Reduction of Casting and Production Points
- Gallion

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16 years 6 months ago #29878
by Gallion (Gallion)
- James C. Kimball Director, Knight Realms
Reduction of Casting and Production Points was created by Gallion (Gallion)
[size=14pt]Reduction of Casting and Production Points[/size]
(((This will NOT go into effect until the September event)))
1. All professions that have career points now have a build : point ratio of 1:1.
2. The point cost of all magic, druidic and wild magic spells, prayers, healing abilities, psionic abilities, alchemical compounds, and bard songs are changed to the following paradigm:
1st rank
Previous costs - 1, 2, 4
New costs - 1
2nd rank
Previous costs - 4, 6, 8
New costs - 2
3rd rank
Previous costs - 8, 10, 12
New costs - 3, 4
4th rank
Previous costs - 12, 14, 16, 18, 20
New costs - 5, 6
For 3rd and 4th ranks, abilities with the lower two of the old costs will get the lower new cost, while the higher old costs will get the higher new cost. Thus, at 3rd rank, 8 and 10 become 3 while 12 becomes 4; at 4th rank, 12 and 14 become 5, and 16, 18 and 20 become 6.
3. The following alchemical compounds have been revised (changes in bold):
Potion of Lesser Refreshment
This compound restores four career points to the person who consumes it, of her choosing. A person can only benefit from one compound that restores career points each period.
Potion of Greater Refreshment
This compound restores eight career points to the person who consumes it, of her choosing. A person can only benefit from one compound that restores career points each period.
4. The following druid spells have been revised (changes in bold):
Forceful Gust was Gust of Wind
This spell pushes an opponent back ten feet.
Cure Minor Wounds was Cure Light Wounds
This spell heals six points of damage to the recipient.
Cure Serious Wounds
This spell heals eighteen points of damage to the recipient.
5. The following healing abilities have been revised (changes in bold):
Cure Light Wounds
This ability heals twelve points of damage to the recipient.
Heal Wounds
This ability heals twelve points of damage to the recipient for each HP that the healer chooses to expend.
True Distant Heal
This ability allows a healer to bestow wound healing upon a recipient at a distance of up to one hundred feet. The ability automatically hits to the intended target, and can be used to heal six points of damage to the recipient for each HP that the healer chooses to expend.
6. The following magic spells have been revised (changes in bold):
Gust of Wind
This spell pushes an opponent back ten feet.
Light (Fire)
This spell creates a magical lantern flame in either of the caster's hands, or upon an inanimate object. If held in the caster's hand, the spell does not have a fixed duration and the caster does not need to concentrate to maintain the light source, but she must keep her hand free to continue to control the flame; the light goes out as soon as she attempts to use her hand for any other purpose. If cast upon an object, the spell has a duration of thirty minutes. The effect of this spell can be represented by using an artificial candle, a pen-sized flashlight covered with red cellophane, or a pen-sized LED light.
Extinguish
This spell extinguishes a normal fire with a diameter of ten feet or less.
Freeze Water
This spell turns normal water to ice at a rate of five cubic feet for each MP expended.
Light (Illusion)
This spell creates a radiant sphere in either of the caster's hands, or upon an inanimate object. If held in the caster's hand, the spell does not have a fixed duration and the caster does not need to concentrate to maintain the light source, but she must keep her hand free to continue to control the flame; the light goes out as soon as she attempts to use her hand for any other purpose. If cast upon an object, the spell has a duration of thirty minutes. The effect of this spell can be represented by using an artificial candle, a pen-sized flashlight covered with red cellophane, or a pen-sized LED light.
7. The following prayers have been revised (changes in bold):
Lay Hands Minor
This prayer heals nine points of damage to the recipient.
Holy Light
