Strong Magic

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Strong Magic is an expensive Advantage that applies to a subset of the Spells available in the Spell Magic system, making some spells cast by the character more powerful. Most often, only Spells of level 4, 5 and 6 are affected.

The most common choice is Strong Magic (SM) for a single Realm. Several Realms may be chosen, or even a Category, or else Very Strong Magic (VSM) for a single Realm at great expense.

Contents

Benefits of Strong Magic and VSM

For each single Spell sub-Realm, the table of spells has two extra columns, defining the effect of Strong Magic (SM) and VSM. In almost all cases, SM affects only Spells of level 4, 5 and 6, thus not low or low-medium level spells. VSM usually affects only 6th level spells. The primary benefit is in a stronger spell effect, meaning more build points for the effect (as with Shapechange Magc or Illusion Magic), more damage from a damage-causing spell, and so forth.

It is a common case for a Realm to not have all its high level Spells affected by Strong Magic, simply because there is no "effect magnitude" that it can act upon. In a few cases, most obviously Divination, there is no effect magnitude of most Spells (perhaps of any Spells), and there Strong Magic and VSM therefore works differently, by increasing the range of the Spells, so that there is at least some benefit.

In addition to this primary benefit, there are also a few minor ones.

Benefits of Strong Magic (SM)

These are the benefits of Strong magic:

  • Higher level Spells are more powerful (when possible); this tends to affect Spells of levels 4 to 6.
  • All Spellcasting to which Strong Magic applies gets 1 level of Spell Safety.

Benefits of Very Strong Magic (VSM)

These are the benefits of Very Strong magic:

  • The highest level Spells are more powerful (when possible); this tends to affect only 6th level Spells. Lower level Spells use the SM column for effect.
  • When there is a Saving Throw to resist the Spell, the target suffers a +1 RD penalty to it.
  • All Spellcasting to which Very Strong Magic applies gets 2 levels of Spell Safety.

Prerequisites for Strong Magic and VSM

A character cannot have Strong Magic if his Psyche is 3 or lower, and cannot have Very Strong Magic if his Psyche is 5 or lower.

The cost of Strong Magic

This section defines the costs of the various Strong Magic and Very Strong Magic Advantages. Note that only one Advantage may be chosen from the below tables.

Strong Magic Cost Notes
1 sub-Realm 20 DP Affects any one sub-Realm
1 Realm 30 DP Affects any one Realm; the most popular choice
1 Realm Pair 70 DP Affects one Realm Pair
2 Realms (same Cat.) 80 DP Affects two Realms from the same Category
2 Realms (diff. Cat.) 90 DP Affects two Realms not from the same Category

This first table deals with simple cases.

Strong Magic Cost Notes
3 Realms (diff. Cat.) 180 DP Affects three Realms not all from the same Category
4 Realms (diff. Cat.) 400 DP Affects four Realms not all from the same Category
Black Category 180 DP Affects all Spells from the Black Category
Other Category 210 DP Affects all Spells from the Element, Green or Grey Category

This table deals with slightly more complex, or more expensive cases. And yes, the 400 DP is not a typo. Also please note the differentiated cost for Category Strong Magic, depending on whether it is a small Category containing 4 Realms, or a large Category containing 6 or 7 Realms.

Very Strong Magic Cost Notes
1 sub-Realm 100 DP Affects one sub-Realm
1 Realm 120 DP Affects one Realm
Realm Pair 300 DP Affects one Realm Pair
1 Realm + SM (same) 180 VSM for 1 Realm, SM for another Realm in the same Category
1 Realm + SM (other) 240 VSM for 1 Realm, SM for another Realm not in the same Category

This table deals with Very Strong Magic, as well as combination cases of Very Strong Magic and "normal" Strong Magic. Keep in mind, only one Advantage from these tables may be chosen.

Realm by Realm Advice

This section talks briefly about each Realm, whether choosing Strong Magic or Ver Strong MAgic for it is a good idea; note that this section will be updated as new Spells are created and added to the system.

