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Old 06-13-2009, 03:24 AM   #1
Randover
 
Join Date: Feb 2008
Default Magic and Techniques

Under strandart spell based system each spell is a skill. Once skill level reaches 15, 20, 25 etc. most spells gets energy cost reduction.

Would it be possible to create a technique that would use this aspect? Raise skill only for energy cost reduction purpose?

Be warned that this would be quite cheap way for trick of maintaing for example very powerfull Armour spell, Missile shield spell, Invisibility etc. for very long time.
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Old 06-13-2009, 03:36 AM   #2
the_matrix_walker
 
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Default Re: Magic and Techniques

I don't think this would be appropriate. It would quickly become unbalancing if you could bu down your favorite spell's energy points for 5 points each. That aside, Techniques are usually aspects of a skill usually done at a default from the skill, with the opportunity to remove a penalty or get a small bonus. What you propose sounds pretty open ended.
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Old 06-13-2009, 09:48 AM   #3
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Default Re: Magic and Techniques

This is how I would do it.

Technique - Reduce Spell Energy
Difficulty: Hard.
Default: Spell. Each spell is a seperate Technique.
Prerequisite: Spell. Cannot exceed Spell skill +5.

This technique raises spell skill for the purposes of reducing energy cost only. Each spell has a seperate technique that does not apply to any other spell.

I don't think this could be abused too badly, but I haven't tested it yet either.
As far as maintaining certain spells for very long times, yes it can happen, but the caster would still have a -1 for having a spell up, and the spell could not be maintained while sleeping, etc.
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Old 06-13-2009, 08:07 PM   #4
Refplace
 
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Default Re: Magic and Techniques

I wouldn't allow it and i have run some pretty high powered games.
I consider the power reduction a core ability not a penalty to be bought off.
i do like techniques buying off penalties, including concentration penalties
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Old 06-13-2009, 08:37 PM   #5
Langy
 
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Default Re: Magic and Techniques

I agree with MacGregor. Further, under the Ritual Magic system (if I remember correctly), all spells are techniques based off of a single underlying 'college' skill. If that's balanced, then a technique that just increases skill in reguards to energy costs is probably balanced enough - but a maximum level is probably a good idea. Skill+5 or +10 should be fine.
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Old 06-14-2009, 02:12 AM   #6
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Default Re: Magic and Techniques

Quote:
Originally Posted by Langy View Post
I agree with MacGregor. Further, under the Ritual Magic system (if I remember correctly), all spells are techniques based off of a single underlying 'college' skill. If that's balanced, then a technique that just increases skill in reguards to energy costs is probably balanced enough - but a maximum level is probably a good idea. Skill+5 or +10 should be fine.
You do recall correctly, though there are other limiting factors on the Ritual System. One of which is no spell can exceed the College skill which in turn cant exceed the Ritual magic (or other Core skill) skill.
So your proposing a technique off a technique in the case of Ritual Magic?
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Old 06-14-2009, 06:57 AM   #7
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Default Re: Magic and Techniques

Quote:
Originally Posted by Refplace View Post
So your proposing a technique off a technique in the case of Ritual Magic?
It's not like that's completely unheard of - Finger Lock is based on Arm Lock.
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Old 06-14-2009, 12:44 PM   #8
carllarson
 
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Default Re: Magic and Techniques

Is this technique necessary at all?

A Hard technique needs 6cp to raise 5 levels, which is what would be needed to reduce casting cost by 1. 6cp in ER gives 2 energy. 6cp in ER (one spell only -80%) would give 6 energy.
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Old 06-14-2009, 02:28 PM   #9
Randover
 
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Default Re: Magic and Techniques

Quote:
Originally Posted by carllarson View Post
Is this technique necessary at all?

A Hard technique needs 6cp to raise 5 levels, which is what would be needed to reduce casting cost by 1. 6cp in ER gives 2 energy. 6cp in ER (one spell only -80%) would give 6 energy.
The big deal is the maintaining factor. Not the one time cost of the spell. Imagion that mage with such technique can possible maintain Armour spell on multiple targets for long periods of time giving them raising there DR by 1 to 5.
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Old 06-14-2009, 03:11 PM   #10
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Default Re: Magic and Techniques

Quote:
Originally Posted by ericbsmith View Post
It's not like that's completely unheard of - Finger Lock is based on Arm Lock.
Ok you got me there.
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