This spell creates a radiant sphere in either of the caster's hands, or upon an inanimate object. If held in the caster's hand, the spell does not have a fixed duration and the caster does not need to concentrate to maintain the light source, but she must keep her hand free to continue to control the flame; the light goes out as soon as she attempts to use her hand for any other purpose. If cast upon an object, the spell has a duration of thirty minutes. The effect of this spell can be represented by using an artificial candle, a pen-sized flashlight covered with red cellophane, or a pen-sized LED light.
8. The Smith Crafting Tables are revised as follows:
Armor
Coverage Area CP (Leather/Metal/Plate)
Upper Torso 3/4/6
Lower Torso 3/4/5
Neck 1/2/3
Shoulder 1/2/3
Upper Arm 1/2/3
Lower Arm 1/2/3
Upper Leg 2/3/5
Lower Leg 1/2/3
Head 2/3/5
Shields
Type CP
Small 2
Medium 3
Large 4
Weapons
Weapon - CP
Small Weapon - 1
One Handed Edged / Blunt - 2
Bastard Edged / Blunt - 3
Two Handed Edged / Blunt - 4
Polearm - 4
Staff - 2
Spear - 3
Bow - 3
Crossbow N/A - 4
Arrow / Bolt (10) - 1
Exotic Weapons
Weapon - CP
Venom-grooved Dagger - 3
Bolas - 2
Pirate Hook - 2
Dart (10) - 1
Claw Sheath - 3
Tools
Tool - CP
Common Implements - 1
Basic Lock - 2
Complex Lock - 5
Chain (10ft) - 1
Manacles Metal - 1
Grappling Hook - 1
Torch (5) Wood - 1
Lantern Metal - 1
Trap Kit Metal - 7
9. Valence spells now have the following costs:
Enchanted Armor - 1 MP per six points of armor, to a maximum of twice your level in AP
Negation - 2 MP
Elemental Shield - 3 MP
Lay Over - 1 MP
Absorption - 3 MP
Alchemy Shield - 3 MP
Stoneskin - 3 MP
Stamina - 1 MP
Fortitude - 3 MP
Mind Citadel - 5 MP
Reflection - 4 MP
Resist - 6 MP
Obscurement - 4 MP
Redirection - 5 MP
10. The "15 Faith Points" ability on the Templar and Dark Templar lists is removed from the game.
11. Dream Casting points remain unchanged for the Advocate and Dark Advocate lists.
12. All Divine Ceremony standard FP costs are divided by three, rounded down. All permanent FP costs are changed to Divine Ceremony Points; you can spend permanent FP to buy DCP at a ratio of 1:3 when your character performs a ceremony.
13. All Sorcery Ritual standard MP costs are divided by three, rounded down. All permanent MP costs are changed to Sorcery Ritual Points; you can spend permanent MP to buy SRP at a ratio of 1:3 when your character performs a ritual. The MP pre-requisite for Sorcery is reduced to 35 MP.
14. Races that begin with career points now begin with 3 points instead of 10.
15. All profession lists that begin with career points now begin with 1 point instead of 3.
16. All rituals, spells, or abilities that bestow career points now bestow one-third the original amount, rounded down.
17. All item cards for items that bestow career points are now invalid. You must present your item cards to the Director, who will make a determination about the item's new capability or compensation for the item if it is to be removed from play. New item cards will be issued and dated August 2009 (or after) when appropriate and only cards with this or a later approval date will be acknowledged as valid.
18. The following bard song has been revised (changes in bold):
Nocturne of Refreshment
The recipient of this song will recover three career points at the conclusion of an undisturbed, fifteen-minute nap. The nap must follow the song within ten minutes. If the recipient has multiple types of career points, she can choose the dispersal. A character can only benefit from this song once per period.
19. Beings that have an Essence score that is a combination of casting points and Body (e.g., elementals) now have two-thirds of that score in both Body Points and casting points, rounded down to the nearest multiple of ten. For example, an earth elemental that previously had 100 Essence now has 60 BP and 60 MP.
20. The maximum values for Ritual of Storing are reduced from 5 to 2.
21. The maximum values for Ritual of the Amulet are reduced from 5 to 2 and from 2 to 1.
22. The Smith abilities Forge/Repair Armament and Field Repair Armament are edited as follows:
Forge/Repair Armament
A smith can bestow Armor Points (AP) to pieces or suits of armor at a cost of one CP for every thirty AP, and at a rate of one minute for every ten AP, rounding fractions up. A smith can combine the total CP cost of the work for all work performed in one session, a session ending after five minutes of not performing this ability.
Field Repair Armament
A smith can bestow AP to a piece or suit of armor at a cost of one CP for every fifteen AP, and at a rate of one minute for every five AP, rounding fractions up. A smith can combine the total CP cost of the work for all work performed in one session, a session ending after five minutes of not performing this ability.
