HR and CD discussion

Rego Craft Magic is an important part of my character. So, if I have a level 20 spell that creates something with a Int+Finesse roll against Ease Factor 12, if I made it level 30, This would be Ease Factor 6. I want to make sure that I understand you.
I'd really like this ruling, but it does allow specialists to churn out masterwork items easily, materials permitting.

Just so I'm clear - this house rule means that a spell can add a Mag to decrease the Finesse check level, +1 mag = -3 EF, or +1 mag = -1 EF?
e.g. Crafting a widget which would have a Finesse target EF of 12, is brought down to an EF of 6 by adding 6 extra mags? It seems very expensive.

Another question - familiar construction. Are the steps: grab normal beast stats (Book of beasts), add magical animal mandatory virtues (RoP:M), check/spent xps on abilities it already has, pick a season (summer?), and buy more qualities, virtues, flaws, etc?

Similar question as above : any indication on what I'm suppose to do to create a might 25-30 Faery Daimon ?

Magnitude with respect to ease factor is each step, trivial, simple, and so on. An effective -3 to the difficulty. However, I'm going to cap it, in that only two magnitudes of complexity may be used in a spell design, so that not all spells can be designed to make something trivial.

How does that sound to everyone.

Oh, and Rego magic uses Perception + Finesse, while Creo magic uses Int+Finesse.

More or less, but it's probably best to discuss the design in detail as it's developed. The important thing to consider is whether or not the familiar is a character in its own right, or an extension of the magus character. Familiar characters who are designed to be played will receive additional benefits that accrue to the character/player.

Be prepared to defend the choices you make for adding qualities and inferiorities to the familiar, those things need to speak to the nature of the beast/being. Virtues and flaws can go beyond this, though, making familiars more exceptional from their kind. Does that make sense?

I hadn't known you needed such a thing? I thought Daimons were magical entities, too. Can you clarify what it is you need? I didn't see anything about Faerie friends on your character sheet, so I'm a bit confused.

Yes. I'm not a big fan of these, personally. Just a fair warning. I prefer circle spells to the personal range variants.

Form Specific? As in Form of Magic? It doesn't say so, but to make it applicable to any Form seems wildly inconsistent with the base guidelines from the core rule book. On the other hand, this is a Mystery virtue. So, I'm open to input from the rest of the troupe on this.

I don't see a huge problem with this. You actually have two spells that you have to work here.

Yeah, that seems significant...
You can't change Vis, though. Auras and Regiones, too, are beyond the scope of a simple Hermetic spell. Spells that change auras and regiones are much larger works, as I recall.

-That's in the Animae Guidelines : CrVi base 4 Create a faery Daimon (HoH:MC p 95) they give some very vague indication above on the guideline.

-I will also have to develop a Faery friend due to my initiations ordeals, but I'll try to keep it simple.

(ps : character sheet is still only draft, I'll try to have character finished this evening but I keep changing stuff every day, MuVi is quite complicated :wink: )

Duly noted. I hope that's only for supernatural entities and not all personal wards (like heat and flame)

The idea is to develop a single MuVi spell (I can even spontaneously cast it) So that I only need 1 type of circular ward, 1 type of might stripper, 1 type of spell to see through the boundary of regiones and not 3 of them. That's a way to save lab time at the expanse of safety. (2 spell casting roll and 1 concentration roll instead of a single spellcasting roll)

you misunderstood me, I only want to affect spells , what I asked is whether 1 single MuVi spell can affect circular wards against demon and piercing the infernal veil to change them respectively into circular wards against faeries and Piercing the Faery veil.

Ok, so what does a Faerie Daimon look like, that it only needs a level 4 CrVi guideline?
It would seem that we are missing something, indeed the line appears to be missing something.

With respect to the wards, yes, it applies to warding creatures. Ward against heat and flames I don't have a problem with. Even though I do have a problem, you can still invent the spell for personal range.

You have to invent the spell that affects a realm, turning it into something of another realm. Circular Ward against Beasts of Legend, would need one spell for having it affect faeries instead of magic creatures, and a different spell for changing it to protect against demons. If you can mange it spontaneously, that's fine, but if you can't, then you have to invent it, and might be better off at inventing the different realm affiliated versions of the spell.
Same applies to the might strippers.

The advantage comes in that you create a high enough level spell that allows you to change all of your spells. But you need one spell for each realm, and of course, the ones for the Divine might not work. Does that make sense?

It's only 4 because you pay for the might the spell I'm talking about is level CrVi 40.

(there's other exemples of such spells in tales of power p 123)

Knew I was missing something, but I was skimming and didn't catch it.

IT would seem to me, then, that the Creo spell in question would create a specific Faerie Daimon every time, and not a different one, with different powers whenever it is cast. Does that seem like a reasonable understanding?

1/ Indeed a single formulaic spell creates the same specific daimon every time with same powers.

2/ Because it's a Daimon, I canprobably only have one of the same type at the time, contrary to the other faeries created with other forms like CrAu, CrHe. That's probably why it's the lowest baseline, this way you have a big daimon instead of several smaller faeries. if that's always the same faery daimon (like magical daimon where you summon aspects of daimons) I can probably bargain with it only once or do I have to bargain for each invocation ?

3/ I believe I can develop other CrVi formulaic spell (or spontaneously cast) to create a different Daimon with different powers.

4/I'm considering to later develop a circle/ring version as a lab virtue "greater Guardian" would that seem reasonable to you ? (it would take me at least 2 season to develop the spell, I don't plan to start with it)

I suppose you'd construct your Faerie Daimon based on the guidelines laid out on page 46 of RoP:Faeries, accounting for the additional might?

excellent, thank you. I might use that in one of my custom spells for Agnarr.

I'll see what I can come up with, I'm bad at this :wink:

My Character at 15 years more or less (will probably end up being 15 and a half) is done, it's still a bit messy but there should be only minor corrections.

I would love to see a bonus or skill change if the magi has a skill that is related to the craft. Rego works if you have no skill but would it not be easier if the magus did have the skill.