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Old 03-18-2017, 03:19 PM   #1
Anders
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Default [DF] Non-Improvisational Incantation Magic

Has anyone toyed with making a non-improvisational magic system from Incantation Magic? Working it more like Ritual Magic, where you buy skill in a college and can cast any existing spell in a Path at a penalty. Basically using it as a system to build spells, rather than as a system to improvise spell in game.
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Old 03-18-2017, 03:25 PM   #2
sir_pudding
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Default Re: [DF] Non-Improvisational Incantation Magic

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Originally Posted by Anders View Post
Has anyone toyed with making a non-improvisational magic system from Incantation Magic? Working it more like Ritual Magic, where you buy skill in a college and can cast any existing spell in a Path at a penalty. Basically using it as a system to build spells, rather than as a system to improvise spell in game.
Isn't that just regular effects shaping path magic?
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Old 03-18-2017, 03:36 PM   #3
Anders
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Default Re: [DF] Non-Improvisational Incantation Magic

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Originally Posted by sir_pudding View Post
Isn't that just regular effects shaping path magic?
It is, but this would be a way to build new rituals. You'd have to compensate for not being able to improvise, though.
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Old 03-19-2017, 10:22 AM   #4
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Default Re: [DF] Non-Improvisational Incantation Magic

I don't have Incantation Magic, but from what I understand it's built off RPM. In Pyramid #3/66, restricting Ritual Adept and/or Magery to only work for spells for which you have Ritual Mastery or a relevant grimoire is worth -40%, and prevents improvisation (although a character with Ritual Mastery: Fireball can make any such projectile, from 3d to 300d and beyond). If using a "Known Spells" setup (where incantors basically use Familiarity to determine what spells they can and can't cast), that's probably -10% to -20%. If any incantor can cast any spell, but only from a GM-approved list, that's either -5% or just a campaign feature. Apply that to the Ritual Adept and Magery equivalents for the characters, and you should be good to go.
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