From: | Ereskanti <Ereskanti@***.COM> |
---|---|
Subject: | Re: Magical Flaws |
Date: | Mon, 11 May 1998 10:32:48 EDT |
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.