23. The Battle Casting skill "Spell Proficiency" is increased in cost to 6 build.
(((This will NOT go into effect until the September event)))
1. All professions that have career points now have a build : point ratio of 1:1.
2. The point cost of all magic, druidic and wild magic spells, prayers, healing abilities, psionic abilities, alchemical compounds, and bard songs are changed to the following paradigm:
1st rank
Previous costs - 1, 2, 4
New costs - 1
2nd rank
Previous costs - 4, 6, 8
New costs - 2
3rd rank
Previous costs - 8, 10, 12
New costs - 3, 4
4th rank
Previous costs - 12, 14, 16, 18, 20
New costs - 5, 6
For 3rd and 4th ranks, abilities with the lower two of the old costs will get the lower new cost, while the higher old costs will get the higher new cost. Thus, at 3rd rank, 8 and 10 become 3 while 12 becomes 4; at 4th rank, 12 and 14 become 5, and 16, 18 and 20 become 6.
3. The following alchemical compounds have been revised (changes in bold):
Potion of Lesser Refreshment
This compound restores four career points to the person who consumes it, of her choosing. A person can only benefit from one compound that restores career points each period.
Potion of Greater Refreshment
This compound restores eight career points to the person who consumes it, of her choosing. A person can only benefit from one compound that restores career points each period.
4. The following druid spells have been revised (changes in bold):
Forceful Gust was Gust of Wind
This spell pushes an opponent back ten feet.
Cure Minor Wounds was Cure Light Wounds
This spell heals six points of damage to the recipient.
Cure Serious Wounds
This spell heals eighteen points of damage to the recipient.
5. The following healing abilities have been revised (changes in bold):
Cure Light Wounds
This ability heals twelve points of damage to the recipient.
Heal Wounds
This ability heals twelve points of damage to the recipient for each HP that the healer chooses to expend.
True Distant Heal
This ability allows a healer to bestow wound healing upon a recipient at a distance of up to one hundred feet. The ability automatically hits to the intended target, and can be used to heal six points of damage to the recipient for each HP that the healer chooses to expend.
6. The following magic spells have been revised (changes in bold):
Gust of Wind
This spell pushes an opponent back ten feet.
Light (Fire)
This spell creates a magical lantern flame in either of the caster's hands, or upon an inanimate object. If held in the caster's hand, the spell does not have a fixed duration and the caster does not need to concentrate to maintain the light source, but she must keep her hand free to continue to control the flame; the light goes out as soon as she attempts to use her hand for any other purpose. If cast upon an object, the spell has a duration of thirty minutes. The effect of this spell can be represented by using an artificial candle, a pen-sized flashlight covered with red cellophane, or a pen-sized LED light.
Extinguish
This spell extinguishes a normal fire with a diameter of ten feet or less.
Freeze Water
This spell turns normal water to ice at a rate of five cubic feet for each MP expended.
Light (Illusion)
This spell creates a radiant sphere in either of the caster's hands, or upon an inanimate object. If held in the caster's hand, the spell does not have a fixed duration and the caster does not need to concentrate to maintain the light source, but she must keep her hand free to continue to control the flame; the light goes out as soon as she attempts to use her hand for any other purpose. If cast upon an object, the spell has a duration of thirty minutes. The effect of this spell can be represented by using an artificial candle, a pen-sized flashlight covered with red cellophane, or a pen-sized LED light.
7. The following prayers have been revised (changes in bold):
Lay Hands Minor
This prayer heals nine points of damage to the recipient.
Holy Light
This spell creates a radiant sphere in either of the caster's hands, or upon an inanimate object. If held in the caster's hand, the spell does not have a fixed duration and the caster does not need to concentrate to maintain the light source, but she must keep her hand free to continue to control the flame; the light goes out as soon as she attempts to use her hand for any other purpose. If cast upon an object, the spell has a duration of thirty minutes. The effect of this spell can be represented by using an artificial candle, a pen-sized flashlight covered with red cellophane, or a pen-sized LED light.