Black Magic Category

Curses

Demonology

Horror Magic

Necromancy

Elemental Magic Category

Air Magic

Earth Magic

Fire Magic

Frost Magic

Light Magic

Shadow Magic

Water MAgic

Green Magic Category

Animal Magic

Body Magic

Healing Magic

Plant Magic

Shapechange Magic

Weather Magic

Grey Magic Category

Combat Magic

Defence Magic

Divination

Emotion Magic

Illusion Magic

MetaMagic

Thought Magic

Other advice

Strong Magic is expensive, and ignoring the Very Strong Magic version, the only real benefit is more powerful high-level spells. The single level of Spell Safety doesn't make a big difference, and for almost all Spells, there is no more power for Spell level 1 to 3, so you have to be able to cast at least 4th level Spells, and preferably also 5th level Spells, from your chosen Realm.

If you start the game able to do that, it's fine. Almost all Realms benefit from Strong MAgic in some way, and those that don't are labelled with warnings.

You're going to need some improved RD in order to safely cast high level Spells; the best way to get an RD bonus to Spellcasting is to get a Focus, usually one you Endow yourself, and Strong Magic tends to suggest single-Realm casters, whereas most other spellcasters specialize a bit more broadly, in an entire Category. (Yo can take Strong Magic for an entire Category, but it'll cost you!)

Taking a Talent to synergize with your Strong Magic is also a good idea, in spite of the doubled cost. It's very worth it, if you have the aDvantage Points that it costs.

As for Very Strong Magic, this is so expensive that it's really only appropriate for high-powered campaigns. Also, note carefully the benefits. What you get, all over your Realm of choice (or whatever breadth you've chosen), is that the target's Saving Throw is penalized if there is a Saving Throw, and a little bit extra Spell Safety (2 levels instead of 1). This applies to all spells, of any level, covered by your Very Strong Magic.

The greater power applies only to the very highest level Spells, usually only to 6th level Spells. Spells of level 4 and 5 are improved in power only as per Strong Magic. This means that you're not truly benefitting from the hugely expensive Advantage of Very Strong Magic efore you're able to reliably cast 6th level Spells. You don't have to start the game able to cast 6th level Spells reliably, but you ought to be headed in that direction and you ought to have a reasonable expectation of arriving there soon, relative to the expected duration of the campaign. Otherwise you've just wasted a lot of DPs. Even more so if you also purchase a Talent at quadruple cost!

In a very high-powered campaign, Very Strong Magic is a perfectly fine choice, though. You'll be somewhat of a one-trick-pony, but that one trick kicks total ass, like a very angry and very strong mule. And it's not all that specialized. Some Realms offer a broader range of others; compare Fire Magic with Body Magic.

At the same time, you never have to take Strong Magic. It's optional. You can spend your DPs elsewhere. Strong Magic is never mandatory, even in a very high-powered campaign. Just find some other way to kick butt. Maybe a Major Talent, even a Major Talent with an entire Category. Buy many of Mystery Slots. Buy extra Essence and a Talent with Endowing. Or crank your Psyche up as high as it can go (9, in most settings) and raise your Will and Mystical Intelligence (or base Intelligence!) to within visual range of Psyche.

Strong Magic is available for choice to simulate one character concept out of many, that of the innately powerful spellcaster (whose Spells of one type are for some strange reason more powerful than one would expect), in sharp contrast to other choices such as Talent or having a large number of Mystery Slots. You don't have to take it. But if you do take it, it'll affect your playing experience.

Casting Options

Without a Talent, you're not really better off than anyone else when it comes to Casting Options. Your Spell Safety helps a tiny bit when you do screw up, making Fumbles slightly less bad, but you really do have the same need as every other spellcaster, to learn the Casting Option Lores and develop the more advanced Casting Option Mysteries. So consider your needs. If your Spells are combat-oriented, you'll want Fast Casting. If your Spells are more deception-oriented, you'll want Silent Casting and/or No Gestures Casting, culminating in Stealth Casting. Either way, buy some extra Mystery Slots. Or if your Strong Magic applies to neither combat Spells nor deception Spells, then you don't have much need for Casting Options.

Taking a Talent helps little, since it gives only a -1 RD bonus, not enough to opset the base penalties from Casting Options. At best it can save a Mystery Slot or two. Taking a Major Talent, however, helps a lot, but is also very expensive.

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