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Zoth

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  1. IC what you are really looking for is away to allow the character to go over a set active point level? So normally a character can cast up too say 50 ap before going over his ap threshold? Then he can cast a spell as high as he wants over 50 ap but will get a calsmity? May be you could use a VPP and wave the 60 point max and say for every point over 60 ap you get a equal point side effect kind like the 1st idea. Each configuration would be a spell and the VPP would require a skill for each configuration.
  2. Basically what you have with unlimited mana system is safety threshold and over threshold. Safety threshold I think could be modeled using a normal END reserve. Now going over the threshold is a little trickier but if you look at the calamity table for the amount you go over you get about an equal calamity. So I would make a 0 point advantage “can go over END reserve but for every END point you go over you get an equal point amount side effectâ€. Then just make a table up to what most players would never go over and if they do you get to come up with something to surprise them with
  3. I been real busy with life the past months but now that I have Fantasy Hero for 5th I have redone my Managen magic system to reflect some of the ideas it has brought to the table. Like I said I would do here is my system in its entirety. Some of the changes in light of Fantasy Hero for 5th are: 1.) Made the system pure skill based and dropped the idea of managen being Independent items that give powers. Now managen is a focus but each managen focus has its own list of spells it supports. Both or more or less the same thing really but a pure skill based system look cleaner imo. Also I can distinguish between the process of making magic items or making managen foucs. 2.) End now comes form a stat “mana†based on (EGO + INT/2) x4 the recovery rate is 30 minuets but the recovery amount based on the mana level. High Mana Levels giving 8 mana back, Normal mana levels 5 mana, Low mana levels 3 mana, and Depleted Mana Levels 1 mana. This should be about the same as before using a Endurance Reserve of 150 points with a recovery rate of 10 END and recovery rate based on mana level. High Mana Levels recovery rate 30 minuets, Normal mana levels 1 hour, Low mana levels 3 hours, and Depleted Mana Levels 6 hours. 3.) Changed spell raking, creating Managen rules, spells are now individual multipower with each slot representing a higher function for a given ranking. Notes: managen magic system in my world is the easiest to use but not the only system. There is also true magic that is harder to learn but requires no focus. If you use another system of magic with the manage magic system it should be harder use, learn or provided an advantage that manage system doesn’t have. Other wise the easy of access would over shadow the manage system. Managen Gem Magic In the Managen magic system channelers uses gems that assist them in channeling and shaping mana to produce the desired effects. These gems called Managen are made by specially crafting and enchanting transparency or translucent gems found in nature. The characteristics, flaws, and size of the gem determines how powerful the Managen will be and what spells it has the channeler can cast. The type of gem determines what color of Managen can be produced from the enchantment. There are ten different colors of Managen. Each color represents a sphere of influence. Managen seldom have spells that can be cast outside there influence. Gestures are needed to help channel mana through Managen and to shape spells. Three primary types of gestures are used depending on what three spell catalysts are required. The three influencing forces and their gestures are force , creation and entropy . A spell might require one, two and, rarely all three. Rules: Managen magic is a skill based system. To cast spells the character only needs a Managen focus that has the desired spells and skill at channeling that Managen’s color type. The skill to cast with Managen is based on EGO and the RSR Penalty is based on the type of color. All spells must cost End. The cost to cast and maintain come from the character’s personal mana. Mana is a derivative stat based on (EGO + INT/2) x4. The recovery rate is 30 minuets and the recovery amount is based on the mana level. All spells must have Gestures-both hands, Concentration ½ DCV , Focus: (OAF), Extra Time-Extra Segment, and a Visible Effect. The visible effect is usually a sparkling lighted effect that surrounds the Managenn and follows the channelers gestures. The color of the effect is the same as the Managen’s color. With Usable on Others spells the channelers pays the activation cost and performs the gestures. The channeler pays the cost for maintaining. A channeler cannot