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spell skill system


Foxx!

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Heroes:

 

I'm refining a spell skill system, and I'm considering some rules I created. Please share any comments.

 

1: spell skill cost = AC/10.

2: spell level cost = RC/10.

3: Every spell must have at least -1 in Limitations and a skill roll, both with no RC reduction. Every extra -1/2 adds +1 to the skill roll and reduces the RC.

 

(edited after trying out the system)

 

Cheers

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Why not try something like

 

9+INT/5 w/ Specific Spell Skill: 3 pts

+1 to roll: 2 pts

 

Multiply Skill Roll by 5 to determine how many Active Points are allowed in Spell for that Caster.

 

11 = 55 AP, 20 = 100 AP, etc

 

All Spells require the Skill Roll for no Lim -- it's illogical to let them buy the Spell via a Skill purchase and then make the spell cheaper by applying RSR IMO.

 

The Roll suffers a penalty based upon the RC/10 rather than the usual AP/10 -- thus highly limited Spells will have a higher chance of going off than lightly limited spells -- kind of self adjusting as it were.

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Character has 20 INT

 

5 Fireball: 14- (7D6 EB vs ED (Fire); Explosion, Personal Immunity, Reduced END (1/2 END) (+1) (70 Active Points); Incantations, Gestures, Extra Time: Full Phase (-1); Real Cost: 35; -3 to Roll to cast, 3 END)

 

5 Mystic Wards: 14- (Force Field 14- (15 PD/ 15 ED; Reduced Endurance (1/2 END) IPE: Sight & Hearing (+1) (70 Active Points); 0 DCV Concentration to Activate, Extra Time: Full Phase Delayed Phase Only to Activate (-1); Real Cost = 35; -3 to Roll to case 3 END per Phase)

 

9 Flight of Zimmer: 16- (Flight 20"; Reduced END (0 END), Persistent (+1) (80 Active Points); Incantations, 1/2 DCV Concentration (-1/2); Real Cost: 53; -5 to Roll to cast, 0 END)

 

etc

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Originally posted by Killer Shrike

Character has 20 INT

 

5 Fireball: 14- (7D6 EB vs ED (Fire); Explosion, Personal Immunity, Reduced END (1/2 END) (+1) (70 Active Points); Incantations, Gestures, Extra Time: Full Phase (-1); Real Cost: 35; -3 to Roll to cast, 3 END)

 

5 Mystic Wards: 14- (Force Field 14- (15 PD/ 15 ED; Reduced Endurance (1/2 END) IPE: Sight & Hearing (+1) (70 Active Points); 0 DCV Concentration to Activate, Extra Time: Full Phase Delayed Phase Only to Activate (-1); Real Cost = 35; -3 to Roll to case 3 END per Phase)

 

9 Flight of Zimmer: 16- (Flight 20"; Reduced END (0 END), Persistent (+1) (80 Active Points); Incantations, 1/2 DCV Concentration (-1/2); Real Cost: 53; -5 to Roll to cast, 0 END)

 

etc

I like this. It seems to be a pretty elegant system. Of course I think our Fantasy Hero GM (Eosin) already has a pretty good system as well.
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Originally posted by Edsel

I like this. It seems to be a pretty elegant system. Of course I think our Fantasy Hero GM (Eosin) already has a pretty good system as well.

Thanx!

 

Actually Eosin and I have been mildly trading compliments -- his world looks like its shaping up to be pretty cool, and similar enough to my own Machtig campaign that I may end up swiping from him ;)

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Originally posted by Foxx!

Killer Shrike:

 

Thanks for the advice. Your home page was valuable in making a new Fantasy system. I like how your system has AP level directly related to skill roll level: knowledge is power. :)

 

Where can I see EosinÂfs system?

 

Cheers

Its Mabinogen something....1 sec Ill go find it....

 

EDIT: http://www.mabinogin.com/

 

His new one is under Echoes of Glory

 

Check out the regional map while you are there -- its really cool.

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Just testing this out a bit more, feeling out the extremes.

 

41 Shadow Dragon: 30- (Summon 500-point Dragon (or Campaign Equivalent), Amicable Friendly (+1/4), Expanded Class of Beings Very Limited Group (+1/4) (150 Active Points); Extra Time (Extra Phase, Delayed Phase, -1), Side Effects, Side Effect occurs automatically whenever Power is used (Caster takes 15 LTE loss from Personal END; -1/2), Incantations (-1/4), Gestures (-1/4), Concentration 1/2 DCV (-1/4), Dragon Fades Away After 1 Hour (-1/4); Real Cost:43, -4 to cast, 15 END and 15 LTE to cast)

 

 

3 Create Steed: 11- (Summon 100-point Light Warhorse, Amicable Loyal (+1/2) (30 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate Constant or Persistent Power, -3/4), Concentration 1/2 DCV (-1/4), Gestures (-1/4), Incantations (-1/4), Horse Fades Away After 12 Hours (-1/4); Real Cost: 11, -1 to cast, 3 END to cast)

 

 

21 Bountiful Bow of Caustic Corrosion: 20- (RKA 2d6 (vs. ED), Penetrating (x2; +1), Lingering up to 5 Minutes (+1), Reduced Endurance (1/2 Endurance, +1/4) (97 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Incantations (-1/4), Gestures (-1/4), Physical Manifestation (Bow, -1/4); Real Cost: 39, -4 to cast, 5 END to cast and use)

 

 

