03-24-2016, 12:46 PM | #1 |
Join Date: Apr 2015
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[Sorcery] Magical Potential Advantage
Sorcery is one of the main magic systems I'm using in my low fantasy game, after we changed from something closer to the standard magic system. Most of the changes have been great, but I've run into one little snag.
Magical potential in this world is something that you either have or don't. If you don't, you can never learn any levels of Sorcerous Empowerment, learn spells, ect. If you do, it's only a matter of training, and you can up it as much as you want. Originally magery 0 made a good "I could learn magic if I wanted to" advantage, and came with the added benefit of sensing magic when you saw it. In sorcery it's an all or nothing choice for the first 20 points. Instead, I am thinking of adding a 5 point "Magical Potential" advantage. It marks you as having the potential to learn magic in the future and allows you to learn 1 point cantrips. You pay full cost for the cantrips (ie. 1 point), but they count towards your first level of Sorcerous Empowerment (at which point 1 point cantrips are free anyway). Any comments or problems I should watch out for?
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I run a low fantasy GURPS game: https://www.youtube.com/channel/UCdo...YLkfnhr3vYXpFg World details on Obsidian Portal: https://the-fall-of-brekhan.obsidian...ikis/main-page |
03-24-2016, 12:51 PM | #2 |
Join Date: Oct 2008
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Re: [Sorcery] Magical Potential Advantage
The canonical way would be to use 10 points as per the normal potential advantage cost.
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03-24-2016, 01:02 PM | #3 |
Join Date: Jun 2013
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Re: [Sorcery] Magical Potential Advantage
Allowing for a partial version of the Advantage that basically just serves as a base for Alternative Abilities should be fine. I'd even allow such a character to use Hardcore Improvisation! They can't freely improvise 1-point spells until they have at least 1 level (but once you are able to freely improvise a Known Spell, I'd return the points for knowing it outright), of course.
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03-24-2016, 01:29 PM | #4 |
Join Date: Oct 2008
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Re: [Sorcery] Magical Potential Advantage
A 0 point version (the modular ability at 0 points) would also be 10 points.
That would then allow hardcore improvisation for really simple spells and really low power abilities as secondary abilities, but would force you to use hardcore improvisation or buy even cantrips. |
Tags |
advantage, homebrew, sorcery |
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