From: | Erik S Jameson <esj@***.UUG.ARIZONA.EDU> |
---|---|
Subject: | Initiate Powers |
Date: | Tue, 22 Nov 1994 11:28:55 -0700 |
powers for high-grade initiates (why, I think that's sour grapes I smell
;-)), I have actually had to resort to my own creativity, with some help
from my friend the GREAT Cornholio. So here's what I have come up with...
After say, grade 10 (So everything starts at 11), the initiate begins to
be able to handle drain easier. This means that ones spell may be
selected per grade, and that spell will have the staging stepped down by
one level (from Serious to Moderate for example). In this case of spells
with staging above Deadly, reduce the target number by two (Fireball goes
from F/2+3 Deadly to F/2+1 Deadly). This can be cumulative, but drain
can never go below Light. It is our feeling that this represents the
tremendous understanding of the warp and weave of magic that a high-grade
initiate would have.
In addition, I also think that the immunity powers would also eventually
be gained, but only at very high grades, such as 50+.
Another idea I am toying with is the ability to teleport of summon
magical items the mage didn't bring with him. A little like that A$&$
'Instant Summons' spell, but I derived my idea more from something
Harlequin does in HB. The mage at say, grade 20, can spend 1 Karma and
have any item he has magically bonded to (like his weapon focus) teleport
to him. So if Merlin the Mage forgot to bring his weapon focus, he can
now have it with a Complex Action and a Karma spent. This probably would
not work if the item was in an enemies ward (maybe it would then become
an opposed test, the mages Sorcery skill or something vs. the wards
rating), but that can be worked out later.
So what do people think? Without actually having used any of these ideas
yet I don't really know how they would affect game balance, but I tried
very hard not to upset the balance too much. I think they might work,
but now it's time for you guys to respond.
Erik, a.k.a. the Whistler