[identity profile] m-danson.livejournal.com posting in [community profile] ratcatchers
Please note that these two paths are both considered Focus Magic Paths.

Focus Magic Path (trained)

ALL warlocks who want to remove magic from a shared pool must use this path. This path does not impose Fealty Bonds on anyone. Any Focus who wishes to use a shared pool must first add magic to that pool. (ie must buy in) The Focus acts as the 'container' for the pooled magic and this makes this type of magic risky. The higher requirements do not reflect an "elite" status but rather the force of will and experience needed not to accidentally fry one's self. (see Focus Magic Path (untrained) for consequences of not having the proper requirements)

Requirements:

* Common Magic Path
* EGO = 18 (roll -13)
* Magic Skill Focus (EGO) = 3/2 reqired skill roll (RSR for all spells using a joint pool)
* Research (INT) = 3/2 required skill for learning new spells

Notes:

* Learning the Magic Skill Focus requires training (ie teacher, source of information, or successful use of untrained focus which satisfies the GM)
* Difficult spells will require extra time, require complimentary skills, and/or have negative modifiers to the research roll in order to learn them.
* All spells bought through the Focus Magic Path (trained) require the limitation Overload Risk (below). Common Magic Path spells may be cast as Focus spells by using the Magic Skill Focus RSR and applying the Overload Risk limitation temporarily (does not decrease cost since the spell is actually a common spell but it means that you don't have to buy the spell twice).

Overload Risk [side effect; -2 limitation]
- happens on a critical failure of the RSR roll
- Energy Blast on Focus (1d6/5AP; for total AP being used in spell being cast)

Focus Magic Path (untrained)

This allows a Warlock not trained in the Focus Magic Path to attempt to focus a joint MPP. It requires no training. This is VERY risky. Many mages go BOOM.

Requirements:

* Common Magic Path
* Uses Magic Skill Common as the RSR
* Adds a -1/20AP to RSR roll (ie more powerful spells are more risky)
* Must have bought into the joint MPP
* Spells may not be purchased as Focus Magic Path (untrained)
* The following limit is added to ALL common spells cast using this method but it does NOT reduce the cost of said spell:

Overload Risk [side effect; +0 limitation]
- happens on a failure of the RSR roll
- Energy Blast on Focus (1d6/5AP; for total AP being used in spell being cast)

Banned Magic

Teleport, Desolidification, Duplication, Extra-Dimensional movement, FLT, Mind Scan, Stretching

Special Magic

This stuff needs a good reason that convinces the GM. For example, it is needed to simulate an effect that is allowed but which can not be implimented using allowable powers, or is needed to impliment the race packages. Uses of these require permission each time. Others may be added if I discover something broken.

Absorption, Missile Deflection, Transform, Growth, Find Weakness, Lack of Weakness, Extra Limbs, Shrinking, Summon, Density Increase, Drain, Multiform (not in a were), Transfer, Clarisentience

Charges

Date: 2007-04-08 11:12 pm (UTC)
From: [identity profile] nightstriker.livejournal.com
Unless I read things in the book wrong the -1/20Ap means taht the spell is more likely to succeed, and as such less likely for the side effect to occur. Again unless I am reading things wrong.

Date: 2007-04-08 11:40 pm (UTC)
From: [identity profile] nightstriker.livejournal.com
Nope that is how I was reading it...though I did not give as much context as I was seeing in my head. I meant that it was less difficult than a -1/10 AP. Though from the e-mail I just received form you, it is more difficult than a -0, RSR limitation.

Date: 2007-04-08 11:45 pm (UTC)
From: [identity profile] nightstriker.livejournal.com
Nope as I said I was leaving out information from the picture in my head...somtehing I am working on improving...among many other things.

Date: 2007-04-09 04:57 pm (UTC)
From: [identity profile] ironphoenix.livejournal.com
I assume that the overload risk is on critical failure (triple-six) only, given the -0 limitation status. Otherwise, this would be an extremely severe limitation!

If not, expect a huge amount of extra time to be spent on this kind of magic! A 200 AP effect would be at -10, so a mage with 18 EGO would be rolling at 3; to get this back to a 13 would require 10 levels on the time chart, starting from a half-phase. Lessee: phase, turn, minute, 5 mins, 20 mins, 1 hr, 6 hr, 1 day, 1 week, 1 month. If you want a 17, add 4 more levels, and we're into several years. And 200 AP is small potatoes compared to what a prince regularly handled.

Also, I assume that one has to research and/or construct the spell in question and spend CP for a suitable MPP slot.

Finally, RSR @ -1 per 20 AP is a -1/4 limitation; where does this figure in?

Details, details... this is where HERO can get a little bogged down.

Date: 2007-04-10 04:41 pm (UTC)
From: [identity profile] ironphoenix.livejournal.com
I think you're right, that I was getting confused between the two; part of what may be causing that is the -2 SE limitation for the Trained version which only occurs on crit. fail versus the +0 SE limitation for the Untrained version which occurs on any failure. Why is the untrained one a +0 limitation, not a -2 or more limitation?

Date: 2007-04-09 10:55 pm (UTC)
From: [identity profile] ancalagon-tb.livejournal.com
keep in mind, you can put more skill ranks in your magic skill - you roll on your skill, not your ego.

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