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Old 04-15-2021, 08:07 PM   #6
LokRobster
 
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Join Date: Mar 2005
Location: Republic of Texas; FOS
Default Re: Counterspell and Ward

Quote:
Originally Posted by Harald387 View Post
Counterthaumatological Training [1 point]

You've learned the principles of a handful of spells well enough to counter them, but not well enough to cast them. Choose four wizardly spells; for the purposes of Counterspell, Ward, and similar magic, you effectively 'know' those spells at a level of IQ+Magery-2.

Counterthaumatological Expertise [10 points]
You no longer need to know the spell being countered to use Counterspell or Ward against it; instead you just use your skill in the relevant countermagic spell for the Quick Contest. You can convert any number of levels of Counterthaumatological Training into this advantage when you purchase it.
This is a great answer. Reading through the description of the character and the defensive theme, I was considering that it should be some kind of Perk type buy-in to bypass the pre-requisite spells.
It’s a good way to encourage a theme, and what you came up with seems fun to GM; players having a good time with their character ideas makes for a smoother game.
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