I have the basics on another magical power write-up. Thematically, this power is supposed to imbue the targets with the spirit of Einheriar, so they can prove themselves worthy to join them (or die). Note, that this uses the RoP:M guidelines, so strict adherance to the spell guidelines for hermetic magic may be a bit off. I'd still very much appreciate your critique, so I can get this polished as well as is feasible.
Life in Death, Said She
(Greater Power *2. Cost: 5 Magic Might. Initiative Qui-8)
Upon using this power, the target(s) can continue fighting beyond the point where they would have died, until a number of health levels equal to their Brave personality trait (or equivalent, storyteller's discretion) have been lost or the power's duration runs out. [Note, that moving out of Voice range will also suffice.] This will cause the target Warping equal to the total number of health levels lost while the power lasts, even if they do not actually die. In addition, any rolls made (solely) during combat suffer from reduced wound penalties, equal to their Loyalty personality trait. E.g., a person targeted with Loyalty +2 and -5 wound penalties would only suffer from -3 wound penalties under the influence of this power.
While this power is in effect, the target needs to spend a Confidence point not to participate in any fights that are present.
CrCo and ReMe 55. Base 20, R: +2 Voice, D: +2 Sun, T: Group +2, +1 additional effect. -3 Might Cost, 30 xp (+3) Penetration
I think the theme of this power seems fitting. However it needs to adress the actual wounding mechanics of 5th ed to warrant more specific comments. "Health levels " sounds an awful lot like the Body Levels of 4th ed and earlier. I'm curios as to how this powers acts regarding the number and size of Wounds (5th ed) it allows. Perhaps the threshold is instead based on the sum of Wound Penalties, making several combinations of Wound sizes possible?
You are, of course, correct - my mind had succombed to pre-5th edition mechanical throught processes. Basing the warping on the total of the wound penalties received, while under the power's effect, is easy enough to implement, but it's trickier to figure out how long the targets can fight on. How about this (edited) proposal?
Life in Death, Said She
(Greater Power *2. Cost: 5 Magic Might. Initiative Qui-8)
Upon using this power, the target(s) can continue fighting beyond the point where they would have died, until a number of Medium or greater Wounds equal to their Brave personality trait (or equivalent, storyteller's discretion) have been lost or the power's duration runs out. [Note, that moving out of Voice range will also suffice.] This will cause the target Warping equal to the total Wound penalty received while the power lasts, even if they do not actually die. For instance, a grog with a light wound (-1) at the moment of being affected by the power receives a further 2 light wound and a heavy wound, for a total penalty of -8. Of this, 7 points were gained during the power's course, so the grog has gained 7 warping.
In addition, any rolls made (solely) during combat suffer from reduced wound penalties, equal to their Loyalty personality trait. E.g., a person targeted with Loyalty +2 and -5 wound penalties would only suffer from -3 wound penalties under the influence of this power.
While this power is in effect, the target needs to spend a Confidence point not to participate in any fights that are present.
CrCo and ReMe 55. Base 20, R: +2 Voice, D: +2 Sun, T: Group +2, +1 additional effect. -3 Might Cost, 30 xp (+3) Penetration
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It currently feels quite clunky, I'm afraid, and I'd like to streamline it more. As it stands, I think the duration of the power is ok (potent, but then again, it's a high magnitude effect), although the warping gained is a bit greater than I'd like. Maybe half it? That's yet another calculation, though, even if it's simple.
I have not spend a lot of time thinking about it, but shouldn't that be a ritual effect? for a greater power, whose cost can be 0-ed (IIRC ritual cannot lower their cost but I'm really not sure, serf's parma here) it seems pretty damn strong.
Well, it would cost two greater power qualities (the equivalent of two major virtues) as it stands. Granted, making it a ritual (and then using T: circle instead of group) kind of makes sense from a hermetic point of view, but if you look at how it would fit in the "valkyrie" paradigm, that wouldn't quite work, since it has to work "on the fly" during a battle.
Well nothing prevents a ritual power to be used "on the fly". But:
their initiative starts very lower than that of greater power
their cost is higher at first
their cost also include a diminution in might while the effect is active on the target, might score which can be recovered with time (iirc 1 year?) and prevents this kind of ritual power to be used each round.
(My only interrogation is the fact that I don't remember anymore if you can lower the cost, thus the might reduction, with mastery points.)