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Old 06-06-2023, 04:42 AM   #1
Nedorus
 
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Join Date: May 2021
Default Thaumatology Sorcery prohibitively expensive [Rant]

I'm currently working on a translation of spells from that cyberpunk game (where one should never trust an Elf).

I want to use the 'magic as powers' approach or more specifically a slightly adapted version of Thaumatology: Sorcery (e.g. using QN/QP)

I'm getting exceedingly frustrated with the cost of certain spells and how they compare.

I'm creating an illusionist mage wanting to cast ‘invisibility’ (as listed here). She needs to spend at least 84 - 92 points on her Sorcerous Empowerment. As limitations don't do anything for reducing the minimum cost needed (you just need more levels of the trait to fulfill the prerequisite!) this will usually be 100 points just for the "prerequisite". Some points in Sorcery Talent and / or Innate Attack skill to reliably 'hit' a target are necessary just as with the combat mage.

Now let's take a look at a mage with 'Invisibility' using 'magic as skills' from Magic.
In order to cast 'Invisibility' in 1 sec (as this is the time it takes to repeat a sorcery spell) you need to have it at level 30+. This will also reduce the FP cost to 1 (0 to maintain).
You'll need some prerequisite spells (6 incl. Blur) but you can limit yourself to "one college" -40%. If you find another limitation worth -20% it's more cost effective to level up your Magery (ok, the GM may not approve above level 3 or so). I'd suggest 'Solitary' for -40% as this is really not much of a limitation at the exceedingly high skill levels. This brings down the cost of magery 21 to 47 points. For a meager 2 Points you will now have 'Invisibility at level 30 (!). The 5 yard distance to your target won't matter much at that level (~_^)

Six more points into the prerequisite spells (which will each end up at level 29!) and you have a very powerful, super fast and cheap Invisibility spell (plus extras). HALF the cost of the (less powerful) sorcery version.

Why less powerful?
1. You cannot end the spell prematurely
2. Equipment only goes invisible up to medium encumbrance
3. You are less versatile as the "classic" mage-version has six additional spells.

So as it stands it's 100+ points vs. 55 points for (mostly) the same thing.

Also, I can easily create a combat mage with some rather powerful combat spells (comparable to an assault rifle) by selecting something like 3 levels of Sorcery Empowerment for a total of 40 points and adding a fire-damage-based Innate Attack at level 10-11 (depending on the exact limitations). This "Firebolt" (think missile, not 'Ball') is leveled and costs about 4 points per level, allowing me to cast spells at a higher-than-learned level (realistically not more than 1-2 levels higher though). This would push the damage to a whopping 12d-13d...

[End of Rant]

Thoughts and improvements welcome ...
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