Whee, first post on new FH boards!
I just wanted to continue the discussion on how to make good FH magic systems.
To recount what has been worked out (and playtested!) so far:
Maximum active points is 2xINT for hermetic casters, 2xPRE for religious casters
Spell guidelines
Each mage buys a multipower, each spell will be an ultra slot. A spell cannot be altered once purchased (to add d6, for example) but a new spell can be bought with the desired effect.
Basic END for magic is 1 per 5 AP, spells must be full endance or zero endurance – no reduced endurance.
Required disadvantages are: Gestures, incantations, concentrate to 1/2DCV (to cast), Requires magic roll – total –1.5
DCV/Dex modifiers due to armor apply to magic skill rolls due to gestures.
Optional disadvantages are: Full phase, OAF (staff) – but these must be taken on the whole multipower (thus affecting all spells)
Per-spell optional disadvantages are: expendable focus, extra end, extra time (concentration is throughout casting),
Outlawed Advantages: Charges/continuing charges, Trigger
Outlawed Powers: Pre/Retrocognition, Transforms with improved target group, FTL, Find weakness
A mage may optionally purchase an END battery, in which case all his spells will draw from that. The END battery may not refill on it’s own in under 5 hours. It is acceptable to have ways to refill the END battery based on a magical ceremony. Examples might be sacrifices, giant fires for fire mages, religious ceremonies with followers, etc…
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Thoughts and feedback appreciated. There were many good posts before on this topic (including by the people who developed much of the above, but whose names I can't remember!!)
I wanted to get this posted to help out those starting FH campaigns.
-DG



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