maintain more than INT/5 spells at any given time. If a character with more then one Managen wants to switch Managens it takes a phase. Spells are usually a 75 point multipower with each slot representing a higher function for a given ranking. All function of a spell should have a common theme. Ranking: Focuses are classified by the color of Managen they represent (see types of managen below). Rarely does a Managen focus support casting of spells outside their sphere influence. However there are some spells that fall on the border of influences and are available to multiple spheres of influence. If a Managen has a spell outside of its influence that spell is usually aspected in some way with that Managen’s influence. Focuses are also classified by the spell ranking they support. Each ranking the gem’s inter-glow intensifies. The four levels of intensity in order are; Glittering, Sparkling, Glowing, and Radiant.Higher ranking Managen support less spells then lower ranking Managen. Spells usually have a slot representing a function for each ranking. Each ranking the slot typically has more active points then the previous level. Generally a Glittering slot is between 1-15 AP, Sparkling 15-30 AP, Glowing 30-45 AP, Radiant 45-60 AP. Creating Managen: To create a Managen focus the character must first craft or obtain a gem specifically made for the purpose. Second the character must have an enchantment talent worth 5 points and spend time enchanting the gem. Glittering Managen requires a gem worth 200 and a day to enchant, Sparkling gem worth 400 and 2 days, Glowing gem worth 600 and 3 days, and Radiant a gem worth 800 and 4 days. What spells the Managen have is up to the GM. Optionally the GM may allow the use of the Inventor (spell research) skill to modify the Managen, adding new spells or altering existing ones. What alterations or new spells can be made with the Managen are up to the GM. The GM might want certain spells he wishes to control availability require special hard to find gems. The character does not have to spend any points for the new spell but any failure results in the destruction of the Managen. Mana Levels: Mana levels are kind like huge local area endurance reserves called Areal Reserves. One point in a areal reserves represents the amount of mana hundreds of channelers might have in their personal mana reserves. The areal reserve is classified into four levels based on the amount of endurance in the reserve; high, normal, low, and depleted. As the areal reserve drops in level the amount of endurance it can replenish in a personal reserve also drops. Natural spell casting or ability use normally does not affect the areal reserve. Some very powerful magic use might cause some deplete but even this usually leaves no lasting effects. Areal reserves have a relationship with one another. As the reserve for an area depletes the reserve loss spreads out from the center in a radial pattern. The first surrounding areas share in half of the loss with the following areas sharing one fourth and one eighth the loss. One can see this can added up when there is overlapping areas being depleted and this is what happens in big cities leaving a large low or depleted area. Areal reserve are handled as continuous charges and recovers one charge a day. The higher the mana level the less charges there are because the higher the level the less time it takes to deplete. When a mana level reaches zero charges or its maximum charges it transverses to the next level. If it transverses up it starts on the higher mana level with one charge. If it transverses down it starts on the lower mana level with one less charge then the maximum. High Mana Levels The zenith of a high mana level has 180 charges, this is the maxium amount of mana a areal reserve can have. When the mana level approaches the apex, spontaneous enchantments can occur. These enchantments are almost always beneficial and aspected to the life in the area. Spontaneous enchantments can be areal enchantments such as an enchanted glen of a forest that heals those that rest there or it can be an objects such as wild mana gems. The recovery amount a high mana level provides is 8 mana. There is a +1 bonus to casting skills in a high mana level. Normal Mana Levels Normal mana levels have 550 charges. The recovery amount a normal mana level provides is 5 mana. Low Mana Levels Low mana levels have 1650 charges. The recovery amount a low mana level provides is 3 mana. There is a -1 penalty to casting skills in a low mana level. Depleted Mana Levels Depleted mana levels have 5000 charges. When a depleted mana level reaches zero charges this is the nadir of a depleted mana area. When a depleted area get this low spells can still be cast and channelers still recover, however funny things start to happen to the fabric of space and time. The GM should feel free to use his imagination. Examples