11 Lesser Bow of Caustic Corrosion: 15- (RKA 2d6-1 (vs. ED), Penetrating (x2; +1), Lingering up to 1 Minute (+3/4), Reduced Endurance (1/2 Endurance, +1/4) (75 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Incantations (-1/4), Gestures (-1/4), Physical Manifestation (Bow, -1/4); Real Cost: 30, -3 to cast, 3 END to cast and use)

 

 

11 Solid Fog: 15- (CE 8" radius, -4 to Sight Group PER Rolls, -2 to Normal Hearing PER Rolls, -4" Leaping, -8"Running, Multiple Combat Effects (75 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Does Not Work In High Winds Or Rain (-1/4), Incantations (-1/4), Gestures (-1/4); Real Cost: 33, -3 to cast, 7 END to cast and per Phase)

 

 

5 Shocking Grasp: 12- (Killing Attack - Ranged 2d6 (vs. ED); AoE: 1 Hex (Accurate; +1/2), Reduced Endurance (0 END; +1/2) (60 Active Points); Concentration (1/2 DCV; -1/4), Gestures (Requires both hands; -1/2), No Range (-1/2), Extra Time (Delayed Phase, -1/4); Real Cost: 24, -2 to cast, 0 END to cast)

 

 

5 Jolting Arc: 12- (Killing Attack - Ranged 2d6 (vs. ED); AoE: Any Area (+1) (60 Active Points); Concentration (1/2 DCV; -1/4), Gestures (Requires both hands; -1/2), No Range (-1/2), Extra Time (Delayed Phase, -1/4); Real Cost: 24, -2 to cast, 6 END to cast)

 

 

3 Supple Armor: 11- (Armor (5 PD/5 ED), Hardened (+1/4), UBO (Lasts for 12 hours; +1/4), LOS Not Required To Maintain (+1/2), IPE (Fully Invisible; +1) (45 Active Points); Costs END (Only to Activate; -1/4), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Gestures (Requires both hands; -1/2), Incantations (-1/4), Concentration 1/2 DCV (-1/4), IIF (Clothes of Opportunity; -1/4); Real Cost: 15, -1 to cast, 4 END to cast)

 

 

23 Disintegrate: 21- (RKA 7d6 (vs. ED) (105 Active Points); All or Nothing (Does No Damage If It Does Not Kill/Destroy Target; -2), Extra Time (Delayed Phase, Full Phase, -3/4), Incantations (-1/4), Concentration 1/2 DCV (-1/4), No Knockback (-1/4), Gestures (-1/4); Real Cost: 22, -2 to cast, 10 END to cast)

 

 

5 Analysis Paralysis: 12- (Entangle 2d6, 2 DEF, Takes No Damage From Physical Attacks Limited Group (+1/4), Works Against EGO, Not STR (+1/4), Cannot Be Escaped With Teleportation (+1/4), Invisible Power Effects, SFX Only (Fully Invisible; +1/2), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1), Range Modifiers Apply (-1/4) (60 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Delayed Phase, -3/4), Gestures (-1/4), Incantations (-1/4), Cannot Form Barriers (-1/4); Real Cost: 22, -2 to cast, 6 END to cast)

 

 

11 Power Word (Pain): 15- (EB 6d6 (vs. AVLD: Flash Defense (Hearing)), AVLD: Flash Defense Hearing (+1 1/2) (75 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Incantations (Voice Range Option; -1/4); Real Cost: 37, -4 to cast, 7 END to cast)

 

 

17 Influence: 18- (Mind Control 8d6 (Human class of minds), Telepathic (+1/4), Invisible Power Effects (Mental Group; +1/2), Cumulative (x1 max.; +1/2) (90 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Eye Contact Required (-1/2), Does Not Provide Mental Awareness (-1/4), Concentration (1/2 DCV; -1/4); Real Cost: 33, -3 to cast, 9 END to cast)

 

 

17 Enthrall: 18- (Mind Control 5d6 (standard effect: 15) (Human class of minds), Telepathic (+1/4), Invisible Power Effects (Mental Group; +1/2), Cumulative (x8 max.; +1 1/4), Reduced Endurance (0 END; +1/2) (87.5 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Eye Contact Required (-1/2), Does Not Provide Mental Awareness (-1/4), Concentration (1/2 DCV; -1/4); Real Cost: 32, -3 to cast, 0 END to cast)

 

 

5 Dodge Fate: 12- (+6 with DCV, IPE (Fully Invisible; +1) (60 Active Points); Costs END (-1/2), Gestures (-1/4), Incantations (-1/4); Real Cost: 30, -3 to cast, 6 END to cast and per Phase)

 

 

17 Arcane Sight: 18- (Detect Information About Spellcasters, Magic Items, Magic Items and Magic Spells 19- (no Sense Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Range, Rapid (x10), Sense, Targeting; IPE (Invisible to Sight Group (Visible to Magic Detect and Mental Awareness); +1/2) (90 Active Points); Costs END (Only to Activate; -1/4), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration 1/2 DCV (-1/4), Incantations (-1/4); Real Cost: 36, -4 to cast, 9 END to cast)

 

 

5 Sense Rider: 12- (Clairsentience (Sight , Hearing , Smell/Taste And Touch Groups), +5 to PER Roll, Discriminatory (60 Active Points); Concentration 1/2 DCV, throughout (-1/2), Only Through The Senses Of Others (-1/2); Real Cost: 30, -3 to cast, 6 END to cast)

 

 

3 Mage Hand 11- (Telekinesis (10 STR, Fine Manipulation), Invisible Power Effects (Fully Invisible; +1) (50 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration 1/2 DCV (throughout; -1/2); Real Cost: 25, -2 to cast, 3 END to cast and use)

 

 

