Hand of Vecna
First Post
Moved to a different thread to prevent thread drift.
Now, if you wanted to have Magus's magic be done in the style of D&D magic -- with the lengthy memorizing/preparation and limited number of spells per day -- then that would be worth a few Flaws and Drawbacks. Something like:
Variable Power 10 (multiple powers each with the Magic descriptor, up to 50pp total [7pp/rank]; Flaws: Action/Full, Distracting, Fades; Drawbacks Action (requires 1 hour to change allocation; -4pp), Power Loss (cannot change allocation or recover without spellbooks; Uncommon, Minor, -1pp), Power Loss (unable to cast spells without material components, gestures, and/or incantations; Uncommon, Minor, -1pp). [Total Cost 4pp/rank - 6pp = 34pp]
Under this build, Magus would require one hour of studying to change or determine the allocation of his Variable Power pool (5pp/rank) due to the Action Flaw and Drawback. Once allocated, he can use those powers normally; it just takes time to reallocate his chosen powers. Furthermore, since casting magic leaves Magus (like all D&D-style casters) rather vulnerable, the Distracting Flaw was added (though the configurations/spells are acquired at their normal cost, since the Distracting component was paid for in the Variable Power). Finally, the Fades Flaw takes 1pp away with every use, and Magus can choose which of his allocated powers is lost (specifically one that has been cast) if necessary as the rank of Variable Power decreases, thus decreasing the available pool of allocated points, and representing the "Fire and Forget" nature of D&D's Vance-ian magic. Spells require 2 of the 3 types of components (so gestures and incantations, or gestures and materials, or incantations and materials).
"Only D&D Magic" isn't a Limit, though, it'd be more along the lines of a Descriptor. Even foregoing the obvious "Wish is a D&D magic spell," D&D's got spells inspired by hundreds of different sources, and I'd say there's a 99.99% chance that there's a published D&D spell for any effect you can think of (or at least any effect you can readily do with the M&M system). Even going for "Only D&D-Style Arcane Magic" would still be just a Descriptor.Rystil Arden said:I've got it actually--it's very easy: It'd basically trivial to have a Variable Magic with the Limited (D&D Magic) Flaw. It just comes down to having about 10 to 15 consecutive minutes to actually scribble it out. Then there will be an alt that powers the staff as well, but when he loses the staff, he is left with only his simple magics (and a big Int loss).
Now, if you wanted to have Magus's magic be done in the style of D&D magic -- with the lengthy memorizing/preparation and limited number of spells per day -- then that would be worth a few Flaws and Drawbacks. Something like:
Variable Power 10 (multiple powers each with the Magic descriptor, up to 50pp total [7pp/rank]; Flaws: Action/Full, Distracting, Fades; Drawbacks Action (requires 1 hour to change allocation; -4pp), Power Loss (cannot change allocation or recover without spellbooks; Uncommon, Minor, -1pp), Power Loss (unable to cast spells without material components, gestures, and/or incantations; Uncommon, Minor, -1pp). [Total Cost 4pp/rank - 6pp = 34pp]
Under this build, Magus would require one hour of studying to change or determine the allocation of his Variable Power pool (5pp/rank) due to the Action Flaw and Drawback. Once allocated, he can use those powers normally; it just takes time to reallocate his chosen powers. Furthermore, since casting magic leaves Magus (like all D&D-style casters) rather vulnerable, the Distracting Flaw was added (though the configurations/spells are acquired at their normal cost, since the Distracting component was paid for in the Variable Power). Finally, the Fades Flaw takes 1pp away with every use, and Magus can choose which of his allocated powers is lost (specifically one that has been cast) if necessary as the rank of Variable Power decreases, thus decreasing the available pool of allocated points, and representing the "Fire and Forget" nature of D&D's Vance-ian magic. Spells require 2 of the 3 types of components (so gestures and incantations, or gestures and materials, or incantations and materials).