include such things as; teleporting storms, parts of buildings or objects fading out of existence, objects merging, distances taking longer to transverse then they should, time flowing much faster of slower then normal, wakening of dimensional barriers allowing awaiting entities to enter. The recovery amount a depleted mana level provides is 1 mana. There is a -2 penalty to casting skills in a depleted mana level. Types of Managen: Blue Managen Influences: Air, Gases, Sky, Wind, Weather. Produced From: Zircon (Blue), Amethyst, Aquamarine, Quartz (White) Gems. RSR Penalty: -1 per 15 AP (-1/4) Dark Green Managen Influences: Earth, Soilds, Metals. Produced From: Emerald, Garnet (Green, Tsavorite), Tourmaline (Green, Blue Green, Orange) Gems. RSR Penalty: -1 per 15 AP (-1/4) Crimson Managen Influences: Fire, Plasmas, Heat. Produced From: Ruby, Garnet (Mozambique, Pyrope, Spessartite, Rhodolite), Tourmaline (Pink,Red, Orange), Zircon (Red) Gems. RSR Penalty: -1 per 15 AP (-1/4) Grey Managen Influences: Spirit and Supernatural. Produced From: Moonstone (Rainbow, Mystic Cats Eye), Amethyst, Quartz (White), Tourmaline (Paraiba, Purple, Pink, White) Gems. RSR Penalty: -1 per 15 AP (-1/4) Gold Managen Influences: Mind and Thought, Emotions. Produced From: Diamond, Amethyst, Quartz (Champagne & White), Moonstone (Rainbow, Mystic Cats Eye) Gems. RSR Penalty: -1 per 10 AP (-1/2) Indigo Managen Influences: Dimension, Space and Time. Produced From: Sapphire (Blue Diffusion, Golden, Pink, Purple), Zircon (Blue), Quartz (Imperial Cats Eye, Champagne) Gems. RSR Penalty: -1 per 5 AP (-1) Purple Managen Influences: Ether, Mana and The Metaphysical. Produced From: Amethyst, Quartz (White), Sapphire (Blue, Diffusion, Pink, Purple) Gems. RSR Penalty: -1 per 10 AP (-1/2) Silver Managen Influences: Light and Darkness. Produced From: Quartz (White), Moonstone (Rainbow), Aquamarine Gems. RSR Penalty: -1 per 15 AP (-1/4) Turquoise Managen Influences: Water, Liquids, Ice, Weather. Produced From: Zircon (Blue), Aquamarine, Moonstone (Rainbow), Amethyst, Tourmaline (Blue, Green) Gems. RSR Penalty: -1 per 15 AP (-1/4) White Managen Influences: Lifeforce, Body, Plants, Animals. Produced From: Topaz (Pink), Amethyst, Chrysoprase, Quartz (Rose & White) Gems. RSR Penalty: -1 per 10 AP (-1/2) Example Spells: Typical Silver Managen Spells Produce Light Cost Power 30 Poduce Light Spell: Multipower, 75 point reserve; all slots Gestures-both hands (-1/2), Concentration ½ DCV (-1/4), Extra Time-Extra Segment(-1/2), RSR Silver Managen: -1 per 15 AP (-1/4). Glittering Silver Managen Power: 1u 1) Glow: Image-sight group,1" radius (10), Gestures-both hands (-1/2), Concentration ½ DCV (-1/4), RSR Silver Managen: -1 per 15 AP (-1/4), Extra Time-Extra Segment(-1/2), Focus: (OAF) Silver Manage that supports casting Produce Light spell (-1). Gestures: Creation, Active Cost: 10 End: 1 Sparkling Silver Managen Power: 1u 2) Light: Image -sight group (10), Increased Size (8" radius) (+3/4), Gestures-both hands (-1/2), Concentration ½ DCV (-1/4), RSR Silver Managen: -1 per 15 AP (-1/4), Extra Time-Extra Segment(-1/2), Focus: (OAF) Sparkling or higher Silver Manage that supports casting Produce Light spell (-1). Gestures: Creation, Active Cost: 17 End: 2 Glowing Silver Managen Power: 1u 3) Flash: 4d6 Flash-sight (20), Area Effect (4" Radius) (+1), Gestures-both hands (-1/2), Concentration ½ DCV (-1/4), RSR Silver Managen: -1 per 15 AP (-1/4), Extra Time-Extra Segment(-1/2), Focus: (OAF) Glowing or higher Silver Manage that supports casting Produce Light spell (-1). Gestures: Creation, Active Cost: 40 End: 4 Radiant Silver Managen Power: 2u 4) Blinding Flash: 6d6 Flash-sight (30), Area Effect ,(6" Radius) (+1), Gestures-both hands (-1/2), Concentration ½ DCV (-1/4), RSR Silver Managen: -1 per 15 AP (-1/4), Extra Time-Extra Segment(-1/2), Focus: (OAF) Radiant Silver Manage that supports casting Produce Light spell (-1). Gestures: Creation, Active Cost: 60 End: 6 Total Cost: 35
  4. Do a search for "Gem/Focus Magic System" Me, C_Zeree, and a few others bounced some ideas around while developing our all-focus magic systems. It may or may not help in this instance but you might get some idea reading it. I been real busy with life the past months but now that I have Fantasy Hero for 5th I have been redoing my system to reflect some of the ideas it has brought to the table. When I get done I will post my redone system in its entirety. Personally I would use the alternate enchanting creation rules in Fantasy Hero and require the magic items the wizards use only cost money, time, and end lost that returns around 1 point every 5 days and not charge any character points. Then I would make the item have a skill that is need to use them based on what type of item it is or use charges or something. otherwise they feel more like enchaters then wizards. Also I would make a talent so not just anyone could use these types of magic items. This way a wizard would feel less like a character that just happens to have a bunch of magic items. P.S still haven’t found any fantasy hero player yet (been too busy), so none of my idea have been play tested yet Things are looking up thou, I went by the game store (yes the city I live in only really has one store that supports the hero system ) and all the Fantasy Hero was sold out, They had like 4 or more. Lucky I go mine the very day it came in