5 Dimensional Transposition: 12- (Teleportation 30" (60 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Line of Sight Only (-1/2); Real Cost: 27, -3 to cast, 6 END to cast)

 

 

11 Contingency Teleportation: 15- (Teleportation 1", No Relative Velocity, Position Shift, x2 Increased Mass, Safe Blind Teleport Only if INT Roll is Made (+0), Trigger ([if Staggered or Below 1 STUN or 1 BODY] or [Other Condition Defined When Cast]; +1/2), Megascale (1" = 1 million km; +1 3/4), Can Be Scaled Down: 1" = 1km (+1/4) (77 Active Points); Can Only Teleport To Fixed Locations (NEED TO HAVE A FIXED LOCATION BOUGHT OUTSIDE OF SPELL AND SET BEFORE SPELL IS CAST;-1), Requires A INT Roll to remember location (No Active Point penalty to Skill Roll -1/2), Concentration 1/2 DCV (-1/4), Incantations (-1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4); Real Cost: 22, -2 to cast, 8 END to cast)

 

 

17 Safeguarding: 18- (Armor (10 PD/10 ED), UBO (+1/4), Hardened (x2; +1/2), AOE (5" Radius, Selective; +1 1/4) (90 Active Points); Costs Endurance (Only to Activate; -1/4), Only vs Damage From Spells Cast By Caster Of This Spell (-2), Extra Time Extra Segment (Delayed Phase; -3/4), Gestures (-1/4), Incantations (-1/4); Real Cost: 20, -2 to cast, 9 END to cast)

 

 

11 Thief Snare: 15- (Entangle 2d6, 3 DEF, Only vs Characters With The Lockpicking or Sleight of Hand Skill (+0), Takes No Damage From Attacks (All Attacks; +1/2), AOE (One Hex, Accurate; +1/2), IPE (Fully Invisible; +1) (75 Active Points); Extra Time Extra Segment (Delayed Phase; -3/4), Gestures (-1/4), Incantations (-1/4), Concentration 1/2 DCV (-1/4); Real Cost: 30, -3 to cast, 7 END to cast)

 

 

11 Swordward: 15- (FF (21 PD), Hardened (+1/4), IPE, Hide effects of Power (Fully Invisible; +2), Trigger ([Attacked By A Sword]; +1/4), (75 Active Points); Only vs Swords (-2), Extra Time Extra Segment, Only to Activate (Delayed Phase; -1/2), Incantations (-1/4), Gestures (-1/4); Real Cost: 19, -2 to cast, 7 END to cast and per Phase once Triggered)

 

 

11 Arrowward: 15- (FF (21 PD), Hardened (+1/4), IPE, Hide effects of Power (Fully Invisible; +2), Trigger ([Attacked By A Arrow or Sling Stone]; +1/4), (75 Active Points); Only vs Sling Stones & Arrows (-2), Extra Time Extra Segment, Only to Activate (Delayed Phase; -1/2), Incantations (-1/4), Gestures (-1/4); Real Cost: 19, -2 to cast, 7 END to cast and per Phase once Triggered)

 

 

11 Shadow Magic: 15- (Mental Illusions 8 1/2d6, Variable Advantage (+1/2 Advantages Limited Group of Advantages (Explosion, One Hex, IPE vs Mental, Cumulative (x1)); +3/4) (75 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Incantations (-1/4), Does Not Provide Mental Awareness (-1/4), Normal Range (-1/4), Concentration 1/2 DCV (-1/4), Gestures (-1/4); Real Cost: 25, -2 to cast, 7 END to cast)

 

 

11 Shadow Wall: 15- (Force Wall (18 PD/5 ED; 4" long and 1" tall) (Opaque: Sight Group) (74 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration 1/2 DCV (-1/4), Gestures (-1/4), Incantations (-1/4); Real Cost: 33, -3 to cast, 7 END to cast and per Phase)

 

 

5 Lesser Shadowfanes: 12- (Drain PRE 4d6, Ranged (+1/2) (60 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Only Versus Targets In Darkness/Shadows (-1/2), Gestures (Requires Both Hands; -1/2), Incantations (-1/4); Real Cost: 20, -2 to cast, 6 END to cast)

 

 

17 Shadowfanes: 18- (Drain PRE 6d6, Ranged (+1/2) (90 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Only Versus Targets In Darkness/Shadows (-1/2), Gestures (Requires Both Hands; -1/2), Incantations (-1/4); Real Cost: 30, -3 to cast, 9 END to cast)

 

 

29 Greater Shadowfanes: 24- (Drain PRE 8d6, Ranged (+1/2) (120 Active Points); Extra Time (Delayed Phase, -1/4), Only Versus Targets In Darkness/Shadows (-1/2), Incantations (-1/4); Real Cost: 60, -6 to cast, 12 END to cast)

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So, Im going to call this Magecraft for now, because it fits a niche I need in my coverage of magic systems.

 

Magecraft: Skill based Magic System. Each Spell is paid for as a skill with an associated roll. Each Spell Skill is a INT based Skill (9+INT/5) costing 3 pts; each +1 to that Skills Roll costs 2 pts. Alternately, a Mage may buy an 8- Roll with a Spell Skill as a Familiarity for 1 point.

 

A Mage may apply Overall Skill Levels or Skill Levels with INT Based Skills to their Magic Skill Rolls (unless it is a 1 point Familiarity), but may not buy Skill Levels with Spells as a "Tight Group" unless they only have a handful of Spells at the GM's discretion.

