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Old 07-01-2018, 10:24 AM   #1
AlexanderHowl
 
Join Date: Feb 2016
Default Energy Accumulation Realm Magic

So, I was thinking about integrating the Energy Accumulation rules from Path/Book Magic into Realm Magic. Each ritual has a base cost as per Realm Magic, but it receives skill bonuses for ritual elements and modifies the base cost for ritual parameters under the rules for Energy Accumulation Path/Book Magic (Symbol Drawing gives the standard bonus). Since the rituals are much slower than the normal spells for Realm Magic, the Realms have a base CP cost of 30 points, modified by the number of Realms and the number of levels per Realm as per the rules for Realm Magic.

Practitioners may attempt to increase their effective Realm level by one when perfoming a ritual by doubling the final energy cost, meaning that pactitioners may access level one in a Realm by only learning the appropriate skill and accepting the increased energy cost. They are incapable of casting rituals whose final cost exceeds Skill +5.

Energy Accumulation Realm Magic uses Ritual Magic as the base skill and each Realm has a Realm Skill that defaults from Ritual Magic at -6 and Realm Skill cannot exceed Ritual Magic. It does not require Magery, in fact Magery does not add to skill, but maximum Path Skill is equal to 14 plus (2ŚMagery). Magery 0 allows practitioners to purchase the Ritual Adept advantage and each level of Magery over 0 reduces the base energy cost of any rituals by two energy points.

Practitioners may purchase Magery after character creation, but they require Ritual Magic-14 for Magery 0, 16 for Magery 1, 18 for Magery 2, 20 for Magery 3, etc. Practitioners require Realm Skill-14 to purchase level 1 in a Realm, 16 to purchase level 2, 18 to purchase level 3, 20 to purchase level 4, etc.

So, what do you think? Would anyone want to dabble with Energy Accumulation Ritual Magic or would it seem too limited (or too powerful)? What changes do you think would make it better?

Last edited by AlexanderHowl; 07-01-2018 at 10:32 AM.
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