  5. Because angelfire has been having problems finding images and pages continually I have give up on them and moved to a host my friend recommended the new url for Telsendalay is http://tel.itgo.com/
  6. hehe it has been a buzy week you bet me too it I was gone say I envision that mana flows in line and where they cross or natural high mana areas and areas far between the rivers of mana are natural low mana areas. of course it would not be hard to adapt it to use in a ley line magic system
  7. hehe yeah I'm happy I keep a lot of the old post. saved you all that time now I just need fix up the info on telsedalay and when I get most of the spelling and gamer fixed maybe I will do like ShadowRaptor suggested and make a pdf or post it here (thou it would be kind of big). Thanks for all the info and helping my develop my system. if I ever find a group to play fanasy hero maybe I will playtest both our system and find the bug and post the results
  8. on the old board On the old hero board someone posted this... this sounds kind like what I'm after so maybe I should set the max to end 150 max rec to 10 and high mana level rec 30 minuets, normal 1 hour, low 3 hours and depleted 6 hours.
  9. Magiteck will have two stats one how many hours/day of use b4 it uses one areal charge and % number (gone be low like 0.5%) some real powerful spells might also use some charges two how much should i set the rec and number of end reserve max too? I really dont have much of an idea got any suggestions?
  10. mana levels using chargeshave decide to use charges for how long for magiteck to deplete a level vs using a end rev. It much easyer to use charges the only thing is the higher the mana level the less charges it has because the less time it take so it look kind funny with depleted having the highes number of charges but oh well it work much better. Mana Levels Mana Level Areal Charges Magiteck Deplete Time Personal Rec High 180 6 months 40 minuets Normal 550 1.5 years 2 hours Low 1650 4.5 years 6 hours Depleted 5000 14 years 8 hours Areal reserve are handled as continuous charges and recovers one charge a day. The higher the mana level the less charges there are because the higher the level the less time it takes to deplete. When a mana level reaches zero charges or its maximum charges it transverses to the next level. If it transverses up it starts on the higher mana level with one charge. If it transverses down it starts on the lower mana level with one less charge then the maximum. The zenith of high mana level has 180 charges, this is the maxium amount of mana a areal reserve can have. When the mana level approaches the apex, spontaneous enchantments can occur. These enchantments are almost always beneficial and aspected to the life in the area. Spontaneous enchantments can be areal enchantments such as an enchanted glen of a forest that heals those that rest there or it can be an objects such as wild mana gems. A high mana level can restore a mage every forty minuets. Normal mana levels have 550 charges. A normal mana level can restore a mage every two hours. Low mana levels have 1650 charges. A low mana level can restore a mage every six hours. Depleted mana levels have 5000 charges. A depleted mana level can only restore a mage every 8 hours! When a depleted mana level reaches zero charges this is the nadir of a depleted mana area. When a depleted area get this low spells can still be cast and mages still recover every 8 hours, however funny things start to happen to the fabric of space and time. The GM should feel free to use his imagination.
  11. Well I might do that or when I get it tweaked run it by the college and make a pdf. It would have to be Acrobat 4 thou. There is my websights I know its angelfire and you all most allway have to refresh once for the dumb thing to find anything but I have tried to make the sight printer friendly.
  12. added info to mana levels oh I should add this to mana levels Because of the nature of mana on Telsendalay not every area can support and high mana level, as a matter of fact high mana levels are rare. Most areas can only support a normal mana level. Most of Telsendalay can only support a normal mana level. Areas that can only support low mana levels are even more rare then high level but they do exist. There is no area on Telsendalay that can only support a Depleted mana level, this is a product of Magiteck use only.