 

To determine how many Active Points are available to each Spell Skill, multiply the Skill Roll by 5. Thus an 8- Skill Roll indicates that 40 Active Points are available to that Spell, an 11- Skill Roll indicates that 55 Active Points are available to that Spell, and a 20- Skill Roll indicates 100 Active Points are available. Each Spell does not have to use the full Active Points Available to it. A Mage might buy their Skill Roll up without raising the Active Cost of the Spell to increase their probability of success for example.

 

All Spells require the a Skill Roll with the Spell Skill itself for no Limitation value to be cast. No Spell may take the Required Skill Roll Limitation on a Spell to indicate the associated Spell Skill, but RSR may be used to indicate that another Skill or Characteristic Rolls are required in conjunction with the Spell Skill Roll.

 

The Spell Skill Roll suffers a penalty based upon the Real Cost of the Spell divided by 10 rather than the usual Active Points divied by 10. Thus highly limited Spells will have a higher probablity of success than lightly limited spells.

 

Mages may use a Magic Endurance Reserve with GM's Permission, but must define all of their Spells as using the Magic Endurance Reserve if they have one. The Standard "May Use Either Personal END or END Reserve" +1/4 Advantage may be used in this case on individual Spells where desired.

 

Using this system the following guidelines apply:

 

1) No Spell may be on Charges.

2) All Spells must either cost END by default or take the "Costs END" Limitation; the -1/4 Limitation "Only Costs END to Activate" is appropriate in this case.

3) Spells may take Reduced END.

4) All 0 END or Costs END only to Activate Spells must have a defined termination, expressed either as a duration or a specific and reasonably common event.

5) Spells may not be imbedded in a Focus, but may require an item to be cast; use Restrainable instead of Focus in these cases.

6) No Concious Control and Independent may not be taken on any Spell.

7) Spells must have at least -1/2 in Limitations.

8) A Mage must know at least 3 Spells and spend at least 15 points on Spells.

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Combat Information Page

Character Name: Doran Murfon

Alternate Identities:

Player Name: NPC

attachment.php?s=&postid=101723
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
12 STR 10 2 12 11- HTH Damage 2d6 END [1]
14 DEX 10 12 14 12- OCV 5 DCV 5
14 CON 10 8 14 12-
14 BODY 10 8 14 12-
15 INT 10 5 15 12- PER Roll 12-
12 EGO 10 4 12 11- ECV: 4
15 PRE 10 5 15 12- PRE Attack: 3d6
8 COM 10 -1 8 11-
             
             
2 PD 2 0 2/11   2/11 PD (0/9 rPD)
3 ED 3 0 3/12   3/12 ED (0/9 rED)
3 SPD 2.4 6 3   Phases: 4, 8, 12
5 REC 5 0 5  
28 END 28 0 28  
27 STUN 27 0 27    
7" Running 6 2 7"    
2" Swimming 2 0 2"    
2"/1"" Leaping 2 0 2" 51 Total Characteristics Points
attachment.php?s=&postid=261856
EXPERIENCE POINTS
Total earned: 25
Spent: 25
Unspent: 0
Base Points: 50
Disad Points: 100
Total Points: 175
MOVEMENT
Type Total
Run (6) 7" [14" NC]
Swim (2) 2" [4" NC]
H. Leap (2") 2"
V. Leap (1") 1"
Flight 0"/15" [0"/30" NC]
Teleport 0"/30" [0"/60" NC]
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  5' 6"
Weight:  220 lbs
Description:
Hunched over and spiteful looking, with spidery hands and a permanent sneer. Wears a light grey robe festoned with mystical doo-dads and carries a staff.

DEFENSES
Type Amount Notes
Physical Defense 2/11 Current BODY:
Res. Phys. Defense 0/9  
Energy Defense 3/12 Current END:
Res. Energy Defense 0/9  
Mental Defense 8 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 5 DCV: 5
 
Combat Skill Levels: +2 Overall , +1 with HTH Combat (5 Active Points); OAF (-1), Real Weapon (-1/4)
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

