10-16-2020, 03:38 PM | #1 |
Join Date: Aug 2019
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Paths and Spirits
In a campaign where Ritual Path magic is the invoking of spirits (It would use the effect shaping variant from laws of magic), what would be appropriate paths? The standard paths do not seem to fit that well. (A Path of Spirits, when all magic is about calling spirits, seems weird to me.)
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10-16-2020, 06:30 PM | #2 |
Join Date: Aug 2004
Location: Jacksonville, AR
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Re: Paths and Spirits
I would be inclined to base the paths on the type of spirit.
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Travis Foster |
10-16-2020, 07:06 PM | #3 |
Join Date: Dec 2012
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Re: Paths and Spirits
I'd say that fits reasonably well. This might mean using paths other than the ones in the book, or it might not. There might be multiple styles due to different cultures and subcultures dividing up the spirits in different ways, as well.
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10-16-2020, 08:14 PM | #4 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Paths and Spirits
Quote:
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10-17-2020, 01:10 AM | #5 |
Join Date: Aug 2018
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Re: Paths and Spirits
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10-17-2020, 02:13 AM | #6 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Paths and Spirits
You could swap the Magical Power Modifier for the Spiritual Power modifier but that's effectively a feature. If it's BOTH then yeah, you'd add it to the appropriate advantages and skills, but I don't know if I'd do that. Adding modifiers to skills is legal by RAW, but it can be seriously messy too. If I were designing it, I'd make a "Spiritual Magic Power" Modifier as "Requires Reaction Roll" (-5%) and "Anti-powers, other magic" (-5%) and call it a day.
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10-17-2020, 02:34 AM | #7 |
Join Date: Apr 2019
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Re: Paths and Spirits
I sent someone a PM, I think he could help you right out.
He's running a game right now using this and Im quite enjoying it (even though Im still working to wrap my head completely around it). |
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