  13. Mana Levels and "Mana Reserve" Endurance Reservehere is the last part of my magic system and now that I have some idea how I want haddle it the only thing left is playtesting (yeah thats likely), tweaking, writing some more spells, finishing wild mana gems and star mana gems."Mana Reserve" Endurance Reserve. The Endurance Reserve has the following statistics and limitations: The mage can buy a reserve up to about 60 points. The Recovery can be up to about 8 End. The REC has the following limitations: REC rate is based on mana level (-&frac12), so is 60 points and a max of 5 rec sound right? look below to see the rec rate for each mana levelMana Levels Mana Level End Res Areal Rec Personal Rec High 400 14 hours 40 minuets Normal 300 42 hours 2 hours Low 200 3.5 days 6 hours Depleted 100 1 week 8 hours Mana levels are kind like huge local area endurance reserves called Areal Reserves. One point in a areal reserves represents the amount of mana hundreds of mages might have in their personal mana reserves. The areal reserve is classified into four levels based on the amount of endurance in the reserve; high, normal, low, and depleted. As the areal reserve drops in level the amount of endurance it can replenish in a personal reserve also drops. In a high mana level a areal reserve can replenish up to eight points of endurance every forty minuets, in a normal mana level the rate is every two hours, for a low it is every six hours and only every eight hours in a depleted area. Natural spell casting or ability use normally does not affect the areal reserve. Some very powerful magic use might cause some deplete but even this usually leaves no lasting effects. Unfortunately Magiteck's use of mana is harmful and readily depletes the areal reserve. areal reserves have a relationship with one another. As the reserve for an area depletes the reserve loss spreads out from the center in a radial pattern. The first surrounding areas share in half of the loss with the following areas sharing one fourth and one eighth the loss. One can see this can added up when there is overlapping areas being depleted and this is what happens in big cities leaving a large low or depleted area. The zenith of high mana level is 400, this is maxium amount of mana a areal reserve can have. When the mana level approaches the apex spontaneous enchantments can occur. These enchantments are almost always beneficial and aspected to the life in the area. Spontaneous enchantments can be areal enchantments such as an enchanted glen of a forest that heals those that rest there or it can be an objects such as wild mana gems. The areal recovery for a high mana level is one point every fourteen hours. A high mana level can restore a mage every forty minuets. Below 300 is a normal mana level. A normal mana level has a areal recovery of one every forty two hours and can restore a mage every 2 hours. Below 200 is a low mana level. A low mana level has a areal recovery of one every 3.5 days and can restore a mage every 6 hours. Below 100 is a depleted mana level. A depleted mana level has a areal recovery of one every week. A depleted mana level can only restore a mage every 8 hours! Zero is the nadir of a depleted mana area. When a depleted area get this low spells can still be cast and mages are still restored every 8 hours, however if the area stay at the nadir continuously for an extended period of time (usually a few years) then funny things start to happen to the fabric of space and time. The GM should feel free to use his imagination. Examples include such things as; teleporting storms, parts of buildings or objects fading out of existence, objects merging, distances taking longer to transverse then they should, time flowing much faster of slower then normal, wakening of dimensional barriers allowing awaiting entities to enter.why so much space over the table I do not knowso what do you think?
  14. I want there to be some chance of failure and i want it to be risky for Attune Mana Gem. I use EGO because to me the mage is using will to pull in te mana and shape a spell.
  15. Re: Managen Enchant Thoughts Obviously I have some things I need add to clarify hehe but that’s why I’m posting my ideas here. I do plan on only having 4 mana levels; high, normal, low and, depleted. The mana pool thou is what I’m calling the caster’s Endurance Reserve. Enchant & Attune Qs: 1.) Yes the gem I think would be about 2 body but I was really going buy how much points where being installed in the gem. Its ((points installed – limts) /5)). 2.) Well I need a foot note that will say the way the talent works is permanent. 3.) I look at it as “Transform gem into dustâ€. The limt might be too high for some gems but for other it sound about right so in the sprit of thing that what I settled on. 4.) You need normal or high mana area, there just isn’t enough mana other wise. Endow Spirit Q: 1.) yes I need put in there that they must spend the xp for the spell Also the way I see it talents are kind in-between as FREd points out skill and powers. They appear to work different form both in the book, so I’m gone make mine work different in the fact that the transform is permanent and if after they spend the required time and they make the EGO roll then the transform happens automatically.