POWERS
Cost  Power END
10 Mana Pool: Endurance Reserve (50 END, 5 REC) (10 Active Points)
4 Mystic Mind: MD (8 points total) (6 Active Points); Activation 14- (-1/2)
14 Total Powers Cost
EQUIPMENT
Equipment END
Bedroll: Bedroll (0 Active Points)
Notes: Body 1_Def 1
Ink (1 ounce, in glass vial): Ink (1 ounce, in glass vial) (0 Active Points)
Notes: Body 1_Def 1
Quarterstaff: (Total: 35 Active Cost, 11 Real Cost) +1 with HTH Combat (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) plus HA +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 9)
Notes: Body 4_Def 3_Length M
Quill: Quill (0 Active Points)
Notes: Body 1_Def 0
Rations (1 weeks): Rations (1 weeks) (0 Active Points)
Notes: Body 1_Def 0
Sealing Wax: Sealing Wax (0 Active Points)
Notes: Body 1_Def 1
Spellbook,Small: (0 Active Points)
Notes: Body 1_Def 1
Tent, Canvas: Tent, Canvas (0 Active Points)
Notes: Body 1_Def 1_ Holds 2
Mage Spells
1) Arcane Aegis: FF (9 PD/9 ED), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible to Hearing, and Sight Groups (+3/4) (54 Active Points); Gestures (Requires both hands; -1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Costs AP/10 In END When Cast; -1/2), Incantations (-1/4), Concentration (1/2 DCV; -1/4)
2) Dimensional Transposition: Teleportation 30" (60 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), LOS Only (-1/2) (uses END Reserve)
6
3) Fade From View: Invisibility to Sight, Smell/Taste, Hearing, Mental and Touch Groups and Spatial Awareness , No Fringe, Costs END Only To Activate (+1/4) (69 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4) (uses END Reserve)
5
4) Jolting Arc: RKA 2d6 (vs. ED), AOE (3" Any Area; +1) (60 Active Points); No Range (-1/2), Gestures (Requires both hands; -1/2), Extra Time (Delayed Phase, -1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4) (uses END Reserve)
6
5) Mage Bolts: EB 8d6 (vs. ED), Reduced Endurance (0 END; +1/2), Affects Desol Any form of Desolidification (+1/2), AOE Accurate (One Hex; +1/2) (100 Active Points); Spell (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), No Knockback (-1/4)
6) Mages Eye: Clairsentience (Sight And Hearing Groups), Discriminatory, Increased Arc Of Perception (360 Degrees), Mobile Perception Point (can move up to 24" per Phase): +2, Costs END Only To Activate (+1/4) (69 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Blackout (-1/2), Concentration, throughout (1/2 DCV; -1/2), Gestures (-1/4), Incantations (-1/4) (uses END Reserve)
5
7) Mystic Flight: Flight 15", Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Costs AP/10 In END When Cast; -1/2), Gestures (Requires both hands; -1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Incantations (-1/4), Concentration (1/2 DCV; -1/4)
8) Prepared Jolt: RKA 4d6 (vs. ED), Trigger (Command Word; +1/4) (75 Active Points); Gestures (Requires both hands; -1/2), Extra Time (Delayed Phase, -1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4) (uses END Reserve)
7
9) Spell Turning: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target, Trigger (When An Offensive Ranged Spell Is Incoming; +1/2) (75 Active Points); Spells Only (-2), Extra Time (Delayed Phase, -1/4), Incantations (-1/4), Gestures (-1/4)
TALENTS
Cost  Name
3 Lightning Reflexes: +2 DEX to act first with All Actions
5 Magesight
8 Total Talents Cost

SKILLS
Cost  Name
20 +2 Overall
5 +1 with INT Based Skills
5 CuK: Ieshali (INT-based) 14-
5 PS: Mage (INT-based) 14-
1 Riding 8-
1 WF: Staffs
1 Conversation 8-
1 Language: Vorgaan (Ieshali dialect) (idiomatic; literate) (5 Active Points)
Mage Spells
3
1) Arcane Aegis 12-
Notes: -2 to Roll
3
2) Dimensional Transposition 12-
Notes: -3 to Roll
7
3) Fade From View 14-
Notes: -3 to Roll
3
4) Jolting Arc 12-
Notes: -2 to Roll
19
5) Mage Bolts 20-
Notes: -4 to Roll
7
6) Mages Eye 14-
Notes: -2 to Roll
3
7) Mystic Flight 12-
Notes: -2 to Roll
9
8) Prepared Jolt 15-
Notes: -3 to Roll
9
9) Spell Turning 15-
Notes: -2 to Roll
102 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
5 DF: Human (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
5 DF: Mage (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)
15 Enraged: When Thwarted (Uncommon), go 11-, recover 11-
20 Normal Characteristic Maxima
15 Psych. Lim.: Cruel (Common, Strong)
10 Psych. Lim.: Selfish & Self-Preservatory (Common, Moderate)
5 Rivalry: Professional (Other Spellcasters; Rival is More Powerful; Seek to Outdo; Rival Unaware of Rivalry)
5 Soc. Lim.: Considered a "Hedge Wizard" by Wizards (Occasionally, Major, Not Limiting In Some Cultures)
10 Unluck: 2d6
10 Vulnerability: 2 x STUN Suprise Attacks (Uncommon)
100 Total Disadvantages Cost
Height: 5' 6" Hair: Brown
Weight: 220 lbs Eyes: Brown
Appearance: Hunched over and spiteful looking, with spidery hands and a permanent sneer. Wears a light grey robe festoned with mystical doo-dads and carries a staff.
Personality: Selfish, self-centered, and cruel. A petty man, with petty aspirations.
Quote:"You wont look so smug in a moment, when your face has been blasted away by my awesome magics!"
Background: Doran Murfon is a native of Ieshali in his early 30's. He comes from a long line of Mages and can trace his lineage back to the Witchlord Gorshan Murfon. He, like most of his anceastors, practices Magecraft and shows a reasonable talent for it, able to master 3 spells before he was yet 18, and has learned six more since. Doran is particularly well know for the advanced levels he has acheived with his mastery of Mystic Bolts. If he had only been born two centuries sooner, all would probably have been well for him.

 

However, as he was born and was learning his craft from his father, the newfangled study of Wizardry was sweeping the lands that were once Vorgaa. Wizards, with their disciplined approach and least-common-denominator classifictions of magic quickly supplanted the traditional practitioners of Magecraft. Instead of a life of scholastic pursuit spent mastering his skills and perhaps acheiving his dream of becoming a professor at a Arcanotorium, Doran found himself the but of jokes and disparagement from upstart young Wizards.

 

Finally, after his father passed away, Doran just couldn't take it anymore and challenged a particularly insulting ass named Orfolt to a Mages duel. The arrogant Apprentice accepted the duel and was promptly blasted into oblivion by Doran's Prepared Jolt followed quickly by a Mystic Bolt. Orfolts smug classmates, anticipating an easy victory for their fellow Wizard, stood around with their mouth's agape staring at his badly burned corpse. Doran expected some praise or adulation for his obvious power, but as the weeks wore on all he got was shunned. Now instead of taunting him, the young wizards just ignored him. Plus the teachers at the school were not happy about the slaying of one of their best students and several made it plain that legal or no, should Doran decide to get into a duel with another student he might find himself facing one of their mentors instead in the duelling circle.

