I'm adding two more. From abjuration school - counter and dispel.
Key | Effect | Slot Cost | RepetitionPH | example |
counter | cancel a spell being cast or concentrated upon of the same level or lower | 1 | this counterspell is treated as 1 level higher | Battlemagic Perception |
dispel | dispel 1 ongoing, non concentrated upon spell effect of the same level | 1 | this dispel is treated as 1 level higher | Dispelling Touch |
There's always the question if a mage should exert the same energy (same level of spell slot) to negate a spell?
If I separate the keys then we get something like so:
Key | Effect | Slot Cost | RepetitionPH | example |
1st | inflict a condition on Str. | 1 | | Ray of Enfeeblement |
slow | inflict a condition on Dex. | 1 | | Ray of Clumsiness |
exhaust | inflict a condition on Con. | 1 | | |
delude | inflict a condition on Int | 1 | | |
afflict | inflict a condition on Wis | 1 | | Touch of Idiocy |
Compel | inflict a condition on Cha | 1 | | |
Bane | -1 for ability modifier | 2 | additional -1 |
Boon | +1 for ability modifier | 2 | additional +1 |
But now we find ourselves with new questions:
Shouldn't the ability modifying Keys should be separated for each of the 6 as well? The idea of a necromancer saping strength seems right - while the same caster hampering charm doesn't sit with me that well. It also worth noting that it might fall to the same trap of having some characters that can do everything (meaning that they have a large enough toolbox to apply to almost anything).
And what happens if two persons cast the same spell twice? Would double
Boon equal a 2 level
Boon use? Or casting twice the
Exhaust option, one after the other, will make the target fatigued and then exhausted?
As for bloated laundry list - There are close to 3K spells in the system already. No way I can come up with unique Keys of half that number.