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Godlearner

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Everything posted by Godlearner

  1. Gee thanks for the insult. The issue with this that it basically says "YGWV" and do whatever you want and there is no point in discussing any spell because of it.
  2. Yeah, so instead of taking out the familiars, the decision was to redo all the spells?
  3. Used to be even better when it was a variable spell.
  4. Yeah, except to cast that spell you need to have mastered Fire/Sky, Water or Earth runes. For a lot of sorcerers this would be an extra rune they would need to pick up.
  5. Yes, it does, but there are other limits which they must meet as well. Magic Points, POW for masteries, Read/Write etc. They have the potential, but to realize it they must get well beyond a novice state. If this is a big concern then, how about a staggered progression, something which already exist for priests I may add (aka +20% to their POW gain rolls). Allow a sorcerer a greater access to INT for example a student uses his INT (as per current rules), but one he reaches a Journey man level sorcery does not take up Free INT, and when he is a Magi he would use Species Max INT.
  6. Yeah, now just push that to species max INT vs. character INT and we are in agreement 😍
  7. Sure, they drop a point of POW for all common divine and 1 special spell and have a chance for DI. Makes sense to me.
  8. Exactly, but not the young sorcerer. IMO, a sorcerer adventurer will need as much POW expended and previous experience as an average Priest. Using Sorcery as Spirit Magic is possible, you would have to cast it before the fight start and pretty much without using Intensity. But, the difficulty there is a limited selection of spells based on the Rune/Technique mastery. Techniques are less of the problem since taking Command gives access to all the others, but Elemental and other runes make things restrictive.
  9. Young sorcerer? There is no such thing. The requirements are prohibitive. For 3 to 5 POW you could cast somewhat similar spells as spirit magic at x2 times the cost and in at least 2 rounds and your chance to cast is equal to the lesser of the spell % or you Read/Write skill which are both likely to be lower than your POW x5.
  10. But it does not have to. You can make it 'playable' and still have it " system for old men in schools and towers". It obviously takes time and a lot magic points, but it should not feel like to use it you need to hack off one of your limbs and spin in a circle for a minute before casting a spell.
  11. I must say, that since its inception it seems that Sorcery was meant to fail as a magic system system for PCs. I hope what Jeff puts out changes my opinion.
  12. Sure, then why not keep the entirety of the Sorcery rules from RQ3. Its basically the same at the core, with out the Arts, but including Mastery of Runes and Techniques.
  13. I am hoping to influence the official rules before they are released, by pointing out gaps and flaws in what is available.
  14. You mean that is does not need a separate spell to be created. The enchanter, who must know the spell, must sacrifice 1 point of POW to create the inscription. This is exactly what stops it from being a matrix.
  15. Yes, Rune Magic is a lot more common. With combats being short, people go all out. Very much a YGWV thing. Most of the games I played in have PCs with at least 15 extraneous magic points, either from spirits of magic point matrices. Same for NPCs who are initiates or above.
  16. Yes, we are talking semantics here, the effect of a sorcery spell can be stored in potion. Agreed, but the difference, at least according to the current rules, is that an Inscription is only usable to the sorcerer who made it.
  17. The Inscriptions currently can be made into anything and are usable only by the sorcerer who made them. Having them be expanded into matrixes for additional POW is a bit lame. Sorcery is already very POW intensive. If the grimoires give knowledge of spells and possibly even a straight +% bonus that would be what is really needed (IMO). Spirits not holding spells is something I always felt was correct; at best it is incomplete knowledge. Perhaps one can learn a spell from a spirit, but that you would still rely on ones abilities to cast it. In regard to scroll, I would really like to see them and have sorcerers the ability to make them without use of POW. Perhaps have them count against the casters CHA until used? If one can put a Spirit spell or a Rune spell into a potion, one should be able to put a Sorcery spell into one. (IMO)
  18. The rule book specifies that sorcery spells can be inscribed into an item, but these are only usable by the sorcerer who created them. Are there any other way to store a sorcery spell? Are there sorcery matrixes? Can a spirit have a knowledge of a spell for a sorcerer to cast? Are there such things as precast one-use sorcery spells, like scroll or a potion? Are there actual Grimoires, or spell books?
  19. Yes, I am well aware of the meaning. I do not agree with the "first step into the priesthood" idea. It can be the first step, but it does not have to.
  20. I see it the other way. Most humans become initiates during the coming of age ceremony, except in the West.
  21. I asked this exact question before and your suggestion is basically 'YGWV'.
  22. I am adding a homebrew rule that that Magi would also use their racial max INT to determine the number of runes/techniques they can master.
  23. ChrisJ, I agree with you that it is very confusing and need some clear examples using three runes/techniques spell.
  24. This is how I am reading it: If the sorcerer has mastered all of them, then the cost appears to be 1+1+1 MPs and +1 MP per intensity If the sorcerer has mastered two of them, then the cost is 1+1+2 MPs and +4 MPs per intensity If the sorcerer has mastered only one, then the cost is 1+2+2 MPs and +5 MPs per intensity If the sorcerer has mastered none, then the cost is 2+2+2 MPs and +6 MPs per intensity I would love this interpretation because the cost would then be: If the sorcerer has mastered all of them, then the cost appears to be 1+1+1 MPs and +1 MP per intensity If the sorcerer has mastered two of them, then the cost is 1+1+2 MPs and +2 MPs per intensity If the sorcerer has mastered only one, then the cost is 1+2+2 MPs and +2 MPs per intensity If the sorcerer has mastered none, then the cost is 2+2+2 MPs and +2 MPs per intensity
  25. Yes, but this way you can do both.
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