 

Doran realized he was never going to get anywhere in Ieshali, for the taint of Wizardry had spread from border to border in just a few short decades, and the old ways were no longer respected. His only hope for the power and adulation he deserved lay outside in the world beyond. If he traveled into lands untouched by Wizardry his Magecraft would allow him to reign. Better a big fish in a small pond....

 

And so he has set out, leaving all the nations that once were Vorgaa behind, and heading into the lands of the Kor-vashi and the Undari looking for a place to settledown and carve a fiefdom out for himself.

Powers/Tactics: Doran has a decent complement of spells, several offensive, a couple of moment and a couple of defensive. Though he lacks the flexibility of a Wizard, he can use his spells as long as he has END to pay for them.
Campaign Use: An excellent small-time pain in the arse for players, a good reoccuring villain (with 2 escape clause spells to get away), a one off antagonist, or as a general template for mid-power Mages.
Character created with Hero Designer (version 2.19)
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Originally posted by Hierax

Hmmm, this is interesting, I might have to try something like this too. Thanks!

Yeah, it's suprisingly interesting. I kind of threw it out there from the hip, but got to looking at it and like it.

 

My only concern is that it makes a Magic System I have in place called Aeldenaren compare disfavorably. Ill have to tweak that system so that they can be used in tandem.

 

The Machtig campaign includes many types of magic deliberately because Im trying to get good data on how the multiple magic system balance against themselves.

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Used Doran tonight and he was pretty solid. He blew threw his END reserve in about 2 TURNs, but was very active & effective. Im thinking if I had taken 1 fewer spell and put the points into his END reserve he would have been ultra-nasty.

 

As it was if he hadnt run out of END he would have killed at least one PC of equivalent points who was on the ropes.

 

Lacking any means of detecting Invis, the party was screwed, but even w/o that major edge, his spell list and casting capabilities were respectible.

 

As it was, I had him flee w/ his already running Flight spell with 5 END left in the tank on segment 12, which was the smart move for him.

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I gave him 4 XP for taking on the PCs and surviving, and to keep him creditible as the PCs advance. I bumped his END Res by 10 END and 1 REC, and dropped 2 points into Literacy w/ Machtig bcs it will be more convenient if he can converse w/ the PC's. I had originally intended him to communicate via a translator, but Rogate killed that guy so that wont work :rolleyes::D I also tweaked his Mystic Bolts. I think they are better this way.

Combat Information Page

Character Name: Doran Murfon

Alternate Identities:

Player Name: NPC

attachment.php?s=&postid=101723
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
12 STR 10 2 12 11- HTH Damage 2d6 END [1]
14 DEX 10 12 14 12- OCV 5 DCV 5
14 CON 10 8 14 12-
14 BODY 10 8 14 12-
15 INT 10 5 15 12- PER Roll 12-
12 EGO 10 4 12 11- ECV: 4
15 PRE 10 5 15 12- PRE Attack: 3d6
8 COM 10 -1 8 11-
             
             
2 PD 2 0 2/11   2/11 PD (0/9 rPD)
3 ED 3 0 3/12   3/12 ED (0/9 rED)
3 SPD 2.4 6 3   Phases: 4, 8, 12
5 REC 5 0 5  
28 END 28 0 28  
27 STUN 27 0 27    
7" Running 6 2 7"    
2" Swimming 2 0 2"    
2"/1"" Leaping 2 0 2" 51 Total Characteristics Points
attachment.php?s=&postid=261856
EXPERIENCE POINTS
Total earned: 29
Spent: 29
Unspent: 0
Base Points: 50
Disad Points: 100
Total Points: 179
MOVEMENT
Type Total
Run (6) 7" [14" NC]
Swim (2) 2" [4" NC]
H. Leap (2") 2"
V. Leap (1") 1"
Flight 0"/15" [0"/30" NC]
Teleport 0"/30" [0"/60" NC]
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  5' 6"
Weight:  220 lbs
Description:
Hunched over and spiteful looking, with spidery hands and a permanent sneer. Wears a light grey robe festoned with mystical doo-dads and carries a staff.

DEFENSES
Type Amount Notes
Physical Defense 2/11 Current BODY:
Res. Phys. Defense 0/9  
Energy Defense 3/12 Current END:
Res. Energy Defense 0/9  
Mental Defense 8 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 5 DCV: 5
 
Combat Skill Levels: +2 Overall , +1 with HTH Combat (5 Active Points); OAF (-1), Real Weapon (-1/4)
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

