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new magic skills
Posted: Sun Oct 04, 2009 8:02 am
by blade76
Bhegr created some magic skills that enhance magic and I use them with my magic using character. What new skills should or can be included to the list he has already created I am thinking to includ the skills known by Dr Snow (Rifter 37) as skills a prospective archmage can learn and what wondering if anyone else is interested in creating new skills.
Re: new magic skills
Posted: Wed Oct 07, 2009 2:17 pm
by Syndicate
Well I accept your challenge.
Technical skill (special)
-expand reserve
Mage gains an extra 3d4 to ppe base every 2 levels
Re: new magic skills
Posted: Wed Oct 07, 2009 2:25 pm
by Syndicate
Parasitic arcane
25%+5 per level
each time a spell is directed at the mage there is a chance that he will absorb 1d4x10% of the ppe used. (1d6x10 at level 6+)
Re: new magic skills
Posted: Wed Oct 07, 2009 4:04 pm
by blade76
Would you eleaboarte on what skill set the mage would need to have to be able to use these skills, what special edge would they grant an occ that specializes in it over another?
Re: new magic skills
Posted: Wed Oct 07, 2009 10:45 pm
by drewkitty ~..~
Syndicate wrote:Well I accept your challenge.
Technical skill (special)
-expand reserve
Mage gains an extra 3d4 to base PPE every 2 levels
I would classify this asa physical skill because Technical skills are knowledge based, not changing the physical.
Also, it would take ether meditative or physical practice to have this skill.
Re: new magic skills
Posted: Fri Oct 09, 2009 3:45 pm
by Grandil
drewkitty ~..~ wrote:Syndicate wrote:Well I accept your challenge.
Technical skill (special)
-expand reserve
Mage gains an extra 3d4 to base PPE every 2 levels
I would classify this asa physical skill because Technical skills are knowledge based, not changing the physical.
Also, it would take ether meditative or physical practice to have this skill.
True, but why not do its double duty as a Technical skill, also? Besides, most magic skills Are technical anyway.........
Re: new magic skills
Posted: Fri Oct 09, 2009 3:47 pm
by Grandil
Syndicate wrote:Parasitic arcane
25%+5 per level
each time a spell is directed at the mage there is a chance that he will absorb 1d4x10% of the ppe used. (1d6x10 at level 6+)
Drewkitty-a Science skill, Possibly? RSVP, please.........
Re: new magic skills
Posted: Fri Oct 09, 2009 4:08 pm
by drewkitty ~..~
Grandil wrote:Syndicate wrote:Parasitic arcane
25%+5 per level
each time a spell is directed at the mage there is a chance that he will absorb 1d4x10% of the ppe used. (1d6x10 at level 6+)
Drewkitty-a Science skill, Possibly? RSVP, please.........
My opinion, throw this one in the circular file.
Unless the opposing mage is pumping in More PPE then is required, then this "power" would be useless.
However, if you reformat this as a Sorcerous Proficiency that lets the mage absorb any extra PPE used in the spells thrown at him it might work then.
Re: new magic skills
Posted: Fri Oct 09, 2009 4:18 pm
by Grandil
drewkitty ~..~ wrote:Grandil wrote:Syndicate wrote:Parasitic arcane
25%+5 per level
each time a spell is directed at the mage there is a chance that he will absorb 1d4x10% of the ppe used. (1d6x10 at level 6+)
Drewkitty-a Science skill, Possibly? RSVP, please.........
My opinion, throw this one in the circular file.
Unless the opposing mage is pumping in More PPE then is required, then this "power" would be useless.
However, if you reformat this as a Sorcerous Proficiency that lets the mage absorb any extra PPE used in the spells thrown at him it might work then.
Dagnabit? I coulda thota that-Brilliant DK!
Re: new magic skills
Posted: Fri Oct 09, 2009 9:10 pm
by drewkitty ~..~
It would probably let the mage with it be able to absorb PPE from a LL/LLN up to his base PPE level by just standing in the LL. So if he was on a LL or LLN he could case spell all day long w/o running out, so long as he stood in the LL/LLN.
However, he would ether forfeit the ability of being able to gather any extra PPE or would still have to gather the extra PPE the normal way, by meditating.
Re: new magic skills
Posted: Sat Oct 10, 2009 6:09 pm
by Grandil
drewkitty ~..~ wrote:It would probably let the mage with it be able to absorb PPE from a LL/LLN up to his base PPE level by just standing in the LL. So if he was on a LL or LLN he could case spell all day long w/o running out, so long as he stood in the LL/LLN.
However, he would ether forfeit the ability of being able to gather any extra PPE or would still have to gather the extra PPE the normal way, by meditating.
I'd still limit it to double your P.P.E..........which is what you said.
Re: new magic skills
Posted: Sat Oct 10, 2009 7:13 pm
by drewkitty ~..~
is only making sujestions.
You need to read the other Sorcerous Proficiency in the rifter XX to com up with something that fits the established pattern.
Re: new magic skills
Posted: Fri Oct 23, 2009 9:56 pm
by Syndicate
I'll give it another try then...
"apprentice"
(prerequisits)
-level 5
(skills) lore magic, principles of magic, literacy/language dragonese
-able to cast/buy invocations
(this is a technical skill that must be chosen as an o.c.c. Related skill...and counts as two selections)
With this skill the wizard divotes part of his time and energy to teaching a novice caster. The major benefit in doing so would be not only the gain of an assistant but also the additional xp. At the conclusion of each session the gm can add 25%-50% more xp to the player.
