Genesys longer lasting spells

By tgoodman2003, in Genesys

My question is if it is true you cast a spell and it lasts a single round? Costs you two strain. Then if you want to maintain it you have to concentrate and use your maneuver, however you spend another two strain if you exert yourself, taking two maneuvers. My GM has it if I have anything hit me, or attack me I have to do a discipline check or I lose my concentration.

My main gripe is ... what is the point of a barrier? I mean I cast it for a round, someone hits me and it goes away because I fail my check of concentration. Then I spend next round recasting it... then I pass keeping it on and move forward to attack ... I just lost six strain, and poof i let it go as I’m about past my threshold.

Is there anything that allows me to keep spells persisting? I’d love to have D&D mage armor, barrier in genesys, for even a whole encounter.

I'm away from my books, but I believe that a spell lasts until the end of your next turn. So if you cast it this turn it will last through your next turn. If in that second turn you spend a maneuver then it extends another turn.

Normally you could cast barrier and use your free maneuver to maintain it round over round at no strain cost. If you wanted to take another maneuver without expending strain you can use your action as a maneuver or take an action and spend 2 advantage from the check to get a second free maneuver to avoid the strain.

I think the Concentration check to maintain it seems harsh, but I'm not your GM. The bigger fear is being immobilized (by a weapon with ensnare for example). If you're immobilized you can't take maneuvers to maintain your spells when your next turn comes around unless you break free from the immobilized effect. You might suggest to your DM that the immobilization danger should take the place of the concentration check.

You might also ask your DM if he'd be open to a duration spell effect. Something that increases the difficulty of casting the spell by 1 but increases its duration by 1 turn plus 1 per 2 advantage spent on the check.

18 hours ago, tgoodman2003 said:

My GM has it if I have anything hit me, or attack me I have to do a discipline check or I lose my concentration.

This, I think, is the crux of the issue. Your GM is using a D&D mechanic in Genesys . This rule does not exist, and for good reason, in Genesys .

18 hours ago, tgoodman2003 said:

I’d love to have D&D mage armor, barrier in genesys, for even a whole encounter.

Easiest way to have higher soak is to wear armour. Genesys isn't D&D, so you're not going to find a 1:1 mechanic ratio. But if you really want the spell to last, you have a few options, all of which require discussing with your GM (since none of it is in the CRB or RoT):

  • Modify the druidic circlet (CRB219) to allow Barrier to stay up without concentration
  • Come up with a talent (probably tier 2) that lets you concentrate on one spell as an incidental (and you'll need a cost, either a Story Point to use the talent or perhaps suffer 1 strain each round you "concentrate")
  • Create a suit of armour that you can "reinforce" with strain to increase the soak bonus
  • Create an amulet (armour that provides Defense) that requires 1 strain to use (since it's a trinket that helps cast a 'spell')
  • Something else I can't think of

Good luck!

Those are all really good ideas. I’m def going to look into items for my character and look what you posted. We came up with in the meantime to spend advantages to have it last extra rounds without concentrating. Once the rounds were up, I’d have to concentrate on them.

I got some shady pop-ups if you are looking for natural spell enhancement. 😁

On 7/16/2019 at 10:27 AM, c__beck said:

This, I think, is the crux of the issue. Your GM is using a D&D mechanic in Genesys . This rule does not exist, and for good reason, in Genesys .

Easiest way to have higher soak is to wear armour. Genesys isn't D&D, so you're not going to find a 1:1 mechanic ratio. But if you really want the spell to last, you have a few options, all of which require discussing with your GM (since none of it is in the CRB or RoT):

  • Modify the druidic circlet (CRB219) to allow Barrier to stay up without concentration
  • Come up with a talent (probably tier 2) that lets you concentrate on one spell as an incidental (and you'll need a cost, either a Story Point to use the talent or perhaps suffer 1 strain each round you "concentrate")
  • Create a suit of armour that you can "reinforce" with strain to increase the soak bonus
  • Create an amulet (armour that provides Defense) that requires 1 strain to use (since it's a trinket that helps cast a 'spell')
  • Something else I can't think of

Good luck!

on pg 213 of the core rule book, in the upper right in blue, it has a blurp about maintaining spells. the last two sentences state :"finally, if something happens that could interrupt a characters concentration, you can have your player make an average discipline check. failure means that their character loses concentration, and the spell ends". I like the idea about the circlet though since the realms of terrinoth there is a create items section just for things such as this.

2 hours ago, Darthtator said:

on pg 213 of the core rule book, in the upper right in blue, it has a blurp about maintaining spells. the last two sentences state :"finally, if something happens that could interrupt a characters concentration, you can have your player make an average discipline check. failure means that their character loses concentration, and the spell ends". I like the idea about the circlet though since the realms of terrinoth there is a create items section just for things such as this.

The side bar on p 213 is for Narrative encounters. There is a big difference in the use of magic in that Scenario. while you could use the same rule in structured encounters i would advise against it. It will bog down your game. The most simple rule to make a spell stop as a GM is to use the suggested use of threat and spend it to make you loose the benefit of a manuevre. In the FAQ section ffg do say that such a use should cost about 3 threat and not just 1.