Sorcery

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Problems

Sorcery is a large investment of character creation resources or experience points, requiring Occult 3, Essence 3, and a charm which has literally no uses except to act as a prerequisite for spells. The rules severely punish anyone who attempts to cast spells in combat, yet many many spells have only combat uses. Spells always have very large essence expenditure requirements and always require a willpower to activate, as well as taking a long time to caste compared to charm activation times. In exchange for these weaknesses spells are supposed to be more powerful than native charms in a very narrow area, and are supposed to be usable for effects not otherwise available. In practice many spells are weaker than even Terrestrial charms and have such narrow areas of usefulness that it will almost never be worth the large investment required in order to know them.

Bazzalisk's Suggested Fixes

We alter things so that the sorcery initiation charms actually grant access to some spells, and alter the costs of spells in terms of both charm slots and xp.

Terrestrial Circle Sorcery

All Terrestrial Circle Sorcerers receive the spells Death of Obsidion Butterflies, Demon of the First Circle, Emerald Countermagic, and Unconquerable Self without additional cost. Further charm or knack slots may be exchanged for additional spells at a rate of 2 charm slots per 3 spells. Terrestrial circle Spells cost 2 less Experience Points than listed.

Celestial Circle Sorcery

All Celestial Circle Sorcerers receive the spells Demon of the Second Circle, and Saphire Countermagic without additional cost. Further charm slots may be exchanged for additional spells at a rate of 1 charm slot per spell. Celestial circle Spells cost 1 less Experience Point than listed.

Solar Circle Sorcery

All Solar Circle Sorcerers receive the spells Demon of the Third Circle, and Adamant Countermagic without additional cost.

Proposed Interaction with Mass Combat

Area spells do (Circle x 2 - Might) magnitudes of damage to any unit sufficiently caught in the area of effect. This can only be defended for the whole unit (id est: usually by using a war charm) or by countering the spell - the "you wear them" rule does not apply. +1 damage for close formation, -1 for loose formation.

by Langeweile 02:47, 5 February 2008 (PST)

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