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Mailing List Logs for ShadowRN

From: Ereskanti <Ereskanti@***.COM>
Subject: Re: Magical Flaws
Date: Mon, 11 May 1998 10:32:48 EDT
In a message dated 5/11/98 4:24:42 AM US Eastern Standard Time, evamari=
e@**********.net writes:

<snipped the other flaws>

> 2 point flaw: Initiate Outcast: a mage character can not form an “ast=
ral
> contact”, and can not join any magical group, even one S/he attempts=
to
> form. S/he can still initiate alone and associate with groups
> socially, professionally, or ritually, however.

WHOA!!!! IMNSHO, this should be at -least- a 6 pointer, as it severely l=
imits many options open to the character.

> 3 point flaw: Stressed Magic: the character has a weakened connection =
to
> magic, and could even burnout from natural causes. S/he rolls only 1
> die when checking for magic loss, instead of 2.

Same for this one, a 6 pointer at least, as it reminds of a variation of=
"Limited Time" (or whatever the real name is).

Another flaw we came up with this weekend...

Magic Magnet : -3 points (maybe higher)

Character is a (para?)naturally occuring magnet to directed magical activ=
ity. As such, all target numbers to effect the individual by another ma=
gical individual are reduced by 1 point (-1 to all -their- success test=
s). Yes it does help in healing, but it also makes absolutely every ot=
her spellcasting easier as well. It does NOT make a person easier to h=
it with a Weapon Foci, but it DOES help in all aspects of a ritual cast=
ing.

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