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Old 07-30-2016, 01:47 AM   #6
Gef
 
Join Date: Sep 2004
Location: Yucca Valley, CA
Default Re: First magic style

Some expectations:

A typical college-specialist wizard has Magery 0 with or without One College Only (3 or 5), and then learns up to Magery 3 with One College Only and a -40% Gadget limitation (6 more, total 9 or 11). He also has Magery 0 for Arcane Magic as an alternate ability (1pt) and Flagrant Aura (-1). These form a metatrait so the quirk doesnn't hit the disad limit.

Incidentally, anyone with a supernatural advantage can learn Supernatural Awareness as Per/VH, which basically works like Detect Supernatural with Vague, but flagrant auras are the norm so the skill's actually useful, and you get a bonus to sense others like yourself, wizard to wizard, werewolf to werewolf, etc.

Arcane magic is just what the basic set calls ritual magic. I hate that name because there's nothing inherently ritualistic about it, and meanwhile I have the highly ritualistic Book Magic in the game too. It's called "arcane" in the sense of mysterious, and it's mysterious because it's dangerous and therefore restricted, especially from apprentices. Partly it's dangerous because of calamities, and partly because you can draw on chaos and evil spontaneously, to make up for those hideous penalties and the fact that you never bought up Magery from zero. Arcane magic uses the threshold system.

For 18 points, you can get a 30pt energy reserve with the same One College and Gadget limitations, so I assume it's the norm, which means a 250pt enchantment is within reach of quick enchantment. Makes for a lot of minor enchantments on the order of +1 weapons available to the wealthy.
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