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Old 10-06-2022, 07:08 AM   #1
Anders
 
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Join Date: Jan 2005
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Default [DF] Orbs of Power

So I wrote the Orbs of Power article in the latest Pyramid (4/4). That article is for Incantation Magic (DF 19, by Christopher Rice and Antoni Ten Monrós). But of course most people use the standard system. So here are some thoughts on how to adapt the Orbs of Power for the standard system.

General Abilities

Instead of being able to attach spells to the Orb, the Orb has 50 ER that can be used instead of the caster's own. Use the rules for Assisting Spirits from Thaumatology (pp. 90-94) or the simpler rules for Black Magic from Magic (p. 156) for spiritual distortion.

Orb of Arcanum

This one's easy. The Orb grants power over the Meta-Magic college.

Orb of Augury

Gives power over the Knowledge college. Replace Extraordinary Luck with Intuition (No Dice Roll Required), as the orb's master can make extraordinary guesses.

Demonology

This one is tricky, because there's no simple correspondence. Gate spells are probably the closest fit. The Orb's master must make a decision on what planes they are closest to (excluding any elemental planes) and strive to merge that plane with the mortal plane.

Orb of Elementalism

Another tricky one, but the problem is the opposite of the Demonology - there are too many colleges! The easiest way is probably to split the orb into five Orbs; one for each element and one for Light and Darkness. The Orbs' goals is to have their element dominate the mortal plane; for Light and Darkness this means shrouding the world in perpetual twilight.

Mesmerism
Corresponds to the college of Mind Control and Communication and Empathy.

Necromancy
Corresponds to the college of Necromancy.

Transfiguration
Corresponds to the college of Body Control, but also includes the shape-shifting spells from the Animal College.
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Old 10-06-2022, 06:01 PM   #2
Kesendeja
 
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Default Re: [DF] Orbs of Power

How is the best way to use them in the Sorcery magic system?
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Old 10-08-2022, 07:51 AM   #3
Anders
 
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Default Re: [DF] Orbs of Power

Good question. I think they would enhance the ability to do Hardcore Improvisation. Providing Fatigue Points and a substantial skill bonus to all such attempts. As well as some levels of Sorcery Talent.
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