How to Break the Game - A Storyguide's Innoculation

The spells store allows you to put a spell into an item that is cast on a condition.

So you put a personal spell into the pebble. When the spell is triggered, it casts on its self, which is the thing housing the spell, not you. :slight_smile:

This works much like casting spell store on a door. Then putting a touch range spell into the spell container. Then the next time the specified condition is met (like someone other than you touches it), the spell is cast targeting the person that touched the door.

Not you cast a spell of touch range, you touch the door to target it, the spell is cast on the door when a condition is met...

At least thats how i've always interpreted it.

You can use Personal on another item for an Enchantment invested, but not for a spell. Te range is from the source of the magic to the item affected. For an enchanted device, this works. For a spell, Personal can only apply to the person casting the spell.

Not quite - the magi who "proxy" those sigils are specifically not known to be dead or in Final Twilight; they are simply "missing" (and the Masters and Archmagi are "guarding" their sigils).

Going around proving these people are dead would be one way for a junior Quaesitor to make themselves very unpopular.

I'm not going that route, though, so no big deal here. Looks like Parma Magica = 8 + 2 (Puissant). If I were going that route, +1 for a Vim specialty. Then typically -3 for extending it to cover others. Anyway, had I been going that route my magic resistance against those Vim effects would have been about 90 when sharing my Parma.

Chris

You would need the tethered spell mastery to do this.

Anyone mentioned abuse of Size spell modifiers yet?

Any mage with Stone or Buildings as a magic focus would be quite wanted, because instead of the wimpy "Conjure the mystic tower", anyone with a bit more power can make something much more fun...

Change the Size modifier in that spell to lets say a +9, making it a still not too uncomfortable level 60 spell...
Even well within range of nonspecialists if they work on it for a while.
So, who wants a nice little 300*300m base and 9km high tower to play in? :smiling_imp:

How many raises in +Size do we need to fit the population of Europe in one place? :laughing:

I've been thinking of the Rego Corpus lvl 15 effect that wards vs all humans. Wards start off at touch, circle, circle i think.

Put the effect in a stone, increasing the target to Structure or Road, make the effect continuous. Put NO penetration in it. Any "human" with any form of magic resistance or magic/faerie might easily defeats the ward. Mundanes however do not.

Place the stones in buildings or alleyways in a city to section off areas as non-mundane.

Make the roads U-shaped and you have a new way of transportation, put someone without MR on the road and give them a push and voila, zerofriction high speed hover transport... :stuck_out_tongue:
(lol, new idea for a covenant trade company, set up a few raised "tracks" like this and ward them against Herbam and/or Terram and use wood or metal crates, with a good "launch" and another good "catch" spell at each end, it should be quite possible to have really high speed transportation going)

About your idea, what if people wear clogs(or any shoes really), ie dont step on the warded material itself... (i forget how it would work...)

I think a wand then with no penetration, size increased and target at Structure, duration moon. But that would be a high level effect.

A constant stone, with increased size of effect should create a nice barier that surounded the stone by a few feet. For a Daggon's alley (sorry for the potter reference) type scenario in the middle of a mundane city.

I could see Red Caps getting mad at a Marinita for enchanting Roads for high speed Rego travel in the way you describe. Heh Arcadian travel, thbthb... I got a bullet train.

Using Rego Aquam and Creo Aurum to enchant a Metal Boat would be fun too, as a Verditius, ala 10.000 Leagues Under the Sea. Though you would be trading meddling mundanes for Sea Monsters. It would be easy to do. "Look at me Poseidon, I'm on a boat." Lol.

Hehe exactly my thought. :stuck_out_tongue:


Then of course we have a the Correspondence exploit.
Since it means you can make fairly sure to always gain an XP in something, all(or at least most of) the time, together with a character with Secondary insight and/or Elemental magic.
2-5 extra XP per season. Might not sound huge, but it tends to add up VERY nicely. Lets say one manages to make use of it 3/4 seasons for 100 years, thats 600(300 each in 2 Techs, or evenly spread as 120 in each Tech)-1500(300 each in 3 Elemental Arts and 2 Techs etc) extra XP. Very nice.
And if any player is an astute munchkin, potentially quite game breaking.

And if the story teller isnt strict about having multiple major hermetic virtues , letting you take Deidne magic on top of that ... ewww, gross.