Re: new magic skills
Posted: Mon Oct 26, 2009 7:41 pm
by Grandil
Actually the Principles of Magic is in a Nightbane book-Through the Glass Darkly-sorcerous
profiencies are there also..........
Re: new magic skills
Posted: Mon Oct 26, 2009 9:15 pm
by drewkitty ~..~
Syndicate wrote:I'll give it another try then...
"apprentice"
(prerequisits)
-level 5
(skills) lore magic, principles of magic, literacy/language dragonese
-able to cast/buy invocations
(this is a technical skill that must be chosen as an o.c.c. Related skill...and counts as two selections)
With this skill the wizard divotes part of his time and energy to teaching a novice caster. The major benefit in doing so would be not only the gain of an assistant but also the additional xp. At the conclusion of each session the gm can add 25%-50% more xp to the player.
*
*
Teaching--- 35% +2%/L (+3% if MA is over 18) (this is something I made up on the spot)
This is something someone else made
Teaching--MA%+25+5/L
Re: new magic skills
Posted: Fri Oct 30, 2009 9:51 pm
by Northern Ranger
drewkitty ~..~ wrote:Syndicate wrote:I'll give it another try then...
"apprentice"
(prerequisits)
-level 5
(skills) lore magic, principles of magic, literacy/language dragonese
-able to cast/buy invocations
(this is a technical skill that must be chosen as an o.c.c. Related skill...and counts as two selections)
With this skill the wizard divotes part of his time and energy to teaching a novice caster. The major benefit in doing so would be not only the gain of an assistant but also the additional xp. At the conclusion of each session the gm can add 25%-50% more xp to the player.
*
*
Teaching--- 35% +2%/L (+3% if MA is over 18) (this is something I made up on the spot)
This is something someone else made
Teaching--MA%+25+5/L
That's mine Drewkitty, thanks for posting it! I have a whole book of revised and new skills, including some specifically for magic people. If I can remember when I get home, I'll check it out and post them. I'm at work now, and things are a little crazy, so I may forget! Examples are Combat Casting, Lore: Arcane (more involved than Lore: magic) and PPE Channeling! I'll try and remember.
Re: new magic skills
Posted: Sat Oct 31, 2009 1:48 am
by drewkitty ~..~
Faerie Power (S.P. this one can only be taken at time of creation)
During this mage's training, they studied a creature of magic and their ability to use the ambient PPE of the surroundings. The mage trainee succeeded in duplicating the ability and cast any any spell costing up to half their base PPE w/o taping their personal PPE.
If selected twice, then they can cast spells up to their total base PPE amount w/o taping their personal PPE.
However, in both cases they forgo the ability to overcharge themselves like other mages can, and it takes an hour to regenerate 1 PPE of their personal PPE they use.
Magic Syphon (S.P. this one can only be taken at time of creation)
The mage can syphon off any extra PPE in spells cast around him (50' per level), whether it be a sloppy spell caster or intentional over powering. This mages also regenerate their personal PPE at the resting rate no mater what they are doing.
If selected twice then the mage's range is 100' per level.
However, this mage has forgone the ability to hold as much over charge PPE as his brethren, only able to hold their Base PPE extra over their base.
Re: new magic skills
Posted: Sun Nov 08, 2009 8:30 am
by Syndicate
drewkitty ~..~ wrote:Syndicate wrote:I'll give it another try then...
"apprentice"
(prerequisits)
-level 5
(skills) lore magic, principles of magic, literacy/language dragonese
-able to cast/buy invocations
(this is a technical skill that must be chosen as an o.c.c. Related skill...and counts as two selections)
With this skill the wizard divotes part of his time and energy to teaching a novice caster. The major benefit in doing so would be not only the gain of an assistant but also the additional xp. At the conclusion of each session the gm can add 25%-50% more xp to the player.
*
*
Teaching--- 35% +2%/L (+3% if MA is over 18) (this is something I made up on the spot)
This is something someone else made
Teaching--MA%+25+5/L
Is this constructive?...Or just a repost of what I said with the addition of something you made "on the spot". Ironically enough, you've failed your "teaching" skill roll...
Re: new magic skills
Posted: Sun Nov 08, 2009 12:14 pm
by drewkitty ~..~
Syndicate wrote:Is this constructive?...Or just a repost of what I said with the addition of something you made "on the spot". Ironically enough, you've failed your "teaching" skill roll...
Maybe I was saying that the teaching skill should be a part of the skills list.
Re: new magic skills
Posted: Tue Nov 10, 2009 1:11 am
by Syndicate
...Hey, I didn't know apprenticeships were covered in the new book....OOOHHHH. Well...guess I'd better get going and buy the book.
Re: new magic skills
Posted: Tue Nov 10, 2009 2:37 am
by drewkitty ~..~
Syndicate wrote:...Hey, I didn't know apprenticeships were covered in the new book....OOOHHHH. Well...guess I'd better get going and buy the book.
The only book that I know of that has apprenticeships is the ATB2 main book.
Re: new magic skills
Posted: Sat Nov 21, 2009 7:01 am
by Syndicate
According to the stats (haven't got the book yet) Principles of Magic covers it...