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Old 04-29-2014, 06:46 AM   #22
Nereidalbel
 
Join Date: May 2013
Location: Ellicott City, MD
Default Re: Two long standing house rules.

Quote:
Originally Posted by Otaku View Post
Really plan out what Spells to use and what situations to use them in.
One would hope a mage knows what to cast and when. Steelwraith makes Axe Guy curl up in a corner and cry ^^

Quote:
Originally Posted by Otaku View Post
Let the mage get enchanted gear. It may even be available to anyone in the party, but the mage is the one a Dancing Shield or a Good Weapon Spirit... erm... weapon can protect long enough to use some good spells. Or even get a hireling/purchase an Ally to do it for you.
Enchanted gear is all about cost. However, you may be able to allow discounts to mages who know how to enchant whatever effect they want, in exchange for helping with the enchanting process.

Quote:
Originally Posted by Otaku View Post
Allow PC mages to take some really potent magical Advantages, namely mana enhancer. Worse Magical backfires are a problem (you're not Enchanting so take some level of Luck), but getting back all spent Energy next turn allows spamming of a lot of potent Spells.
Regeneration (Fatigue Only) at the 100 point level will be extremely expensive, but, recovering 1 FP/second does mean you can spam the low-cost things all day. And, if you have 20 FP, you get 2/second.


Quote:
Originally Posted by Otaku View Post
Create/allow some Advantages modded to be magic specific. Altered Time Rate, for example.
Compartmentalized Mind with No Mental Separation and Concentrates Only allows you to Concentrate on a spell while doing another mental action. If you want to cast 2 spells at once, go for it.


Quote:
Originally Posted by Otaku View Post
General Spell tweaks. I am less concerned about improving missile Spells than Area Spells. Granted, I am referencing 3e right now; what's the Base Cost of "Create Fire" in 4e? A mage that can surround himself in a ring (especially of variable thickness) of fire, or create an area of flames in front of him, then use Shape Fire the next turn to send it moving towards the opponent is a fearsome site. Resist Fire would allow him to hide in the flames safely.
Utility spells are what a mage SHOULD be good at. However, it's raw damage that makes people think mages are weak. After all, the guy who kills 2 goblins per second is definitely going to seem stronger than the guy who convinced a dozen goblins to do the Macarena.


Quote:
Originally Posted by Otaku View Post
New Spells; instead of rewriting what is, just create an improved Spell beyond it; Mass Flaming Weapon, Improved Create Fire, etc.
I rather do like allowing Imbue (with the Magical PM) to work with spells.
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