Eodin Posted August 24, 2004 Report Share Posted August 24, 2004 A system loosely based on Might&Magic 6-8; All spls get the x1/3 Real Cost multiplier. This is to encourage having a variety of spls. All spls take the Requires A [magictype] Skill Roll, but with no Active Point modifier, for a -0 to the roll. All spls are powered by an END Reserve, which is based solely on the Mastery of the caster. Mastery.....END.....REC per Hour.....Reserve Cost Novice.......24......3.......................3 Expert.......32......4.......................4 Master.......40......5.......................6 Grandmaster..48......6.......................7 The END Reserve recharges completely in a 8 hour period (such as a night's sleep), but also recharges during the day. The END Reserve is not based on INT, EGO, or any characteristic to avoid 'incentives' to max out stats. The END Reserve is based on the highest level of Mastery the caster possesses, not on additives. That is, if the caster has Fire Mgc at Expert Level, Water Mgc at Novice Level, and Earth Mgc at Master Level, he gets to buy the Master END Reserve. In keeping with M&M, a caster's MR in each type of Mgc can be as high as he reasonably wants. Each +1 would be considered a 'level', so a Fire Mgc +10 would be 10th level in Fire Mgc. However, that does not affect his Mastery. When a character has at least +4 in that Mgc skill, he can search out a guild or teacher to learn the Expert Mastery talent in that Mgc Skill. At +7, can find Master teacher; at +10, can find GrandMaster teacher. Spells are grouped into Mastery: Novice, Expert, Master, Grandmaster. Each GMs' determination may be different, my personal take is based on the "Effective Points" of the spl. Effective Points is my measure of the effectiveness of the spl, which is based on non-casting limitations. For example, "Bluelight" is Images to Sight, 2" Rad (12 AP), Only To Create Light (-2), Inc, Gest, RMR. The only effectiveness limitation is the Only To Create Light, so the Effective points is 12/(1+2) = 4. On the other hand, "Firefinger" is 1/2d6 RKA (10 AP); Inc, Gest, RMR and has no Effectiveness limitations, so the Effective Points is 10. In my system, Novice spells have 20 or less Effective points; Expert is 21-40; Master is 41-60; Grandmaster is 60+; Until a caster attains (buys) that level of Mastery, he cannot learn spells of that Mastery (as per M&M7 and 8). So, if Fireball is an Expert spell, the caster can't learn it until he has bought Fire Magic Expert talent. Mastery Novice.......No Talent required. Expert.......[x] Magic Expert. Variable Advantage (+1/2, limited to 4 GM-specified; +3/4) on up to 30 Active Points. Cost:22 points (or 7 if GM allows x1/3 Multiplier). This allows the 4 preset options on spls: UBO Simulataneously on protective spells in that college (eg Prot From Fire, Flames of Protection in Fire College), One Hex Accurate on attack spls that affect a single target, Increased Area on attack spls that affect an area, and TBD. Master.......[x] Magic Master. Variable Advantage (+1/2, limited to 4 GM-specified; +3/4) on up to 60 Active Points. Cost:45 points (or 15 if GM allows x1/3 Multiplier). This allows the 4 preset options on spls: UBO Simulataneously on protective spells in that college (eg Prot From Fire, Flames of Protection in Fire College), One Hex Accurate on attack spls that affect a single target, Increased Area on attack spls that affect an area, and TBD. GrandMaster...TBD Quote Link to comment Share on other sites More sharing options...
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