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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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