So I've been reviewing the spells in more detail in preparation for our Saga and I've run into a few spells that don't quite jive for me.
ReCo15 "Endurance of the Berserkers"
Describes itself as a Personal, Concentration, individual spell that forgoes the effects of losing fatigue until the spell expires. As a personal.. concentration spell, the caster needs to make Concentration rolls to maintain the spell every time he takes an action? Doesn't that pretty much eliminate the value of the spell as written? I understand that it might be a useful effect for enchanting into an item, but the spell description goes on to say "consecutive castings delay the end of the spell..." Now.. to consecutive cast a concentration spell with a range of personal means you'd have to cast a spell while concentrating on the spell, right? So that's a concentration test against an ease factor of 15? Or am I missing something?
I was looking at "Shape of the Woodland prowler" MuCo25, and I was thinking... Arn't mammals supposed to be harder to effect with Animal? Well, maybe because it is a Corpus spell it's about how different it is from a human. But then on the Muto Corpus guidelines it says base 10 for "land animals", which would seem to includes lizards and insects. So I could transform into a spider or a fly as a base 10 MuCo effect?
In the MuTe10 spell "The Crystal Dart" it says 10-inch crystal dart rises from the earth, speed off like an arrow at a target in voice range doing +10 damage. The spell is listed as a Base 3, +2 Voice, +1 Rego. This spell confuses me for a number reasons. First, how did it justify doing +10 damage? Second, and this a magic theory question really, why is it a Muto Spell? Rego says to move "dirt" in an unnatural fashion is level 3. If it is stone or crystal add a magnitude, which in my mind makes the Rego base effect 4 and the Muto base effect 3. Now it occurred to me that the fundamental nature of the dirt hasn't been changed, so perhaps the Rego effect is also base 3 because it's moving dirt which has been magically transformed to crystal. It still seems to me that the projection of the material, dirt or crystal is more significant then the conversion of the dirt to a crystal dart.
In a related issue, one of my players wanted to make a Creo Terram (R: Rego) spell to create metal daggers (base effect 5) and launch them at a target in range Voice. He wrote it up as Base 5 +2 voice +1 R: Rego. Clearly, as a Creo spell, the spell will have to penetrate MR to effect a target (with MR). What sort of damage adjustment would you give this spell?
Having had previous conversations with this player, I suggested he carry some knives and have a Rego Terram spell to launch them at his target. After some discussion we thought the spell would target one item at a time, launching a metal object in an unnatural fashion (base 5) at range Touch (+1). This spell would require a finesse targeting roll to hit and bypass MR. Looking at the spell "Wielding the Invisible Sling", I figured the base damage at L10 would be based on the object hurled +2--WtIS lists a stone as doing +5 damage; In the Obstacles section a thrown stone is listed as +1 atk, +2 damage, from which I extrapolated the spell providing an effective strength of +2. Then, we thought it would be reasonable to add extra magnitudes of effect to increase the strength/speed at which the object would be propelled. In line with other spells it seemed like +5 damage per magnitude would reasonable, but I am curious what the more experienced folk here think. I also think it is totally bizarre that a thrown rock does as much damage as a thrown dagger. But that's another matter entirely.
The ReTe15 spell "The Earth's Carbuncle" lists a base effect of 3, +2 Voice, +1 Part, +1 Muto requisite. This is similar issue to the MuTe spell above. The Muto requisite turns the dirt to stone. The Rego bit sends the.. dirt (base 3) transmuted into stone (but not requiring a +1 magnitude for moving stone) flying. A couple of things beyond the issue brought up in "The Crystal Dart" bother me. First, the spell says "Anyone standing in the circle is thrown in the air"... That seems to be a bonus effect coming from whole cloth. The there's the bit about +10 damage from the flying debris which I'm not sure I see where the rationale comes from. The spell doesn't mention targetting, but assuming it was a targetted version of the spell and someone finessed the circle to be under something with magic resistance, would the target go flying (presumably based on the same presumption by which they get that effect to begin with, the earth spontaneously moving in all directions), and would they take any damage at all? What if the dirt wasn't being muto'd into stone shards, and it was simply a targetted rego terram ground burst effect?
Finally (because really this is probably enough questions for one post), taking from another thread I was reading--Wards. It was put forth on another thread that a ward against a creature with might (Say a ReVi ward against faeries) needs to both have a level equal to or greater then the might of the faerie and generate sufficient penetration to penetrates it's MR. So in order to ward against a faerie with a Might of 20, you'd need to cast at least a L20 ward with a pentration of at least 20. Otherwise the ward would not effect them. The need to conceptually break its might twice was not the way ward spells had read (by implication at least) in the main book. Is this really how wards are meant to be played?