8. The Smith Crafting Tables are revised as follows:
Armor
Coverage Area CP (Leather/Metal/Plate)
Upper Torso 3/4/6
Lower Torso 3/4/5
Neck 1/2/3
Shoulder 1/2/3
Upper Arm 1/2/3
Lower Arm 1/2/3
Upper Leg 2/3/5
Lower Leg 1/2/3
Head 2/3/5
Shields
Type CP
Small 2
Medium 3
Large 4
Weapons
Weapon - CP
Small Weapon - 1
One Handed Edged / Blunt - 2
Bastard Edged / Blunt - 3
Two Handed Edged / Blunt - 4
Polearm - 4
Staff - 2
Spear - 3
Bow - 3
Crossbow N/A - 4
Arrow / Bolt (10) - 1
Exotic Weapons
Weapon - CP
Venom-grooved Dagger - 3
Bolas - 2
Pirate Hook - 2
Dart (10) - 1
Claw Sheath - 3
Tools
Tool - CP
Common Implements - 1
Basic Lock - 2
Complex Lock - 5
Chain (10ft) - 1
Manacles Metal - 1
Grappling Hook - 1
Torch (5) Wood - 1
Lantern Metal - 1
Trap Kit Metal - 7
9. Valence spells now have the following costs:
Enchanted Armor - 1 MP per six points of armor, to a maximum of twice your level in AP
Negation - 2 MP
Elemental Shield - 3 MP
Lay Over - 1 MP
Absorption - 3 MP
Alchemy Shield - 3 MP
Stoneskin - 3 MP
Stamina - 1 MP
Fortitude - 3 MP
Mind Citadel - 5 MP
Reflection - 4 MP
Resist - 6 MP
Obscurement - 4 MP
Redirection - 5 MP
10. The "15 Faith Points" ability on the Templar and Dark Templar lists is removed from the game.
11. Dream Casting points remain unchanged for the Advocate and Dark Advocate lists.
12. All Divine Ceremony standard FP costs are divided by three, rounded down. All permanent FP costs are changed to Divine Ceremony Points; you can spend permanent FP to buy DCP at a ratio of 1:3 when your character performs a ceremony.
13. All Sorcery Ritual standard MP costs are divided by three, rounded down. All permanent MP costs are changed to Sorcery Ritual Points; you can spend permanent MP to buy SRP at a ratio of 1:3 when your character performs a ritual. The MP pre-requisite for Sorcery is reduced to 35 MP.
14. Races that begin with career points now begin with 3 points instead of 10.
15. All profession lists that begin with career points now begin with 1 point instead of 3.
16. All rituals, spells, or abilities that bestow career points now bestow one-third the original amount, rounded down.
17. All item cards for items that bestow career points are now invalid. You must present your item cards to the Director, who will make a determination about the item's new capability or compensation for the item if it is to be removed from play. New item cards will be issued and dated August 2009 (or after) when appropriate and only cards with this or a later approval date will be acknowledged as valid.
18. The following bard song has been revised (changes in bold):
Nocturne of Refreshment
The recipient of this song will recover three career points at the conclusion of an undisturbed, fifteen-minute nap. The nap must follow the song within ten minutes. If the recipient has multiple types of career points, she can choose the dispersal. A character can only benefit from this song once per period.
19. Beings that have an Essence score that is a combination of casting points and Body (e.g., elementals) now have two-thirds of that score in both Body Points and casting points, rounded down to the nearest multiple of ten. For example, an earth elemental that previously had 100 Essence now has 60 BP and 60 MP.
20. The maximum values for Ritual of Storing are reduced from 5 to 2.
21. The maximum values for Ritual of the Amulet are reduced from 5 to 2 and from 2 to 1.
22. The Smith abilities Forge/Repair Armament and Field Repair Armament are edited as follows:
Forge/Repair Armament
A smith can bestow Armor Points (AP) to pieces or suits of armor at a cost of one CP for every thirty AP, and at a rate of one minute for every ten AP, rounding fractions up. A smith can combine the total CP cost of the work for all work performed in one session, a session ending after five minutes of not performing this ability.
Field Repair Armament
A smith can bestow AP to a piece or suit of armor at a cost of one CP for every fifteen AP, and at a rate of one minute for every five AP, rounding fractions up. A smith can combine the total CP cost of the work for all work performed in one session, a session ending after five minutes of not performing this ability.
23. The Battle Casting skill "Spell Proficiency" is increased in cost to 6 build.
- James C. Kimball Director, Knight Realms
- GJSchaller

