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Old 05-23-2019, 02:51 AM   #1
Shoug
 
Join Date: May 2019
Default Sorcerous Talents

I've been toying with ideas for fairly high costed talents that a character can take that gives them unique fundamental relationships with magic. A talent that represents a unique ability or source from which your magical powers swell. I wanna share a few and see if anybody is doing anything similar:

Sorcerous Bloodline (3): A wizard with this talent may fatigue his intellect by 1 at any time in order to charge/recharge his Manastaff with 1 Mana. Intellect fatigue lasts for half a day, and can alter what spells you are able to cast.

Spellsong Bardic School (2): A character with this talent can choose the option "SONG" which, on a successful Dex check, grants everybody within 2 megahex's 1 Fatigue and 1 Mana recharge. A bard/master bard that chooses this option with an instrument (2 handed) in hand will recharge 2/3 Mana instead, and give everybody +1/+2 Dex until the end of your next turn.

Power (4): A character may have only 1 Power per 20 total attribute points. A power represents an ability that produces a magical effect by some natural or abstract ability of the character. The power is actually a wizard spell that may have two of these advantages:
[A]The strength costs of that spell may be reduced by half.
[B]It's durations may be doubled.
[C]It's rolled for at +2 Dex.
[D] It can be cast as a bonus action. You may choose which action is preformed first, and which will be preformed at -4 Dex

A jedi-esque fighter might take blur with this to represent the effect his prescience has on his fighting skills, or a super tricky ranger might take teleport with this to represent his Batman-eque ability to maneuver the battlefield. A dragon based lizard man could take fireball with this to represent his fire breath ability, or a ninja could take 3 hex shadow to represent his Shadow Weave Jutsu.

The character must meet the IQ requirement of the spell to take it as a power, and GM should feel welcome to increase the IQ cost of the whole Power talent depending on exactly how powerful the option looks.

Is this something you guys think about?
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Old 05-23-2019, 03:23 AM   #2
warhorse11h
 
Join Date: Aug 2018
Default Re: Sorcerous Talents

To provide a little extra boost to the powers of my magic user types, I worked these up. They are taken for one specific spell and represent additional practice with that spell and greater familiarity with it. They stack and effects are cumulative.

SPELL FAMILIARIZATION (1) Gives a +1 DX to one specific spell that a magic user knows. Only that spell receives the bonus. Can be taken multiple times for different spells. Cost one for a wizard.

SPELL PROFICIENCY (1) Can have different effects depending on the spell proficiency is taken for. Requires spell familiarization as a prerequisite.
Damage producing spell, it produces a +1 damage per ST used to cast. Or per turn or hex passed through or stopped. ie Fire spells, 3 hits to pass through or 5 to stop. Summoning Spells the creature summoned can have one point extra for either ST or DX. Spells that add to or subtract from an attribute for the caster or the subject or someone attacking the subject of the spell receive a 1 point bonus to the effect. Examples: Blur reduces attacker's DX by one more point for a -5 DX. Aid produces one additional point for the cost. For all other spells the cost to cast is reduced by 1 ST but is never less than one ST. Cost one for a wizard.

SPELL SPECIALIZATION (1) Gives a +1 DX to cast a specific spell and one of the following also depending on the spell specialization is taken for. Requires Familiarization and Proficiency. Damage producing spell, it produces a +1 damage per ST used to cast. Or per turn or hex passed through or stopped.
Summoning Spells the creature summoned can have one point extra for either ST or DX. Spells that add to or subtract from an attribute for the caster or the subject or someone attacking the subject of the spell receive a 1 point bonus to the effect. Maintenance cost for spells are reduced by 1 ST but never below one ST per turn. Can be taken multiple times for different spells. This spell stacks with Familiarization and Spell Proficiency, which are required for this talent and with Expertise and Mastery. (Using Magic Fist as an example, with this talent, damage would be 1D6, with a +2 DX to cast. Fire would be more damaging, (4 hits to pass through and 6 hits to stop in a fire hex. Other examples: Blur reduces attacker's DX by one more point for a -6 DX. Aid produces two additional points for the cost.).
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Old 05-23-2019, 12:43 PM   #3
Shoug
 
Join Date: May 2019
Default Re: Sorcerous Talents

I like those Spell talents a lot, the only thing I'd do is make the cost normal for wizards. As it is now, it just seems too good to pick a couple of the most flexible spells (Illusion, Aid, Teleport) and just utterly focus them. Although, a teleporting illusionist could be extremely fun to roleplay. Give him Teleport, Shadows, Illusions, Confusion, Dazzle, maybe Invisibility. Call him a Morpheoturgist!
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