As for the custom spells the only one I could se an issue with is the aegeis, as each element beyond the first would add a level of magnitude, which means the actual warding will be pretty weak...
Makes sense. Perhaps coins worked into stuff. Not as cool, but still cool.
Anything that attempts to use the ring duration as a means to create a permanent enchantment without vis by casting it on small, durable, portable circles in a clear attempt to lawyer the rules will not work. A metal ring hung or embedded on a wall would work, but if the ring is removed from the wall it will count as being broken.
Okay, looking at the elemental Aegis two things jump out at me:
- You always want to use the highest base effect, when you have requisites. That would be the ignem one at 15, to affect +15 fires. Or you could lower it and only ward against +5 fires and provide +5 soak against other fires.
- Even without the Ignem problem the strongest of winds would be a very severe weather I think. Tornado's or Hurricanes are mentioned in Creo Aurum for Very severe weather. So that would put the Aurum at 10. You could lower it to only sever weather though. Don't hit a tornado or a hurricane and you'll be fine though.
- Even with the fire and air ward weakened its level still seems too low. Base 5+2 requisites +1 conc+1 touch =25. Maybe drop the touch range?
Finally, as silveroak said I can see an argument for having the multiple affects weaken the warding. Wards are weird as it is so many ways to interpret them.
I meant a wall or the ground or similar. It can still replace candles and torches, they just won't be portable.
I'm coming up with Abagail still needing 15 levels of spells, did I miss something or is she short?
Let Blossom Nature's bounty CrHe 25
Let grow the seeds CrHe 30
Bless the Garden PeMe 15
Healer's Touch CrCo 10
weave the thread ReHe 15
Chirgeon's healing touch CrCo 10
Plant the Tree of Wonder CrHe 20
coin of light CrIg 10
Huh, looks like I am 15 short. I'll think of something.
There is a mistake in Elemental Aegis - as written, it should be level 30, which means Ilia can't start with it . For future reference, the spell was a combo of three effects:
Break the Oncoming Wave (ReAq 10, base effect level 5), a ReAu base 10 guideline that ward against a very severe weather phenomenon, and Ward Against Heat and Fire (ReIg 25, base effect level 4). The highest base is the ReAu 10, so it's a ReAu(AqIg) spell. The base needs to be increased by 2 magnitudes to offer +15 soak, and then once for touch and once for concentration, for a total of level 30. If the +2 mags for improved soak technically alter the base of the Ignem part (no idea here), it's also a base of 10.
I'm not sure that I follow about why adding more elements would weaken the warding. None of the base effects are wards in the sense of being circle spells, and the spell descriptions talk about flat effects - e.g. BtOW says that all waves and torrents, magical and not, are broken within 10 paces of you, and WAF&H has similar wording about fires. Normally, you'd have a higher spell level due to the requisites as the downside of multi-element spells for non-elemental magi, but my understanding of elemental magic is that is specifically avoids this problem.
If I just did an anti-elemental damage spell (basically WAF&H that covers Aq/Au/Te direct damage effects) how would that work? ReIg is the only one which talks about damage mitigation; ReAu says Base 10 protects against 'very severe weather' of which lightning is an example - so would a ReAu base 10 ward completely stop Incantation of Lightning's +30 damage, even though WaF&H only offers soak versus Ball of Abysmal Flame?
I think you're forgetting about requisites. They add magnitudes. So the calculation for the spell would be
Base 10 +2 requisites +1 touch +1 concentration.
That's what Elemental Magic is for It says "there is no disadvantage in adding elemental Form requisites to any elemental spell. If an Aquam, Auram, Ignem or Terram spell has another element as a requisite, you may ignore the requisite.", so you can add elemental requisites without increasing the magnitude.
BRILLIANT! That's the thing that makes elemental magic worth it right?
Yep, because the bonus xp is not worth a major hermetic slot in a million years. I think that Flexible Formulaic or Flawless are stronger mechanically, but the flavour of Elemental Magic is awesome, and drives the magical development of a mage in a fun way (Mercurian Magic is another favourite of mine, for similar reasons).
