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Did anyone write a "menu" for character generation
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Spartan



Joined: 06 Jul 2009
Posts: 54


Location: Calgary, AB, Canada

PostPosted: Sun Apr 12, 2015 5:24 am    Post subject:  Reply with quote

Have patience folks, I'll start on Book II shorty. I haven't forgotten. If there are any pitfalls that people are dealing with, I'll be sure to give it closer examination. If you like, pm me or reply to this thread and I'll give it special attention. I for one, and sketchy on the enchanting times.
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Shane Devries
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Joined: 01 Nov 2008
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Location: Brisbane, Australia

PostPosted: Tue Apr 21, 2015 5:15 pm    Post subject: Reply with quote

fantastic Spartan - keep it going mate
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Spartan



Joined: 06 Jul 2009
Posts: 54


Location: Calgary, AB, Canada

PostPosted: Mon May 04, 2015 2:14 pm    Post subject: Reply with quote

BOOK II

This book details the generation of magic-using characters, whether mages, clerics or what have you. It is by far the hardest part of the rules to understand. There are some inconsistencies, and I'll try to point them out as I find them.

Chapter 16 - 16.01 OF Magick and Magicians

This just tells you that C&S magic is different than that of other rpgs, magic is hard, etc. etc. It's both a justification for design decisions and well, a disclaimer. Wink

16.02 Generate your mage here. Percentile roll based on your background to see which broad category of magic your character can practice.

16.02 Second Requisite: Similar to concept in AD&D 2E specialist mages. Each school of magic requires a stat in addition to a characters IQ.

16.04 Magick Level (MKL): This is the definition of a character general magical acuity and power. Max is 22.

16.05 Personal Magick Factor (PMF): This is the equivalent of the PCF (Personal Combat Factor) detailed in the previous book. It effects a wide variety of spell parameters such as duration, range, etc. It also show the amount of inert material a mage can use as a missile weapon (and the damage it causes), or manipulate in general. I admit to not understanding this very well.

16.06: Basic Magic Resistance (BMR): This is a core concept in C&S magic. In short, everything (including spells themselves) has an amount of resistance to being altered by magic. The higher the BMR, the harder it is to effect. BMR ranges from a rating of "E" (Enchanted), all the way up to 10. To reduce an items's BMR (in order to manipulate it magically) , the mage has to spend time enchanting it. The higher your MKL, the faster you can do it. You can also interrupt the process and come back to it later. Once you get an item down to "E", it is fully enchanted and ready for use. A spell that is brought down to "E" has essentially no chance to fail. The higher the BMR of the spell, the greater the chance of spell failure.

16.10: Learned spells: This section details the fatigue cost of casting spells. I am unsure how this works. It says that spellcasting takes a percentage of fatigue off, which is strange. It means that a spell is less fatiguing the more fatigued you are. If your fatigue is 20, -10% is -2 to Fatigue. At Fatigue 10, -10% is only -1 to Fatigue. It might be better to say that 10% is 2 FP, and 5% is one FP, which corresponds to Fatigue being essentially a 1-20 stat.

16.14: Enchanting Magical Materials: I believe the calculations here are inconsistent with the rules as written. At the time of writing, there was a lack of communication amongst the developers. When in doubt, I'd suggest considering the chart on page 4 as authoritative. The example in 16.14 does not work the way the chart says it ought to, simple as that.

16.15 Simple Magic Devices: Nothing in C&S Magick is simple. Wink These are rules on how to make "charged" magical items and "dose" items such as potions. It is fairly straightforward: to make one, you need to enchant the materials you make it out of to BMR E (detailed above). The more spells you want in the device, the more materials you have to include, which means more time enchanting materials, etc. Making magical items is time-consuming and exensive.

16.16: Magical Devices of Power: Similar to above, but with added Astrological requirements. The rules are somewhat baroque, but appear consistent and useable.

16.17: Magical Focusing Device: This is pretty great: it's a way to make a focus in which your character can store spells, enabling him or her to cast a selection of spells without expending fatigue. Important when you're on the run.

16.18: Magical Books and Scrolls: This is also very handy for mages. These are rules for making scrolls and the like that recharge themselves. It doesn't say whether it costs fatigue to cast from a scroll. I would assume it does not.


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