*** Magical Aptitude (only at character creation): Copyright (c) 1996 by Thomas Ackermann Like normal Magery, but levels 4+ give the additional benefit of beeing able to put (level - 3) additional points of fatigue into spells that normally only allow for a fixed number (Missile Spells, ...). See Kromm's mail about this. Therefor Magery 4+ is fully optional - use Increased Magery below instead, if you don't like *D&D-like Mages! Magery 4+ may even allow for new and mighty spells, that need more than Magery 3 as a prerequisite. (Note, that the cost progress is fully attribute-like) Magery 0 (5p) Magery 1 (15p) Magery 2 (25p) Magery 3 (35p) Magery 4 (50p) Magery 5 (65p) Magery 6 (85p) Magery 7 (105p) Magery 8 (130p) Magery 9 (155p) Magery 10 (180p) *** Increased Magery (later increasable at double costs): This is a Spell-Level Bonus only and the effects are cummulative! You need "Magery x", to be able to use "Increased Magery (x+1)" and additional higher levels of Increased Magery. This provides a cheaper way to increase the Base Level of (Magery + IQ) as the usual increase of IQ, with the additional benefit of enabling the character concept of not *such* highly intelligent Mages (and highly apt at social things too ...). Again, "Increased Magery 4" and and higher are fully optional! This allows for N/PC that only have Magery 2 or 1 or even Magery 0 and still have a good base-level in their spells - although it is not cheaper than normal Magery ... (Note, that the cost progress is fully attribute-like) Increased Magery 1 (10p) (=15p) Increased Magery 2 (10p) (=25p) Increased Magery 3 (10p) (=35p) Increased Magery 4 (15p) (=50p) Increased Magery 5 (15p) (=65p) Increased Magery 6 (20p) (=85p) Increased Magery 7 (20p) (=105p) Increased Magery 8 (25p) (=130p) Increased Magery 9 (25p) (=155p) Increased Magery 10 (25p) (=180p) *** Reduced Fatigue Cost Normally, Spell-Levels of 15, 20, 25, 30, ... allow for -1 to fatigue cost each. This costs about 10p per Spell and halving of casting-time. (Base-Level 16 to 21 = 5 levels = 5*2p = 10p each) So, i propose a level-cost of 10 times the cost for one spell: 100p. Some kind souls will prefer a lower cost, but i feel it should not be lower than 50p and possible a solution for both would be 75p (ideas?): This Advantage allows for -1 to fatigue cost for every level of the advantage and every spell the caster uses! With a cost of 100p, this advantage will only be useable for cinematic games of 300 or more points! But seeing, that Wild Mana Generator (from Celtic Myth) is available for 50p only, i think that 50p will be the highest cost that would be accepted ... (again: ideas?) Reduced Fatigue Cost: 50p/level (available after start for normal cost) *** Reduced Casting Time Normally, Spell-Levels of 21, 25, 30, ... allow for halving casting-time each. This costs about 10p per Spell and halving of casting-time. (Base-Level 16 to 21 = 5 levels = 5*2p = 10p each) So, i propose a level-cost of 10 times the cost for one spell: 100p. Some kind souls will prefer a lower cost, but i feel it should not be lower than 50p and possible a solution for both would be 75p (ideas?): This Advantage allows for halving the casting time for every level of the advantage and every spell the caster uses! With a cost of 100p, this advantage will only be useable for cinematic games of 300 or more points! But with Reduced Fatigue Cost for 50p per level due to Wild Mana Generator, 50p will maybe be enaugh: Reduced Casting Time: 50p/level (available after start for normal cost): *** Increased Range Normally, every Spell-Level of above, say 16, allows to use a regular spell at an additional distance of 1 yard without further problems. This costs about 2p per Spell and additional yard. So, i propose a level-cost of 10 times the cost for one spell: 20p. Some kind souls will prefer a lower cost, but i feel it should not be lower than 10p and possible a solution for both would be 15p (ideas?): As i halved the above costs alredy, i will write a 10 here too (ideas?): Increased Spell Range: 10p/level (available after start for normal cost or maybe better only for double cost?) *** Reduced Rituals Normally, Spell-Level 12, 15, 18, 21 have effects only the needed Ritual. I don't have the feeling, that with Increased Magery available, an additional Advantage would be needed here ... esp. as we already have an optional rule covering this (skill penalities for dropped rituals). *** Example: Woody, the Mage, decides to get IQ 15 and Magery 5, for a Base Level of 18, so he is able to use only words or gestures as ritual. This costs him 60p for IQ and 65p for Magery: 125p Then he want to be able to reduce casting cost bot only by 1 (as for his current base level), but by 2, so he buys one level of Reduced Fatigue Cost for additional 50p: 175p so far ... He feels that Reduced Casting Time is needed to, so be buys one level for 50p. He is now at 225p for his Magery stuff and able to cast all spells at halve the normal time, while he is able to increase some spells from level 18 to 21 to be able to cast them at 1/4 normal time! As a 300p character, he is free to use additional 120 points onto his other attributes and, of course, Spells! ST 11 (10p) DX 11 (10p) IQ 15 (60p) HT 11 (10p) (90p) Magery 5 (65p) // instead of IQ 17 and Magery 3 ... Base Level 18 Reduced Fatigue Cost 1 (50p) // for a net -2 Reduced Casting Time 1 (50p) Skills of 20 points Spells for 70 points Disadvantages and Quirks for -45 points Final Cost: 300p