  16. Thanks. Yes I think you might be right FREd seemed kind of ambiguous to me on char rolls would the points remain the same?
  17. talent's Enchant Mana Gem, est. I have worked on how I’m gone do Enchanting. I have decided that I would make them talents. I don’t want them as skill because I don’t want them easy to learn after the game starts and I don’t want the pc improving their odds. Also I have finished the spell Endow Spirit. Now I just need to decided what size End Reserve I want use for the mana pool and what REC I want to use for normal mana level. I’m kind of at a lost with this one. Enchant Mana Gem This talent enables the enchanter to create mana gems from gems that have been specially prepared. The preparations includes amongst other things crafting the gem into round or oval shapes and polishing or faceting the gem to bring out it's transparency or translucent. The type of gem determines the color of the mana gem produced and the size and number of flaws determine whether it will be a glowing, glittering, or sparkling gem. A glowing mana gems takes a seed gem of 600 credits, glittering gems takes a seed gem of 900 credits, and a sparkling gem takes a seed gem of 1200 credits. The enactment takes mana and must be crafted in a normal or higher mana level. At the end of the enactment the enchanter must make an EGO roll of 12- or the gem is destroyed! The first level of this talent enables the enchanter to construct a glowing mana gem. The gem takes a few days to craft and the enchanter must have a mana pool of 4 or higher. The second level of this talent enables the enchanter to construct a glittering mana gem. The gem takes about a week to craft and the enchanter must have a mana pool of 6 or higher The third level of this talent enables the enchanter to construct a sparkling mana gem. The gem takes two weeks to craft and the enchanter must have a mana pool of 10 or higher Enchant Mana Gem Cost: 3 Character Points for First level (Major Transform-2d6 (30), Limited Target (-1), Concentration-unaware (-3/4), Need normal mana area (-1/2), Char Roll (-1/2), Side Effects (-1/2), Extra Time (2-5 days) (-4&amp&frac12), Mana pool of 4 (-1/4); 5 Character Points for Second level (Major Transform-3d6 (45), Concentration-unaware (-3/4), Extra Time (1 week) (-4&amp&frac12), Char Roll (-1/2), Need normal mana area (-1/2), Mana pool of 6 (-1/4), Side Effects (-1/2), Limited Target (-1); 8 Character Points for Third level (Major Transform-5d6 (75), Concentration-unaware (-3/4), Mana pool of 10 (-1/4), Limited Target (-1) , Char Roll (-1/2), Side Effects (-1/2), Need normal mana area (-1/2), Extra Time (2 week) (-4&amp&frac12) ). Gem Requirements: Glowing: gem value 600 credits; Glittering: gem value 900 credits; Sparkling: gem value 1200 credits Attune Mana Gem This Talent enables the enchanter to attune an existing mana gem to endow the gem with a spell it never had before. The spell enchanter must be of the same Influence as the gem's color and meet the GM approval. Attune gems is a risky prospect the enchanter must make an EGO roll of 8- or the gem is destroyed! The enactment takes mana and must be crafted in a normal or higher mana level. The must have a mana pool of 10 or higher and skill at channeling the color of gem he is attuning. It takes a few days for the enchanter to attune a gem. This talent can not be used to attune a gem with the spell Endow Spirit. Attune Mana Gem Cost: 2 Character Points (Major Transform-1d6 (15), Limited Target (-1), Char Roll (-1 &amp&frac12), Concentration-unaware (-3/4), Extra Time (1-2 days) (-4), Side Effects (-1/2), Need normal mana area (-1/2), Mana pool of 4 (-1/4)). Endow Spirit Major Transform-5d6 (75), Limited Target (-1), Absorbers the purple mana gem used to cast spell! (-1), Focus: (OAF)-mana gem with desired spell (-1/4), Increased END x2 (-1/2), *Independent (-2), Concentration ½ DCV (-1/4), Focus: (OAF) (-1), Gestures-both hands (-1/2), Extra Time-Delayed Phase (-1/4), RSR-Channeling Silver Mana Gems -1 per 15 AP (-1/4), Gestures: Creation and Force Active Cost: (75), Real Cost: (9), END: (14) To cast this spell the caster performs the gestures to channel creation and force energy while concentrating on the right mindset to call these energies. This spell lets the caster endow his spirit with the with the ability to cast a spell using true magic. The caster choose what spell he wishes do endow but he must have a mana gem with the spell he wishes when he cast this spell. Only one spell can be endowed per casting. When the spell is done the caster buys the spell without the Limitations; Independent (-2), Focus: (OAF) (-1), RSR-Channeling Silver Mana Gems -1 per 15 AP (-1/4). The caster no long needs to use a mana gem to cast the spell nor is the spell a part of a multipower. At the GM' discretion the player could add a few advantages or limitations as long as the spell remains close to the original. This spell taxes the gem used to cast it so much that the gem crumbles to dust when the spell is done! The GM may let gems found in nature be enchanted with this spell, but no gem can be bestowed with this spell using the Talent Attune Mana Gem. Also this spell can not be Endowed.
