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Scott A

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Everything posted by Scott A

  1. Here's my take on the various other spells implied by Enhance Int. They're roughly balanced against the spirit magic spells. Enhance STR [Air][Summon] 2 Points Touch, Passive, Temporal This spell temporarily increases the STR of the target by 1. Every 2 levels of strength added to the spell increases the target’s STR by +1. Thus, if the spell’s strength is increased to 5, it adds +3 to the target’s STR for the duration of the spell. This spell can increase the target’s STR beyond species maximum Enhance DEX [Water][Summon] 2 Points Touch, Passive, Temporal This spell temporarily increases the DEX of the target by 1. Every 4 levels of strength added to the spell increases the target’s DEX by +1. Thus, if the spell’s strength is increased to 9, it adds +3 to the target’s DEX for the duration of the spell. This spell can increase the target’s DEX beyond species maximum Enhance CON [Earth][Summon] 2 Points Touch, Passive, Temporal This spell temporarily increases the CON of the target by 1. Every 4 levels of strength added to the spell increases the target’s CON by +1. Thus, if the spell’s strength is increased to 9, it adds +3 to the target’s CON for the duration of the spell. This spell can increase the target’s CON beyond species maximum Enhance SIZ [Dark][Summon] 2 Points Touch, Passive, Temporal This spell temporarily increases the SIZ of the target by 1. Every 2 levels of strength added to the spell increases the target’s SIZ by +1. Thus, if the spell’s strength is increased to 5, it adds +3 to the target’s SIZ for the duration of the spell. This spell can increase the target’s SIZ beyond species maximum. This spell does not, however, increase the size of whatever the target is wearing. A target wearing restrictive clothing or armor may suffer damage or be incapacitated, at the GM’s discretion. Enhance MP [Moon][Summon] 2 Points Touch, Passive, Temporal This spell temporarily increases the maximum magic points of the target by 1. Every 2 levels of strength added to the spell increases the target’s max MP by +1. Thus, if the spell’s strength is increased to 5, it adds +3 to the target’s max MP for the duration of the spell. This spell does NOT provide any additional MP at the time of casting, but MP recovery rates are based upon the new maximum. Any MP left over the maximum when this spell expires remain, but do not regenerate. It is a source of great frustration to lunar sorcerers that they have been unable to create a true Enhance POW spell, despite great efforts. Unfriendly traditions point to this failure as proof of the moon rune’s lesser status.
  2. I like that, between Rogue Wave and Create Wall of Fire, sorcerers are absolute terrors in in anti-ship combat.
  3. At present, the only Sorcerers that are actually detailed enough to play RAW out of the book are Lhankor Mhy sages, which work more than ok in my book. I mean, have you *looked* at Logician? It's crazy good!
  4. Shamen are Rune Master level characters, on par with Rune Priests or Rune Lords. They aren't equivalent to starting sorcerers any more than an assistant shaman is. It's true that there's currently no Rune Master level of status that a pure sorcerer can aspire to, but that's not really a balance concern, and will presumably show up in future supplements and/or fan material.
  5. I'd strongly recommend keeping the rule where INT acts as a cap on how many MP a sorcerer can pump into intensifying a spell. Otherwise they're only really limited by available MP, and can abuse their uniquely long durations/ranges even harder than they currently can.
  6. I kind of like the idea of house-ruling that a character can choose the higher of INT or POW to provide the Magic Skills category bonus that POW currently does. Makes INT a little more broadly useful. Alternately just adding another row where INT acts like CHA.
  7. As is, a starting wizard with 15 SIZ and free INT could fly for a week.
  8. The fly spell is all and all much better than its rune equivalent, which I feel breaks setting convention. Sorcerers should struggle to be better flyers than Orlanthi. At the minimum I'd reduce the strength to SIZ tradeoff drastically to 1:2, 1:1, or even 4:3. I also don't like the use of a rune in place of a skill check. Orlanthi get away with that because they're channeling a god, sorcerers should have to learn it the hard way.
  9. Sorcerers can "forget" spells, then recall them later with a meditation session. It's a bit unclear whether forgotten spells count towards the INT cap, but I think that they don't.
  10. Sure, that's perfectly reasonable. It'd also be fine to let the PC initiate only to Donandar, if they wanted to. Sure it'd be unusual, but PCs are exceptional.
  11. They would get three RP from Orlanth, and sacrifice X POW to get X RP from Donandar.
  12. Next trick: Hordes of elementals. I'm assuming that we're using a min-maxed sorcerer with 24 INT and have enough spare MP lying around for our needs. Master Truth, Spirit, Summon, Command, and your target elemental rune. Locate a suitable target elemental. This is the trickiest bit, actually, since the core book doesn't have any spirit sight sorcery spells. You might even have to (gasp) cooperate with a barbarian. Get within range, and cast Identify Otherworld Entity from a safe distance. Learn your target's true name and power. Alternately, you can try summoning it and overcoming its POW, then resummoning it for a longer duration when once you've learned its true name. Cast Summon Elemental. With 23 points of free INT, we can summon a small elemental for four years (+5 strength, +18 duration), a medium elemental for two weeks (+11 strength, +12 duration), or a large elemental for six hours (+15 strength, +6 duration). This is obviously a spell that benefits from increasing your free INT. So, yeah, a suitably motivated wizard could have dozens of small elementals following him around at any given time. The same technique works even better for other spirits, as well, since RAW you don't need to overcome POW if you know the spirit's true name. Our example wizard could have *any* spirit he knows the name of obeying him for 128 years! 😮
  13. The secret to being an effective wizard is to be a min-maxing bastard. To quote myself from the facebook group: I elided a lot of fiddly details (eg, avoiding learning spirit magic), but that's one of the better paths to wizardly power.
  14. I'm not seeing a contradiction. The rule on 194 is clearly the same rule as on 314, with a clarification added for how it interacts with the SR readiness table on 193, which reads "Each magic point used +1."
  15. It increases the casting time. The rule is unambiguous here: "If more than 1 magic point is used to boost a Rune magic spell, or otherwise increase its effects, 1 strike rank is added for each additional magical point after the first." The bolded bit there is the catchall that handles this case. As for whether or not you can combine unengaged movement with casting a long spell, I'd say RAW doesn't allow it, but MGF does. The larger question of whether or not you can move and then cast a rune spell in the same round is likewise a bit ambiguous. I'd personally rule that you can, because it seems more fun and dynamic that way.
  16. Scott A

