Godling Magic Selections

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AlanGunhouse
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Re: Godling Magic Selections

Unread post by AlanGunhouse »

Pantheons was an early book, which is why other forms of magic were not included that would make sense. Tattoo Magic did exist already if I recall, which means it was specifically excluded.
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Re: Godling Magic Selections

Unread post by drewkitty ~..~ »

I will take it that the question was 'Can a godling with the magic power, change their RCC to a Magic OCC when they reach 3rd level?'

Normally RCCs, along with PCCs, can't be changed.

However, I would allow a GL to change their class to a magic OCC following the changing class rules found in High Seas.
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Tinker Dragoon
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Re: Godling Magic Selections

Unread post by Tinker Dragoon »

Sgtball wrote:Per the book only a few core disciplines are eligible to be selected. Do you all allow other branches of magic to be learned? Temporal or some others would be very fun and with the small selection of spells should not unbalance the game too much if managed properly.


Some forms of magic do make suitable additions, but in some cases, the classes associated with certain forms of magic aren't entirely compatible with being a Godling/Demigod. For example, things like the Magi of Dweomer and the Temporal Magic classes require allegiance to specific individuals or organizations, and don't follow the usual level progression for gaining new spells and powers (nor do the Diabolist and Summoner, for that matter). These classes would require significant modification to make them work as innate, divine powers.

Generally, eligible classes should have their spells organized into levels that match up with the character's experience level. Ideally, the class also shouldn't be affiliated with a particular organization (e.g. Warlock Marine Magic Specialist) or derive its powers from demons, alien intelligences, or other gods (e.g. Witch, Priest).

Some appropriate additions to the list include the Biomancer (SA1), Larhold Shaman (SA2), Russian Fire Sorcerer (Mystic Russia), Old Believer (Mystic Russia), Ocean Wizard (Rifts Underseas), Native American Shaman (Spirit West), Wu Shih (Mystic China), Astral Mage (Nightbane: Between the Shadows), Fleshsculptor (Nightbane: TtGD), Mirror Mage (Nightbane: TtGD), and Shadow Warlock (Nightbane: Nightlands). I don't usually recommend Rifter classes, but I think the Trickster Mage and Ludicrous Mage from Rifter #9½ are also great for descendants of gods of mischief (Loki, Autolycus, Backsmack, et al.).
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Mouser13
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Re: Godling Magic Selections

Unread post by Mouser13 »

Well I'm petty sure, but doesn't it say others by GM choice?

FOr temporal I think would be very bad choice. Since the lowest spell is what level 7? Though I always allow it and was one of the most munckin because I allowed all regular spells equal to level in addition just so it would be at least usefull.
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Tinker Dragoon
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Re: Godling Magic Selections

Unread post by Tinker Dragoon »

Not only do the Temporal Magic spells start at 7th level, but the Temporal Magic O.C.C.s have different bonuses and abilities depending on their period of servitude to their Temporal Raider master. So, in order to make it work you either have to modify the way Power #9 works, or you have to modify the temporal classes' abilities.

If you want to have access to Temporal Magic, you're probably better off playing a Demigod and taking Temporal Wizard/Warrior as your actual O.C.C., rather than as a power selection. Alternatively, you could select the powers of the Native American Paradox Shaman, or adapt a non-Promethean version of the Time Master, although in these cases you'd still have to wait until 7th level to get your first Temporal Magic spells.
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Kaleb
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Re: Godling Magic Selections

Unread post by Kaleb »

I came up with a Godling that was allowed in one of the games I played which worked out very well and was a mix of differing magic classes than the norm. All of his abilities were from magic. His father was from the Russian Pantheon so he was a Mystic Kuznya, his mother from the Celtic Pantheon so he was a Scathach Druid and he had trained in Lazlo so he was also a Techno-Wizard. He could cast spells and make some really cool magical items combining all of these magic types together. Some would also call this very Munchy!!!
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Kaleb
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Re: Godling Magic Selections

Unread post by Kaleb »

Zuari wrote:
I came up with a Godling that was allowed in one of the games I played which worked out very well and was a mix of differing magic classes than the norm. All of his abilities were from magic. His father was from the Russian Pantheon so he was a Mystic Kuznya, his mother from the Celtic Pantheon so he was a Scathach Druid and he had trained in Lazlo so he was also a Techno-Wizard. He could cast spells and make some really cool magical items combining all of these magic types together. Some would also call this very Munchy!!!

I seen this before in NPC but never a player character. In my game I would not let something that pwerful play unless each player was running something of great power as well. :bandit:


This character was specifically designed for high level games or as an NPC and mentor for lesser types of characters and as a test to mesh these magical builder classes. It allows you to use all three magical building specialties together and I came up with some really cool magical items combining all of these.
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Tinker Dragoon
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Re: Godling Magic Selections

Unread post by Tinker Dragoon »

The spell progression is really one of the major sticking points in using a given magical class as the godling/demigod's power. If they just used the normal progression of the class, then virtually all magical classes would work. Instead, they get all spells equal to their current level of experience, which eliminates any magician that doesn't cast spells, or that doesn't have its spells organized by level (and really screws with magicians that get high-levels spells at low experience levels).
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