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Old 03-03-2016, 05:24 PM   #16
Shostak
 
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Join Date: Oct 2015
Location: New England
Default Re: Alternate Magic System

Quote:
Originally Posted by Emerald Cat View Post
Right, turning Magery into an attribute is really bad for encouraging specialists. Based on the price of Magery at 10/Level, a +1 to all casting skills should be worth 10/Level. Assuming all Spheres have equivalent utility, One Sphere Magery would be useful 1/12th or ~8% of the time. This would be worth a -35% Accessibility limitation. One Sphere Magery would thus be worth ~6.5/Level. Therefore, each sphere should be worth 13 to 15 points/level.
Well, another way to look at it is that +1 to all casting (meaning across all Spheres) costs 60 CP if each Sphere level costs 5. That seems reasonable to me if you get the verbs thrown in there, too.
Quote:
A simpler way to reduce the importance of the IQ stat for mages would be to state that all casting skills are based off 10 + Magery. Each level of Magery would have a mandatory -40% One Sphere Limitation under this system to force specialization. Limiting Magery in a Sphere to 4 levels would mean that even the best mages would be basing their skills off of 14. Finally, your Sphere level would determine what verbs you have access to but has no effect on effective skill.
That is simpler, but doesn't achieve quite the same results, such as high skill in one Sphere, but low in another, and none at all in still others. With 10+ Magery, any casting in any Sphere known gets the bonus.

And, IQ is still important if you want to improvise, since for that you need Thaumatology, which is IQ based. Will is also important if you intend on casting resisted spells, and you'll need plenty of DX to be effective in combat settings. All this means that, unless your GM is extremely generous with starting CPs, you'll need to specialize to be an effective practitioner of magic.
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