That is something I am strict about. You can only start play with a single Major Hermetic Virtue.
Though more can be gained later :wink:

Aww, killjoy.

Hi,

It all depends on what you mean by "game breaking," doesn't it? It's about playability, not (necessarily) power. It's also subjective.

For me a game breaks when its setting stops making sense to me, when my suspension of disbelief makes like the Tacoma, when a game cannot support the kinds of stories that I believe belong there.

When the setting fluff describes a certain practice as prevalent, but the players choose a different practice because it is optimal, something has broken.

I consider Certamen broken. It doesn't settle any dispute worth fighting for.

I consider any setting that combines the OoH and anything much in the way of Divine magic broken: It is obvious to any magus where the real power, mastery and understanding of the world lies.

I disbelieve that the Code of Hermes could endure as written in a Mythic Europe in which the SG played the nobility and church (or magi) with any modicum of intelligence or resemblance to real people; it exists as SG fiat. (Innocent IV having nothing to say about an autonomous order of wizards? William the Conqueror? Philip Augustus? Hmmm. Gentle Gifted Jerbiton ignoring their families, in an age when family is everything? Hmmm.)

But a virtue being a little too good? Yawn. (And I find it strange that people find some suboptimal virtues to be not only good but broken. smile The most broken virtue in the game that I've seen is the minor initiatory virtue that gives an ability to master one realm of nature. Broken to me not because it's a little more powerful, but because its power overwhelms unless nerfed.)

MMV.

Anyway,

Ken

How? :open_mouth:

I don't mean to rain on your parade but the Merinita road parameter is a range not a target (for that you need the neo Mercurian mysteries)

Erik: True, I was wondering about that too, although I was hoping to learn that I was mistaken. oh well.

To the original thread starter: I have never heard of a character with "item creation" as a magical focus. That doesn't seem like focus material to me. I mean, is it very broad, especially if you are a verditius, and it has nothing to do with what the effects are, which, I think, is what the focus needs to be about. Maybe I'm mistaken. Maybe I am hoping to be mistaken, in which case I will definitely take this as a virtue. But my GM has no patience for munchkins, so I don't think he would let me. Anyway my point is, does anyone else out there see "item creation" as a legitimate magical focus?

Hi,

Magi from outside House Mercere who want to travel quickly can do it more effectively than Redcaps, in various ways. When they want to, they do. But the House is at least as much its network and organization, the development and maintenance of which consumes time and energy that few magi would want to bother with.

I imagine that things would if these magi tried to develop a rival organization, and looked as though they might actually succeed. (Who are you going to trust with your vis and important messages, Redcaps who have a 500 year history of loyalty and reliability or these new guys?)

Anyway,

Ken

Hi,

I'm curious which combination you find dangerous enough to be strict. (Or maybe it's not about restricting a magus' power?)

Diedne Magic plus Cthonic Magic... you and I agree about the yawnworthiness of that, or at least I think we do based on that other thread. Besides, killing this guy is one thing that everyone can agree on.

LLSM+DM? LLSM is great but self-limiting. Good but not scary good. Especially since DM isn't very good.

Secondary Insight? Not a good virtue to begin with, because it doesn't work with Exposure or Adventure. If it did... awesome. I think Book Learner is better, and it's minor! (I like it better because it works with Magic Theory and Parma and Artes Liberales and any book in the library.)

Flexible Formulaic Magic plus Flawless Magic? Ah, that's nice. But hardly game breaking or even bending.

Elementalist + Secondary Insight? Now I can see how this might offend someone: Spend a season learning a Technique. This provides one xp in each of four Forms. Ooh, look at that--four elements! So the total xp earned from these two virtues is 16. Nice. Very nice.... but so what? This trick costs 6 virtue points. Book Learner plus Affinity with a solid book (q10-11) yields 10 bonus xp for 2 virtue points.

Gentle Gift plus anything?

Some combo more worrying than Affinity(Te) + Affinity(Fo) + Puissant(Te) + Puissant(Fo) + Book Learner + Focus?

Anyway,

Ken

This may happen if someone chooses something for focus like wooden wands. I mention this because this minor magical focus is official from a supplement. The magus can enchant any effect in wooden wands using this focus. But there are very few spells a magus can create using this focus.