POWERS
Cost  Power END
12 Mana Pool: Endurance Reserve (60 END, 6 REC) (12 Active Points)
4 Mystic Mind: MD (8 points total) (6 Active Points); Activation 14- (-1/2)
16 Total Powers Cost
EQUIPMENT
Equipment END
Bedroll: Bedroll (0 Active Points)
Notes: Body 1_Def 1
Ink (1 ounce, in glass vial): Ink (1 ounce, in glass vial) (0 Active Points)
Notes: Body 1_Def 1
Quarterstaff: (Total: 35 Active Cost, 11 Real Cost) +1 with HTH Combat (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) plus HA +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 9)
Notes: Body 4_Def 3_Length M
Quill: Quill (0 Active Points)
Notes: Body 1_Def 0
Rations (1 weeks): Rations (1 weeks) (0 Active Points)
Notes: Body 1_Def 0
Sealing Wax: Sealing Wax (0 Active Points)
Notes: Body 1_Def 1
Spellbook,Small: (0 Active Points)
Notes: Body 1_Def 1
Tent, Canvas: Tent, Canvas (0 Active Points)
Notes: Body 1_Def 1_ Holds 2
Mage Spells
1) Arcane Aegis: FF (9 PD/9 ED), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible to Hearing, and Sight Groups (+3/4) (54 Active Points); Gestures (Requires both hands; -1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Costs AP/10 In END When Cast; -1/2), Incantations (-1/4), Concentration (1/2 DCV; -1/4)
2) Dimensional Transposition: Teleportation 30" (60 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), LOS Only (-1/2) (uses END Reserve)
6
3) Fade From View: Invisibility to Sight, Smell/Taste, Hearing, Mental and Touch Groups and Spatial Awareness , No Fringe, Costs END Only To Activate (+1/4) (69 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4) (uses END Reserve)
5
4) Jolting Arc: RKA 2d6 (vs. ED), AOE (3" Any Area; +1) (60 Active Points); No Range (-1/2), Gestures (Requires both hands; -1/2), Extra Time (Delayed Phase, -1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4) (uses END Reserve)
6
5) Mage Bolts: EB 10d6 (vs. ED), Reduced Endurance (1/2 END; +1/4), Variable Advantage (+1/2 Advantages; Limited Group of Advantages (Affects Desolid, No Range Modifier, Explosion, AoE 1 hex Accurate); +3/4) (100 Active Points); Spell (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), No Knockback (-1/4) (uses END Reserve)
4
6) Mages Eye: Clairsentience (Sight And Hearing Groups), Discriminatory, Increased Arc Of Perception (360 Degrees), Mobile Perception Point (can move up to 24" per Phase): +2, Costs END Only To Activate (+1/4) (69 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Blackout (-1/2), Concentration, throughout (1/2 DCV; -1/2), Gestures (-1/4), Incantations (-1/4) (uses END Reserve)
5
7) Mystic Flight: Flight 15", Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Costs AP/10 In END When Cast; -1/2), Gestures (Requires both hands; -1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Incantations (-1/4), Concentration (1/2 DCV; -1/4)
8) Prepared Jolt: RKA 4d6 (vs. ED), Trigger (Command Word; +1/4) (75 Active Points); Gestures (Requires both hands; -1/2), Extra Time (Delayed Phase, -1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4) (uses END Reserve)
7
9) Spell Turning: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target, Trigger (When An Offensive Ranged Spell Is Incoming; +1/2) (75 Active Points); Spells Only (-2), Extra Time (Delayed Phase, -1/4), Incantations (-1/4), Gestures (-1/4)
TALENTS
Cost  Name
3 Lightning Reflexes: +2 DEX to act first with All Actions
5 Magesight
8 Total Talents Cost

SKILLS
Cost  Name
20 +2 Overall
5 +1 with INT Based Skills
5 CuK: Ieshali (INT-based) 14-
5 PS: Mage (INT-based) 14-
1 Riding 8-
1 WF: Staffs
1 Conversation 8-
1 Language: Vorgaan (Ieshali dialect) (idiomatic; literate) (5 Active Points)
2 Language: Machtig (fluent conversation)
Mage Spells
3
1) Arcane Aegis 12-
Notes: -2 to Roll
3
2) Dimensional Transposition 12-
Notes: -3 to Roll
7
3) Fade From View 14-
Notes: -3 to Roll
3
4) Jolting Arc 12-
Notes: -2 to Roll
19
5) Mage Bolts 20-
Notes: -4 to Roll
7
6) Mages Eye 14-
Notes: -2 to Roll
3
7) Mystic Flight 12-
Notes: -2 to Roll
9
8) Prepared Jolt 15-
Notes: -3 to Roll
9
9) Spell Turning 15-
Notes: -2 to Roll
104 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
5 DF: Human (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
5 DF: Mage (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)
15 Enraged: When Thwarted (Uncommon), go 11-, recover 11-
20 Normal Characteristic Maxima
15 Psych. Lim.: Cruel (Common, Strong)
10 Psych. Lim.: Selfish & Self-Preservatory (Common, Moderate)
5 Rivalry: Professional (Other Spellcasters; Rival is More Powerful; Seek to Outdo; Rival Unaware of Rivalry)
5 Soc. Lim.: Considered a "Hedge Wizard" by Wizards (Occasionally, Major, Not Limiting In Some Cultures)
10 Unluck: 2d6
10 Vulnerability: 2 x STUN Suprise Attacks (Uncommon)
100 Total Disadvantages Cost
Height: 5' 6" Hair: Brown
Weight: 220 lbs Eyes: Brown
Appearance: Hunched over and spiteful looking, with spidery hands and a permanent sneer. Wears a light grey robe festoned with mystical doo-dads and carries a staff.
Personality: Selfish, self-centered, and cruel. A petty man, with petty aspirations.
Quote:"You wont look so smug in a moment, when your face has been blasted away by my awesome magics!"
Background: Doran Murfon is a native of Ieshali in his early 30's. He comes from a long line of Mages and can trace his lineage back to the Witchlord Gorshan Murfon. He, like most of his anceastors, practices Magecraft and shows a reasonable talent for it, able to master 3 spells before he was yet 18, and has learned six more since. Doran is particularly well know for the advanced levels he has acheived with his mastery of Mystic Bolts. If he had only been born two centuries sooner, all would probably have been well for him.

