Thursday, October 11, 2007

Magic

I've worked the various elements of our magic system up into something we can reasonably work with. It will need to be tested, especially at medium and high levels. I am worried that a Magician with the right feats will be able to get his power checks up to absurd levels; but then each feat spent on something like this is one less power the same magician can use, so perhaps it will balance out.

So what you have are a large number of Adept feats which allow Magicians to add extra ritual stuff to their spells in exchange for a better success rate. The Spiritualist Role also got a couple of major tweaks: two separate power lists have been made, one for the Theosophist/Spirit Medium and the other for the Mesmerist. While the two do overlap in some areas, the former has the Cure powers while the latter has Dominate, Illusion, and other more traditional "mind control" powers. The Mesmerist also has a new Core Ability which allows the player to point at a bad guy and say, "Remember yesterday when we had tea with that guy? Well, I mesmerized him then, and told him to ignore us the next time he sees us!" It's retroactive hypnosis. Should be fun. This does not make the Mesmerist a new Role; it still uses all the other rules of the Spiritualist, it just has a custom power list and core ability.

There are four magical Traditions which are open to characters at this time. That's not as many as I would like, but I do not have the time to learn historically accurate voodoo or Confucian ritual magic. (Oh, but I will. I will.) Until then, players must pick one of these four Traditions: Hermetic Magic, Theosophy, Mesmerism, and Spirit Mediums.

I'm moving on to finish out the Invention rules tomorrow.

2 comments:

Lindsey Wilson said...

Awesome! I'll look at whatever you post to the wiki and start hammering away at getting that into the code.

Trivia said...

o/~ Every little thing she does is magic.. o/~ is now stuck on a loop in my head. XD But yes, pure awesome! Thank you ver' much!