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#Post#: 18--------------------------------------------------
High Magic Revisions/ New Ideas
By: ZachC Date: August 20, 2013, 10:21 pm
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So, there are currently 10 High Magics in the game book
(including World Effect). I'm going to list them all and their
descriptions. If anyone has ideas on how to make some more
appealing, feel free to comment. Or if you have ideas for new
High Magics you can post them here, as well.
High Magic Communing
This ability allows a spell caster to project their minds into
other planes and commune with beings there. This ability does
not keep beings from attacking the spell caster or lying to the
spell caster.
High Magic Divination
This ability allows the character to see possible futures. See
Plot for more details.
High Magic Enchantment
This ability allows the character to create magic items with a
recipe. Recipes may be obtained with an Enchantment Research
Lab or use of the Legend Lore skill. See Plot for more details.
High Magic Evocation
This ability allows the character to enhance his spells damage.
For every 10 points of base manna, a mage will do +1 points of
damage with damage spells. A mage may cast for Zero manna , so
mage with 50 manna can cast a 5 fire spell for no manna.
World Effect [Spell]
This ability allows a character to affect every person within
the sound of their voice with a single spell. This evocation
increases the mana cost of a spell five times, and can be
stopped with an active Shield or Resist. This will no use up an
active Shield, but will use up a Resist.
High Magic Necromancy
With this high magic, a character can do much darker necromantic
deeds than they could on their own. Known recipes can create
enhanced undead, rip information from a person’s body, or rip a
person’s soul apart to create a Mana Gem.
High Magic Resurrection
This skill allows the character to learn the Resurrection skills
to bring the dead back to life without the spell Renew.
Field Resurrect
This skill allows a character to perform a field resurrection
upon another character correctly. Their ability involves calling
forth the spirit and helping it form a body. This includes
performing a resurrection upon a willing recipient who has
received a Spirit Anchor.
Resurrect
This skill allows a character to perform a resurrection upon
another character correctly.
High Magic Summoning
This ability allows a spell caster to summon beings from other
planes. The correct Summon / Path spell is still needed. This
ability does not give the summoner power over the summoned
being.
#Post#: 19--------------------------------------------------
Re: High Magic Revisions/ New Ideas
By: ZachC Date: August 20, 2013, 10:38 pm
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High Magic Resurrection and Resurrect need some clarification.
How its worded, it sounds like High Magic Resurrection allows
you to renew people without spending mana.
Also, I had an idea for a High Magic.
High Magic Blast
This high magic allows casters to throw additional packets when
they cast a spell. Each additional packet costs 1/2 the spell
level in extra mana and must all be thrown at the same time. If
multiple packets hit a single target, the target only takes the
effect once. If the spell hits a target being played by multiple
people, the monster can take the effect once for every person it
hits. However, only one resist is required to negate the effect
on the creature.
#Post#: 20--------------------------------------------------
Re: High Magic Revisions/ New Ideas
By: whitepaws Date: August 21, 2013, 5:58 pm
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Just off the top of my head but how about something like High
Magic Warding. Something that works like warding out of oWoD
where you can ward large area vs. something. It would require
you to have components like High Magic Enchantment and you could
ward against specific types of races or prevent certain types of
magic from being able to happen or if someone activated it and
walked into an area the effect of that spell would drop. It
would be a great way to protect important areas from
infiltrators (Like what Chris did at last game dropping for
Spirit Form and we rolled over two baronies like child's play)
#Post#: 21--------------------------------------------------
Re: High Magic Revisions/ New Ideas
By: ZachC Date: August 21, 2013, 6:40 pm
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You mean the same thing as the Path of Warding spell Glyph of
Protection?
#Post#: 22--------------------------------------------------
Re: High Magic Revisions/ New Ideas
By: Veros Date: August 21, 2013, 7:59 pm
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^^; That is what he means. I actually told him such after he
posted it and told me about it. Here are a couple High Magics I
listed to ZachC of High Magics I had heard from older players,
Tim or previous editions of the book.
High Magic Hordes of the Undead (Yeah, silly it is not listed
but explains why you pretty much only see base Zombies and
Skeletons who have no CP [just the base traits]!)
Sub-branch of High Magic Necromancy
Normally a mage can create a horde of undead equal in power
[Character Points] to 4 times the mage's power. This does not
include those undead controlled with "Command Undead," allowing
a Mana charged mage to exceed this limit. This High Magic
allows a mage to control undead equal in power to themselves
without suing the Command spell. It also allows the power of
their horde to increase to 6 times their own power.
High Magic Corruption
Sub-branch of High Magic Necromancy
This ability allows a spell caster to corrupt the minds of
others. This ability does not keep beings from attacking the
spell caster or lying to the spell caster both during or after
the attempt.
High Magic Curses (Mentioned in passing by Tim)
With this high magic, a character can do much greater magical
deeds than they could on their own. This High Magic is a matter
of contract law. An example of this effect is granting
knowledge of how to defeat a particular dragon and instructions
of how to make what is needed through the power of the High
Magic alone (even if the information is not known to the caster)
in exchange for the life of the first being to walk through the
door of the home after slaying the dragon and if ignored will
cause every family member until the person is killed to suffer a
horrendous death.
Imbue Weapon
Paladins, due to their combination of magical knowledge and
martial prowess, can imbue the weapons they are skilled with in
combat with their magical energies. A Paladin can spend one
point of Mana to Imbue their weapon, and can then swing damage
flavored for a Path they have knowledge in for five minutes. For
example, a Paladin with Path of Fire and Skill +2, who normally
swings 5 normal in combat, can spend a point of Mana and swing
their weapon for 5 Fire for five minutes. This damage can be
blocked normally by shields or weapons, and affects other
characters like normal damage without affecting an active Fire
Shield unless they have a particular weakness to it. The example
above would affect a human character normally, but would deal
double damage versus a Water Elemental. An Imbued weapon can
harm creatures that require magic to harm.
All of these are subclassifications of High Magic Evocation,
like World Effect. Circle and Power word, as far as I could
tell may not have had the costs listed, I just listed the
highest they could cost based on what I know they cost less
then.
Power Word
This ability allows a character to affect a person with a
shortened incant for a single spell. This evocation increases
the mana cost of a spell two times, but reduces the incantation
of the spell to "Magical <spell name>".
Circle
This skill allows a character to harness all of their magical
skill during a particular battle to generate a spell constantly.
The character using this skill must plant his left foot on the
ground and call “High Magic Circle <Spell name>.” The character
is able to call the spell named in the previous call for 5
minutes or the character moves his left foot from the point
which he planted it, whichever comes first. This ability
increases the mana cost of a spell four times.
#Post#: 24--------------------------------------------------
Re: High Magic Revisions/ New Ideas
By: whitepaws Date: August 22, 2013, 1:31 am
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From what I was told by Chirs was that could be used on people
but not specific magical paths.
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