- Platinum Member

- Character is to a person, what carbon is to steel.
- Posts: 10421
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16 years 6 months ago #29885
by GJSchaller (GJSchaller)
Replied by GJSchaller (GJSchaller) on topic Reduction of Casting and Production Points
These will be added to the Online Rulebook after the August event has passed.
- Erdrick

- Platinum Member

- Posts: 2147
- Thank Yous: 161
16 years 6 months ago #29889
by Erdrick (Erdrick)
Lord Erdrick Brightstar
Guardian of Belladeen
(Samuel Roberts)
Replied by Erdrick (Erdrick) on topic Reduction of Casting and Production Points
As a side note, if any player feels that any spell is made not worth its spell cost, or to good for its spell cost please post "Please review X spell from Y list" and that is it. We will then review those spells and see if there are any changes needed to be made. No other player should comment on any spell that is asked to be reviewed.
For instance
Good Idea
"Please review Gust on the Air mage spell list"
Bad Idea
"DUDE GUST SUX NOW"
Further Bad Idea
"Gust is fine NOOB L2PLAY"
For instance
Good Idea
"Please review Gust on the Air mage spell list"
Bad Idea
"DUDE GUST SUX NOW"
Further Bad Idea
"Gust is fine NOOB L2PLAY"
Lord Erdrick Brightstar
Guardian of Belladeen
(Samuel Roberts)
- Odo Garaath

- Platinum Member

- Back and Ready For More!
- Posts: 1968
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16 years 6 months ago #29891
by Odo Garaath (Odo)
"Praise be to Enax, and blessing to his followers."
(Tom Senger )
Replied by Odo Garaath (Odo) on topic Reduction of Casting and Production Points
So, what happens to the current points people have?
"Praise be to Enax, and blessing to his followers."
(Tom Senger )
- GJSchaller

- Platinum Member

- Character is to a person, what carbon is to steel.
- Posts: 10421
- Thank Yous: 1379
16 years 6 months ago #29893
by GJSchaller (GJSchaller)
Replied by GJSchaller (GJSchaller) on topic Reduction of Casting and Production Points
See #1 above.
- Erdrick

- Platinum Member

- Posts: 2147
- Thank Yous: 161
16 years 6 months ago #29894
by Erdrick (Erdrick)
Lord Erdrick Brightstar
Guardian of Belladeen
(Samuel Roberts)
Replied by Erdrick (Erdrick) on topic Reduction of Casting and Production Points
Everyone's points will be recalculated under the new rules. In almost every case players should find they have equal or more points, but some spells have become less cost effective which is why we are asking that players bring up any concerns they have now.
Lord Erdrick Brightstar
Guardian of Belladeen
(Samuel Roberts)
Moderators: Lois Heimdell (LoisMaxwell)
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