  18. hehe I guss I should give more info but I just want to see what others do. my world is gone be high sci-fantasy so there be a far amount of magic and even technology. I was kind trying get a feel as to how to haddle making mana gems in my world they are what you need to cast a spell and all you need as a mage is end and skill and the right type of gem so ideas on magic item creation might help me determine how I want haddle there creation
  19. what do cost/time/skill do you suggest if you are gone allow pc to make magic items vs. paying points for them? Z.O.T.H "Question (y/n)"
  20. Scrolls and charms When I think of Egyptian Magic I think Scrolls and charms. The scrolls would not only till you how do the ritual but be a key component in the ritual itself. Basically the scrolls will be a focus and the spell will take skill and time to cast. Also it would be take time to come into effect. The charms would mainly do protection and would kind work like magic item but they would require a ritual to be preformed thou not as hard and time-consuming as scrolls. Z.O.T.H “OUTPUT DISPLAYEDâ€
  21. It's been a hard week so I didn’t really feel like working on my managen magic system, so I worked on a real world view of Telsendalay like it would look form space. Really not sure if anyone is interested but I though I let know anyhow http://www.angelfire.com/hero/tel/
  22. Another idea Another idea is that the shields use a rare components/power source that gets used up per number of shots. May be also the fields the shields produces makes it hard to use blaster up close they malfunction easy or something. That way you might want to start combat at a distance but you are gone want engage the enemy and get in close before too long. Z.O.T.H “opinions expressedâ€
  23. Re: Plea for help. I kind have the same problem you do. My sci-fantasy campaign I’m developing I want Magitek. Magical made high-tech. Thing is I don’t want lot gun combat and stuff, I want a reason for there to be swords. How about handling velocity shield this way, the shield normal only protects so much vs. fast moving particle but for a sort time (how long most normal combat takes) it can be powered up. It take x number of phase to build up the power (how ever long you want range combat to last) then you can forget about using fast moving particle on them, you are gone have get into HTH to do damage. Z.O.T.H “opinions expressedâ€
  24. Manage-Decided RSP Penaltys I also enjoy developing these magic systems I have decided that I will base the RSR penalty on the type of Manage. White (Life-force, Animals, Plants), Gold (Mind and Thought, Emotions), Purple (Ether, Mana, Pure Magical Effect) I will have a RSR penalty -1 per 10. Indigo (Dimension, Space and Time) I will have a RSR penalty -1 per 5. Dimension magic could miss up my game if it is not hard to use. The other colors I will have a RSR penalty -1 per 15 or 20. BTW guys I decided to split white manage into White Managen (Life-force, Animals, Plants) and Grey Managen (Spirit and Supernatural) It just would have been too many spells for one gem. Also might make white’s RSR penalty -1 per 5 also. BTW as you may have seen I have a websight I'm gone post the manage magic system and my game world. Telsendalay http://www.angelfire.com/hero/tel/ Z.O.T.H “Decision decidedâ€
  25. Sword Addenum I think the sword section need an addendum so here it is Sword Addendum 11. If not one of the above then watch out it is a sword of truth. When you first get this sword it will be quit useless, even thou it has an edge the only damage it can inflict is truth. Sometime during your QUEST you will figure out how to use the power of the sword. Be careful when this happened because learning to use the sword’s power results in inflicting the power on ones self. Then you will be faced with the horrible truth about your charter. After a long and painful interpersonal battle about what are horrible person you really are you will have the FINAL BATTLE with the DARK LORD. During this battle you will strike the DRAK LORD with the sword of truth and he will fade form existence to escape the TRUTH. Z.O.T.H “OUTPUT DISLAYEDâ€
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