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Old 12-27-2018, 11:17 PM   #11
Icelander
 
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Default Re: Path of Chance Ritual that Granted Destiny Points

Quote:
Originally Posted by Christopher R. Rice View Post
In those conditions, yes. I might even allow up to three if the GM is the one who decides when it's used and the spell gives exact parameters for its use.
Excellent!

Edward Alvin Smith and his non-Adept, energy-efficient artifice-limited magical approach thanks you.

Without Ritual Adept, in a world of Very Low Mana (-10) to Low Mana (-5), with a maximum of three levels of Magery, characters feel every point of energy they have to gather.

And firing bullet Charms at maximum RoF, while no doubt impressive, quickly became much less attractive once the players realized that each and every Charm would take 30 minutes + the time to gather energy (which is probably 30 to 60 minutes for rituals within the capabilities of PCs) to replace.

Especially when the PCs realize that Ghostkiller Bullets don't inflict any extra damage on other incorporeal spirits than ghosts and Rend the Void (Outsider Bane) bullets don't seem to affect malevolent spirits that come from unpleasant unearthly worlds that are still within a theoretical cosmology of a unified universe. Charms designed to destroy specific types of supernaturals may receive a cost reduction and certainly are Lesser effects when more generic bonus damage that works against normal, physical beings would be Greater, but that comes at a cost when shooting at unknown foes.
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monstrum, ritual path magic, rpm, thaumatology, vile vortices


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