    House Rules

    Yes You know what, you're right! Sorcerers need more incentives to fish for as high a skill as possible. NEW HOUSERULE: Special successes on sorcery casting reduce the MP cost by half.
  17. Scott A

    House Rules

    I'm not a huge fan of how long it takes to improve sorcery spells, so I'm considering these rules additions that would massively accelerate the rate at which spells are made reliable: When researching a spell you may choose roll INTx5. On a success, add +INT% to your spell's skill, up to 75%. This is instead of the normal 1d6-2. Moreover, you can research up to three separate spells in a season, if you have enough time. One spell so long as you have any basic downtime and access to basic note-taking equipment. One additional spell so long as you have extended periods of downtime to devote to study OR very good equipment (such as a temple library, a relevant grimore you got via play, etc) Training another skill, inventing a spell, learning a spell, etc is assumed to take up your extended downtime. Good equipment still works, though. One additional spell if you spend the entire season in study, forgoing any labor-based occupational income and pretty much anything else besides basic self-care. Training improves a single spell to 75%. New characters are assumed to have done the above work, and start with their spells at 75%. This replaces the normal bonuses they'd get from their cult or occupation. They can still assign their personal skill bonuses as they please. So your average 16 INT wizard PC with a normal adventuring schedule would be able to increase two spells by an average of 13 points each, which would allow him to master roughly two new spells a year. That's... probably a little fast, honestly, but I don't feel like tweaking the math. An old, well supported wizard could master an absolute boatload of spells, which feels right to me.
  18. A simple house rule would be to change how Sacred Places work. Instead of providing a static bonus, Sacred Places would place a maximum limit on how much sacrificing MP improves one's worship roll. I'd suggest the following: No sacred place: +10% Shine: +30% Minor temple: +50% Major temple: +90% Great temple: Unlimited Additionally, I'd rule that Rune Masters ignore this restriction entirely when worshiping their god.
  19. For Great Trolls and the like, I'll personally house-rule it so that their Rune Lord CHA threshold equals [Max CHA - Number of CHA dice]. So 12 and 6 for great trolls and Tusk Riders, respectively.
  20. I think the CHA requirement is meant to be the rule. Any cult that doesn't specifically mention a different CHA requirement is meant to require the 18 CHA. Remember that one of the way for CHA to increase is to lead a successful battle. Successful warlords are practically rolling in CHA. My opinion is that Rune Lords means Rune Priest or Rune Lord (or actual bonified Heroes, which is its own kettle of fish). After all, it's the god that makes a Rune Lord what they are, not the person.
  21. Yeah, that makes sense. In general I don't mind if players at my table take a few extra "heroic" occupational / cult bonuses. I think all the characters in Selkana's Saga got a few tweaks like that.
  22. p. 48, the Maidstone Archer's Multimissile doesn't have its variable level listed
  23. p. 176, the "She That Strikes from Afar" writeup mentions Mindlink, which isn't in either the core book or the bestiary
  24. Yeah, he has to cast command cult spirit. Summon Elemental explictly says that "Once summoned, an elemental acts according to its nature and cult affiliation, unless an appropriate Command Cult Spirit spell is cast and the elemental’s POW overcome by the caster" That sounds fine. I'd let the player summon new elementals if he wants to. Yes, that's how it's intended to work with rune spells in general. Summon Elemental is a bit of an exception, because the your cult and subcult can put a limit on the size of elemental you can summon. Orlanth Thunderous initiates can summon up to large elementals, while other orlanth subcults can only go up to medium, if I recall correctly.
  25. Triple post, but oh well Actually, reading the spells closely, Dispel Magic's wording is inconsistent with Dismiss Magic with regards to sorcery. Dispel Magic says that it overcomes the sorcery's intensity while Dismiss Magic explicitly overcomes "only the spell strength of sorcerous spells." I strongly suspect that this is an editing oversight, and that Dispel Magic should treat sorcery the same way that Dismiss Magic does.
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