New magical action Phasing

By Terefang, in Genesys

(UPDATED)

Phasing

Concentration: Yes.

Performing a Average(2) spell-casting check the spell-caster may gaze into the Border Ethereal at Short Range until the casters next turn. Perception checks regarding the Border Ethereal are upgraded once. Perceiving the gazing target(s) from the Ethereal does not add any penalty to the perception check.

Performing a Hard(3) spell-casting check the target(s) may phase into the Ethereal until the casters next turn. Target(s) may be Self or Engaged. Perceiving the Material from the Ethereal adds <ss> to the perception check. Physical perception cannot detect the target(s) and the targets cannot effect the Material (and vice-versa) in any other way than movement or magic. The target(s) may move normally as in the Material and in addition may cross certain physical hinderances such as traps, wooden doors, clefts, holes, iron gates and groups of adversaries spending an additional maneuver (at half movement rate), but not solid walls nor magical barriers.

Additional Effects:

Additional Target[+1]: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend [AA] to affect one additional target within range of the spell (and may trigger this multiple times).

Range[+1]: Increase the range of the spell by one range band. You may spend [AA] to extend the range band by one (and may trigger this multiple times).

Vertical Movement[+1]: The target(s) may move in the vertical at half speed.

Accelerated Movement[+1]: The target(s) may move at double normal speed. You may spend [AA] to extend the movement further by one movement rate (and may trigger this multiple times).

Liquid Crossing[+1]: The target(s) can move across/ontop of liquid matter (eg. water) at half speed.

Unrefined Solid Crossing[+1]: The target(s) can move across unrefined solid matter (eg. earth/stone) at half speed.

Refined Solid Crossing[+2]: The target(s) can move across refined/crafted solid matter (eg. crystal, metals, concrete) at half speed.

comments welcome

T

Edited by Terefang
8 minutes ago, Terefang said:

The   target(s) may move normally as in the Material and in addition may cross  certain physical hinderances such as
traps, wooden doors,  clefts, holes, iron gates and groups of adversaries spending an  additional maneuver
(at half movement rate),  but  not solid walls nor magical barriers.       

These basic effects strike me as great example of a Utility spell. Becoming ethereal is just one possible special effect of such a spell, it doesn't need to be the only one. The Hard Difficulty seems reasonable.

Solid Crossing should only increase difficulty once; since there are already next to no places you couldn't infiltrate with the base spell.

1 hour ago, Cantriped said:

Solid Crossing should only increase difficulty once; since there are already next to no places you couldn't infiltrate with the base spell.

hmmm ... for flavor i want to keep some, but maybe:

Liquid Crossing[+1]: The target(s) can move across liquid matter (eg. water) at half speed without suffocating.

Unrefined Solid Crossing[+1]: The target(s) can move across unrefined solid matter (eg. earth, stone, etc) at half speed.

Refined Solid Crossing[+2]: The target(s) can move across refined/crafted solid matter (eg. crystal, metals, concrete, cold iron, etc) at half speed.

Edited by Terefang

Hi Terafang

What sort of setting are you tying this to ? i am assuming a type of fantasy setting ? remember you did a thread about role master i dont know much about it though.

I am assuming your trying to mimic Eternalness the old 6th level spell in dnd. Or something similar.
As a separate magic action it implies a more universal use.

In the dnd cosmos (if there is such a thing) Ethereal plane was a plane between the material plane and elsewhere. Sorta had the
same function as the "umbra" did for WOD.

It is also the realm of ghost they exist in the ethereal partial and partial in the material plane.
Its also where in the old editions you teleport or travel and great distances on the material plane. Where astral was the realm between
planes of existence.

Anyways all this rant was just trying to understand if your end goal was "a spell" or an action that is common to many different magic skills. Since if you define a magic actions
it has much larger impact on the magic system then defining a spell. Also actions with additional effects are usual put there to be part of a structured encounter. Will this spell or action mostly be used
narrative or structured ?

So if the end goal is movement which from the look of your addition effects seems to be the case. Why not make it just
a spell or multiple spells if you wanted. Unless off course its something normal like Darkelves in 40 k phasing in and out of the webway or something. Or like a ghost crawler campaign where you cross
between the land of the living and dead constantly investigation ancient haunting ?

For a 4 (daunting) difficulty check i would totally let my players step into the ethereal realm (if i had any) via augment or maybe conjure with some good narrative.

If you decide to leave it at an action i think the initial cost is to high. Maybe start it at 2 and let them just gaze into the ethereal. Like peaking into the
penumbra (if you ever played WOD) so for and 2 (average) difficulty check you can perceive the Ethereal plane but not step in. You should find something other then movement you can do with additional effects.
Since you describe that the player can effect the physical world via magic they should be effected by magic as well. You mention magical barriers but can you be dispel while in the ethereal for example ? You should consider adding the good old "addition target" effect that also common in the other spells. But before that consider if this could be used offensively :)

Let us know what you end up with and how it worked ingame.

31 minutes ago, Archellus said:

What sort of setting are you tying this to ? i am assuming a type of fantasy setting ? remember you did a thread about role master i dont know much about it though.

...

In the dnd cosmos (if there is such a thing) Ethereal plane was a plane between the material plane and elsewhere. Sorta had the
same function as the "umbra" did for WOD.

This is for my generic homebrew, but modeled after Rolemaster (RMC1) Ethereal and D&D 2nd/3rd Edition Border Ethereal, so yes it is similar to the near umbra inside the horizon.

34 minutes ago, Archellus said:

As a separate magic action it implies a more universal use.

...

Anyways all this rant was just trying to understand if your end goal was "a spell" or an action that is common to many different magic skills.

Yes it should be an universal action, with better Ethereal Travel/Teleport etc spells modeled ontop, and yes would apply to different magic skills.

41 minutes ago, Archellus said:

If you decide to leave it at an action i think the initial cost is to high. Maybe start it at 2 and let them just gaze into the ethereal. Like peaking into the
penumbra (if you ever played WOD) so for and 2 (average) difficulty check you can perceive the Ethereal plane but not step in.

good points ....

44 minutes ago, Archellus said:

Since you describe that the player can effect the physical world via magic they should be effected by magic as well.

the wording "and vice versa" may be misleading but was meant to express that possibility.

46 minutes ago, Archellus said:

You mention magical barriers but can you be dispel while in the ethereal for example ?

Me as a GM would allow this to happen.

updated with umbral gaze action