From: | Ubiquitous <weberm@*******.NET> |
---|---|
Subject: | Re: [SR2] Phys. Mages |
Date: | Tue, 12 Nov 1996 16:48:08 -0500 |
>Essentially, they are i/2 physad, and 1/2 wizard.
>
>The player divides his six magic points in any two ways he wishes. ie.
>2-4, 3-3, 1-5, etc.
>Then chooses how many points will be used for physad powers, and how
>many will be used as his wizard magic rating.
>Any additions are then added to one side or the other.
Close enough. The PhysMage spends as many of his Magic points as he wishes
like a PhysAd. What's left is used as his Magic Rating wrt spell casting,
etc. (Don't forget to take a geas for every two points spent!)
That's the basics. If he wishes to initiate, I believe you choose
whether to increase the magic rating or buy more powers with them.
Oh yeah, magic lost from Deadly wounds etc comes off Magic rating first, so
a really unlucky PhysMage will in effect become a PhysAd if enough points
are lost.
>IMHO, I feel that it is still overpowered, but not as badly so as
>letting wizards quicken enhanced reaction spells on themselves.
I did too until I noticed one has to take a geas for every two points spent.
--
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