, I don't remember where though.
In other words, what you're saying is that stopping teleportation is something that should be inconvenient, hard, and slow?
Question. What niche should Ritual spells hold?
Fine. I got a question.It's some cloud whale thing with tentacles, I don't remember where though.
I meant... if you had to invent a ritual spell, what kind of properties and guidelines should it have?Ritual spells are a 3e-ism for spells that take long enough to cast that is never a question whether you will gather enough sorcerous motes to cast it, given that an action to gather sorcerous motes takes a few seconds. Therefore, the only cost is time.
If a spell has a casting time best measured in tens of minutes or longer, it's probably best modelled as a ritual. For example: Ritual of Elemental Empowerment, Incantation of Efficacious Restoration, or Summon Minion of the Eyeless Face.
Fine. I got a question.
How about this? Instead of a squid like demon that's a fighter jet, why not a squid like demon that's basically a ballistic missile?
I meant... if you had to invent a ritual spell, what kind of properties and guidelines should it have?
I meant in terms of effect.It should take longer than a scene to finish. The cost is time. You can't take part in other activities.
It's perfectly fine to have multiple demons that fit the same role. Still, it should be weirder than that. How about an eternally screaming squid thing where the air inside it is it's fuel and ammo, and when it hits the air inside it is forced out in a deadly sound?Fine. I got a question.
How about this? Instead of a squid like demon that's a fighter jet, why not a squid like demon that's basically a ballistic missile?
I meant... if you had to invent a ritual spell, what kind of properties and guidelines should it have?
Or it sprays caustic "ink" that is actually it's own liquid(not liquefied) organs, which it must drink again pretty quickly or it's body starts to shut down and dry out.It's perfectly fine to have multiple demons that fit the same role. Still, it should be weirder than that. How about an eternally screaming squid thing where the air inside it is it's fuel and ammo, and when it hits the air inside it is forced out in a deadly sound?
How about some thing like banelings?It's perfectly fine to have multiple demons that fit the same role. Still, it should be weirder than that. How about an eternally screaming squid thing where the air inside it is it's fuel and ammo, and when it hits the air inside it is forced out in a deadly sound?
Go for it. ES has a demon for aerial troop transport and heavy bombing already, but there's room for a lighter bomber.
Hm..... Question.If you're talking about the Spirascia, I wouldn't call them that. Notice that for all that they can carry six men in armour, they take a point of Limit for each attack that hits their shell - or if they're one of the mad ones who don't fear that, they take one Limit for each day that they don't get to kill something.
They're light troop transports that are super flimsy and vulnerable to ground fire, and the ones who are willing to flight are psychopaths.
Also, no, a 1CD demon cannot be that powerful. If you're looking for anything that might be as effective as an IRL aircraft, forget about it. Emerald Circle Sorcerers cannot be allowed that kind of power.
I know I wouldn't. The ability to toss off spells is amazing even compared to modern weapons. Travel options that people can't take away from you? Summoned beings bound to you? All stuff that, as is, is tremendously useful even in a modern game.Hm..... Question.
If I were to transport and adapt sorcery spells for the modern age, would you as a storyteller or a homebrewer allow me to increase the power and capabilities?
Yeah. But I keep on looking at infallible messenger, and go 'You know, one day, someone's going to be asleep when the message comes, and then an empire falls from miscommmuniation.'I know I wouldn't. The ability to toss off spells is amazing even compared to modern weapons. Travel options that people can't take away from you? Summoned beings bound to you? All stuff that, as is, is tremendously useful even in a modern game.
Not at all. Cirrus Skiff is still the power of personal flight. Stormwind Rider is still the power to manifest a windstorm that mimics the assets of a hover car. Travel Without Distance is still letting you teleport a dozen people fifty miles in the blink of an eye. That Sorcery is less potent in the modern age is a feature, not a bug. Use it to enhance the story and tell of the conflict between magic and technology. Don't just buff Sorcery so that Stormwind Rider is always as superior to any alternative as it would be to riding a horse.Hm..... Question.
If I were to transport and adapt sorcery spells for the modern age, would you as a storyteller or a homebrewer allow me to increase the power and capabilities?
IIRC you experience it by your Coadjutor telling you about it.How does an Infernal actually experience their Urge? Does it feel like something they're being instructed to do, or does it feel like something that they themselves want to accomplish?
I was actually thinking of a weak missile that's guided and gets weaker the further it flies. A 1st circle troop transport would be ridiculously slow. Behemoths are the way to go I think.If you're talking about the Spirascia, I wouldn't call them that. Notice that for all that they can carry six men in armour, they take a point of Limit for each attack that hits their shell - or if they're one of the mad ones who don't fear that, they take one Limit for each day that they don't get to kill something.
They're light troop transports that are super flimsy and vulnerable to ground fire, and the ones who are willing to flight are psychopaths.
Also, no, a 1CD demon cannot be that powerful. If you're looking for anything that might be as effective as an IRL aircraft, forget about it. Emerald Circle Sorcerers cannot be allowed that kind of power.
For the quality you'd want, yeah, bio-engineered Behemoths are the way to go; I can fully imagine a Lunar going full Mother of Monsters and creating/birthing a powerful flying behemoth to act as a check to the aerial war-machines of Lookshy or the Realm, or an Infernal making what are basically the EVA version of Chinook. Including the chance for it to enter a berserker state and being to rampage around the landing site, devouring friend and foe alike in an orgy of violence and hunger.I was actually thinking of a weak missile that's guided and gets weaker the further it flies. A 1st circle troop transport would be ridiculously slow. Behemoths are the way to go I think.
Sorcerous Workings also have the ability to create monsters on par with 2nd and 3rd Circle demons.For the quality you'd want, yeah, bio-engineered Behemoths are the way to go; I can fully imagine a Lunar going full Mother of Monsters and creating/birthing a powerful flying behemoth to act as a check to the aerial war-machines of Lookshy or the Realm, or an Infernal making what are basically the EVA version of Chinook. Including the chance for it to enter a berserker state and being to rampage around the landing site, devouring friend and foe alike in an orgy of violence and hunger.
Use artifact creation rules as a guide, and perhaps Infernal relics for rules, and I'd say your set.
Of course, you could always just go up the ladder for demons; I believe Aleph has made a Scd decedent from Cytherea that's basically a giant flaming interceptor. And ES made Enali, a Third Circle Demon that is a) a giant X-com shout-out and b) a giant insect capable of holding a legion in his guts and firing out massive globs of plasma onto a large area. It's basically a Capital Ship in an era that is largely stuck in the bronze age, save for a few exceptions.
However do, assuming no masquerade, incorporate modern tools to get extra out of sorcery as well!Not at all. Cirrus Skiff is still the power of personal flight. Stormwind Rider is still the power to manifest a windstorm that mimics the assets of a hover car. Travel Without Distance is still letting you teleport a dozen people fifty miles in the blink of an eye. That Sorcery is less potent in the modern age is a feature, not a bug. Use it to enhance the story and tell of the conflict between magic and technology. Don't just buff Sorcery so that Stormwind Rider is always as superior to any alternative as it would be to riding a horse.