 

However, as he was born and was learning his craft from his father, the newfangled study of Wizardry was sweeping the lands that were once Vorgaa. Wizards, with their disciplined approach and least-common-denominator classifictions of magic quickly supplanted the traditional practitioners of Magecraft. Instead of a life of scholastic pursuit spent mastering his skills and perhaps acheiving his dream of becoming a professor at a Arcanotorium, Doran found himself the but of jokes and disparagement from upstart young Wizards.

 

Finally, after his father passed away, Doran just couldn't take it anymore and challenged a particularly insulting ass named Orfolt to a Mages duel. The arrogant Apprentice accepted the duel and was promptly blasted into oblivion by Doran's Prepared Jolt followed quickly by a Mystic Bolt. Orfolts smug classmates, anticipating an easy victory for their fellow Wizard, stood around with their mouth's agape staring at his badly burned corpse. Doran expected some praise or adulation for his obvious power, but as the weeks wore on all he got was shunned. Now instead of taunting him, the young wizards just ignored him. Plus the teachers at the school were not happy about the slaying of one of their best students and several made it plain that legal or no, should Doran decide to get into a duel with another student he might find himself facing one of their mentors instead in the duelling circle.

 

Doran realized he was never going to get anywhere in Ieshali, for the taint of Wizardry had spread from border to border in just a few short decades, and the old ways were no longer respected. His only hope for the power and adulation he deserved lay outside in the world beyond. If he traveled into lands untouched by Wizardry his Magecraft would allow him to reign. Better a big fish in a small pond....

 

And so he has set out, leaving all the nations that once were Vorgaa behind, and heading into the lands of the Kor-vashi and the Undari looking for a place to settledown and carve a fiefdom out for himself.

Powers/Tactics: Doran has a decent complement of spells, several offensive, a couple of moment and a couple of defensive. Though he lacks the flexibility of a Wizard, he can use his spells as long as he has END to pay for them.
Campaign Use: An excellent small-time pain in the arse for players, a good reoccuring villain (with 2 escape clause spells to get away), a one off antagonist, or as a general template for mid-power Mages.
Character created with Hero Designer (version 2.21)
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Guest C_Zeree

Less AP better roll

 

If characters didn't use a spell at full power: Mufron cast a weak 2d6 Mage Bolt (20AP/7RP). Would you have him roll his 20- Skill with a -1 to roll because the spell is weaker, or a -4 to roll because it is the nature of the spell being cast?

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Question about new system

 

Ok... thought I posted this yesterday...

 

I like the idea behind the system, it seems really cool. Out of curiosity though, it seems to diverge fairly solidly from standard rules. Is this completely a new way of using powers that you came up with Killer, or is there somewhere in the book it suggests handling powers/spells like this?

 

And just to make certain I understand, the only thing a character pays for is (3/2) per skill, and their End reserve... right?

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Re: Less AP better roll

 

Originally posted by C_Zeree

If characters didn't use a spell at full power: Mufron cast a weak 2d6 Mage Bolt (20AP/7RP). Would you have him roll his 20- Skill with a -1 to roll because the spell is weaker, or a -4 to roll because it is the nature of the spell being cast?

-1
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Re: Question about new system

 

Originally posted by Tywyll

Ok... thought I posted this yesterday...

 

I like the idea behind the system, it seems really cool. Out of curiosity though, it seems to diverge fairly solidly from standard rules. Is this completely a new way of using powers that you came up with Killer, or is there somewhere in the book it suggests handling powers/spells like this?

 

Actually, Fifth Edition Fantasy HERO openly encourages GMs to design Magic Systems however they want and has many many pages covering a variety of methods, many of them that bend or go completely outside the normal rules.

 

In this case, this particular system is a unique construct as far as I know, but is kind of an amalgamation of things discussed under "SPELL SKILLS" on page 241 of Fantasy HERO for 5th Edition and a concept used in the sample Magic System "THE GIFT" on page 265 of Fantasy HERO for 5th Edition.

 

Originally posted by Tywyll

And just to make certain I understand, the only thing a character pays for is (3/2) per skill, and their End reserve... right?

Yes. And in fact, they dont HAVE to have an END Reserve, but Id certainly recommend it.
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Hum... apparently I was wrong about needing 5th ed fantasy hero. Seems there are a /lot/ more changes in it over the 4th ed. Grumble... more books to buy...

 

Ok, here is a question then... perhaps you can answer:

If you made a magic system similar to this one, but instead of each skill being a seperate spell, there were, say, 6 spell skills that handled broad categories (Destruction Magic, Restoration Magic, Conjuration, etc) and all the spells fell within one or more of the categories. To cast you would need to make a roll with the skill, negative based on the cost of the spell (active points).

 

How would you suggest doing that? Would you pay for each spell seperately? Would you increase the cost on the spell skills but other wise leave them alone (like make them 10/5 or something)? Suggestions?

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It sounds like you want to encourage wizards to select spells around a theme, without limiting them to a particular kind of magic.

 

One thing you could do is use Killer Shrike's Magecraft with spell skills, but add your broad categories as separate skills that could be used as a complementary skill when casting a spell of the category. This will save a wizard points when he buys four or more spells from the same category (with three spells from the same category, he would be better off with a 3-pt. skill level; with more than three spells, the broad category skill compares favorably with a 5-pt. skill level).

 

I like the 'Magecraft' idea too.

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You could also Allow Skill Enhancers for something like that in conjunction w/ the "Magecraft" system as written, so if a caster had the Necromancy Skill Enhancer, all of his "Necromantic" type Spells would be 1 point cheaper.

 

You could also allow 3pt "Tight Group" Skill Levels to apply to subgroup of Spells, like Restoration, Destruction, or what have you.

 

Both methods would allow you to use Mage Craft as written.

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