My companion is basically done now - Eudocia. She's the ungifted descendant of one of the older magi in the parent covenant, and was originally trained as a scribe and teacher. However, she's much better with people than with books, and so she was trained as a steward, to help run the covenant day-to-day. When the newly gauntled magi were sent off, Eudocia went with them, partially to look after them, but also to cement some mundane trade deals while they dealt with magical things. Eudocia was taught the basics of realm lores and magic theory so that she could copy books; she now uses this knowledge to make 'suggestions' to the magi. Though she is socially skilled, her inability to not meddle in the lives of everyone around her means that she often doesn't get the best from her employees... (hence Difficult Underlings!).
Name: Eudocia
Age: 30
Characteristics: Int 0, Per +1, Str +1, Sta +1, Pres +2, Comm +2, Dex +1, Qik 0
Virtues: Custos*, Gossip, Luck, Arcane lore**, Social contacts: Greek merchants, Strong willed, Improved characteristics
Flaws: Meddler (major), Covenant upbringing, Difficult underlings, No sense of direction
- Selected academic abilities
** I haven't spent the full 50xp from the virtue, as I can't see her having more than 1 rank in the relevant skills
Abilities:
Greek (Spoken) 5
Latin (Hermetic) 5
Order of Hermes lore (Theban tribunal) 1
Dominion lore (Recognising angels) 1
Infernal lore (Recognising demons) 1
Faerie lore (Recognising faeries) 1
Magic lore (Recognising creatures) 1
Magic theory (Sounding knowledgeable) 1
Profession: Scribe (hermetic tomes) 3
Profession: Steward (covenants) 3
Awareness (attention to detail) 2
Bargain (scribing materials) 3
Carouse (inappropriate drinking songs) 2
Charm (first impressions) 3
Chirurgy (magic accidents) 1
Etiquette (magi) 3
Folk Ken (magi) 4
Guile (lying to magi) 3
Intrigue (gossip) 3
Leadership (nagging) 2
Code of Hermes (political intrigue) 1
Artes liberals (grammar) 2
Teaching (small groups) 2
Just made some slight adjustments, but on my side Aurore is fine, if ou validate. I'll add the combat total etc when posting on the "finished" topic
I really like your Magi KathD
Eudocia has 6 flaws and 7 virtues, that will need to be balanced- social contacts is not allowed as you are adrift far away from any known social circles. Eliminating social contacts will balance the virtues and flaws.
Other than that I would suggest that Code of Hermes and Magic Lore being brought up to 2 each would seem appropriate to me and use up the remainder of her arcane study points.
For Aurore the question I originally asked still remains- you have virtues and flaws listed that I cannot find, and I asked for where they are taken from.
I'm sorry. Did not see your question the first time. So
All of them are in Grogs Book :
- Forgettable Face p74
- Magical fascination p81
- Susceptible to warping p84
Which is a book I don't have.
Damned. Can I scan the pages ou do I ditch the virtues/flaws.
They are not broken Basically :
Forgettable face / minor / general
People forget you easily and have a -3 when trying to identify you.
Magical fascination / Minor / personality
Always willing to be volunteer when mission involving magic are in stake. You're often taking risks in those missions (like trying to take back a souvenir or doing more than assigned) etc. You can have MAgic Lore 1 at character creation (you have to pay it)
Suceptible to warping / Minor / Supernatural
In any year when gaining 1 warping point form any realm/source you gain 1 additional point of warping in the same realm at the end of the year. This do not cnotribute to Wizard's Twilight
Okay, I bought Grogs...those will be fine, you can post the character.
Ok, done. I just adjusted the characs. Less force and dex, more Presence/Comm
Characteritics:
For 0 / Dex 1 / Qui 2 / Sta -1 / Int 0 / Pre 2 / Com 1
2 down, 2 to finish up.
Last two spells to finish up the 15 spell levels.
Instant Chair - CrHe - 10 (+20)
R: Touch D: Sun T: Ind
This spell creates a wooden chair. The chair is surprisingly comfortable for being made without cushions.
Base 3 +1 touch +2 sun
Evening's Comfort - CrIg - 5 (+10)
R: Touch D: Sun T: Ind
This spell keeps the targeted object warm to the touch. Generally used to keep beds warm.
Base 2 +1 touch +2 sun
Note: Both were taken from Magi of Herme's pg 30 with slight changes. That said, they don't use anything that wouldn't be found within the guidelines from Core.