Spell Creation Rules Suplement

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GaredBattlespike
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Spell Creation Rules Suplement

Unread post by GaredBattlespike »

Greetings!

I am referencing the Rules as put forth in Nightbane's Through the Glass Darkly (NB:WB 3).
These rules are actually fairly good. There are a few minor issues that I would like to address:

1) The Quality of any Help (Alcolyte OCC comes to mind, as does another Mage-perhaps of the same Brotherhood/Guild)
Can there be a bonus if the Mage has decent help? How much of a Bonus? What about Multiple assistants?

2) The Quality of the Working Environment (Lab, Library and special tools). How much is enough to avoid a Penalty? How good must it be to gain a Bonus?

Thank You!
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i rarely play a mage, but when i do... i do what GaredBattlespike does.

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Cinos
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Re: Spell Creation Rules Suplement

Unread post by Cinos »

There's nothing else canon, so it's all just up to the GM / Group to alter the rules, both seem reasonable to offer bonuses and penalties.
Getting a mage to tell you where the hydra is...10,000 gold
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless

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Akashic Soldier
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Re: Spell Creation Rules Suplement

Unread post by Akashic Soldier »

Cinos wrote:There's nothing else canon, so it's all just up to the GM / Group to alter the rules, both seem reasonable to offer bonuses and penalties.


Detailed rules can be found in Palladium Fantasy: Mysteries of Magic.
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