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A quick summary of OLD v1.2 MAGIC changes
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<blockquote data-quote="Morrus" data-source="post: 7585407" data-attributes="member: 1"><p>In OLD v1.2, there are some changes to magic. This is a brief summary.</p><p></p><p><strong>New Magical Careers</strong>[HR][/HR]There is a whole range of new magical careers in v1.2. The full list is Archmage, Battle Mage, Cleric, Diabolist, Druid, Enchanter, Healer, Fire Mage, Ice Mage, Illusionist, Inquisitor, Mage, Magician, Necromancer, Shaman, Soothsayer, Witch/Warlock.</p><p></p><p></p><p><strong>Elements of Magic Is Optional</strong>[HR][/HR]The Elements of Magic chapter is entirely optional. Each career contains enough standalone exploits that you can create a very playable character with magical abilities without touching the spell creation rules. EoM should be considered the "advanced" rule.</p><p></p><p></p><p><strong>Casting Spells</strong>[HR][/HR]There is no longer a skill pre-requisite for using spell enhancements. However, every spell (including cantrips) now requires a MAG attribute check. The difficulty is 10 + MP Cost, or the DEFENSE of your target, whichever is higher. Note that even with a MAG of 0 you could technically cast a spell using just a skill, if you can get your dice pool high enough (this would represent a pure ritualist with no innate magical power).</p><p></p><p>This means that while skills are not mandatory, they are highly desired as powerful spells will be difficult to cast if the "skill" part of your dice pool is zero. Even with a pure MAG score of 15 (5d6) your average roll is 18, meaning you would fail to cast an MP 10 spell half the time if you don't have the relevant skill. But there's nothing to stop you trying.</p><p></p><p></p><p><strong>Secrets & Careers</strong>[HR][/HR]You gain secrets in the form of exploits, either as universal exploits, or as career exploits granted by magical careers. </p><p></p><p>Secrets are also often pre-requisites for some magical careers (after all, you can't have a Firemage who doesn't know the <em>secret of fire</em>!) The Mage, Cleric, and Loremaster careers all grant secrets, as does the Wizard's Apprentice origin, and can be viewed as convenient generalist starting points for an aspiring magical specialist. Alternatively, you can always pick up a secret via the Arcane Secret universal exploit.</p><p></p><p><em>Not Using Secrets?</em> If your campaign is not using the advanced magic rules found in the Elements of Magic chapter, you can still take secrets. They still act as pre-requisites for certain careers. However, in this case, they also grant +1d6 to MAGIC checks related to that secret. This only applies if you are not using the Elements of Magic rules.</p><p></p><p>Following is the list of secret prerequisites. Those not listed have no secret prerequisite (though they might have other prerequisites).</p><p style="margin-left: 20px">Diabolist - <em>secret of demons</em></p> <p style="margin-left: 20px">Druid - <em>secret of nature</em></p> <p style="margin-left: 20px">Enchanter - <em>secret of humanoids</em></p> <p style="margin-left: 20px">Healer - <em>secret of life</em></p> <p style="margin-left: 20px">Fire Mage - <em>secret of fire</em></p> <p style="margin-left: 20px">Ice Mage - <em>secret of ice</em></p> <p style="margin-left: 20px">Illusionist - <em>secret of light</em></p> <p style="margin-left: 20px">Necromancer - <em>secret of undead</em></p> <p style="margin-left: 20px">Shaman - <em>secret of spirits</em></p><p></p><p>A spellcaster might consider using their free starting exploit to purchase a secret.</p><p></p><p>Note also that all core rulebook races have (humanoid) as part of their Size/Type, so the <em>secret of humanoids</em> will work with your entire party. As before, humanoid = person.</p><p></p><p><strong>Spellcasting Is Easier</strong></p><p>[HR][/HR]Spellcasting takes only one action now, and the new Focus exploit works just like Aim and Feint, but for magic.</p><p></p><p></p><p><strong>Implements</strong></p><p>[HR][/HR]Wands, staves, etc. have been simplified. They're also very important - you wouldn't have a knight without a sword, after all. These grant extra MP and - more importantly - form the "equipment" part of your dice pool. They use your <em>spellcraft</em> skill.</p></blockquote><p></p>
[QUOTE="Morrus, post: 7585407, member: 1"] In OLD v1.2, there are some changes to magic. This is a brief summary. [B]New Magical Careers[/B][HR][/HR]There is a whole range of new magical careers in v1.2. The full list is Archmage, Battle Mage, Cleric, Diabolist, Druid, Enchanter, Healer, Fire Mage, Ice Mage, Illusionist, Inquisitor, Mage, Magician, Necromancer, Shaman, Soothsayer, Witch/Warlock. [B]Elements of Magic Is Optional[/B][HR][/HR]The Elements of Magic chapter is entirely optional. Each career contains enough standalone exploits that you can create a very playable character with magical abilities without touching the spell creation rules. EoM should be considered the "advanced" rule. [B]Casting Spells[/B][HR][/HR]There is no longer a skill pre-requisite for using spell enhancements. However, every spell (including cantrips) now requires a MAG attribute check. The difficulty is 10 + MP Cost, or the DEFENSE of your target, whichever is higher. Note that even with a MAG of 0 you could technically cast a spell using just a skill, if you can get your dice pool high enough (this would represent a pure ritualist with no innate magical power). This means that while skills are not mandatory, they are highly desired as powerful spells will be difficult to cast if the "skill" part of your dice pool is zero. Even with a pure MAG score of 15 (5d6) your average roll is 18, meaning you would fail to cast an MP 10 spell half the time if you don't have the relevant skill. But there's nothing to stop you trying. [B]Secrets & Careers[/B][HR][/HR]You gain secrets in the form of exploits, either as universal exploits, or as career exploits granted by magical careers. Secrets are also often pre-requisites for some magical careers (after all, you can't have a Firemage who doesn't know the [I]secret of fire[/I]!) The Mage, Cleric, and Loremaster careers all grant secrets, as does the Wizard's Apprentice origin, and can be viewed as convenient generalist starting points for an aspiring magical specialist. Alternatively, you can always pick up a secret via the Arcane Secret universal exploit. [I]Not Using Secrets?[/I] If your campaign is not using the advanced magic rules found in the Elements of Magic chapter, you can still take secrets. They still act as pre-requisites for certain careers. However, in this case, they also grant +1d6 to MAGIC checks related to that secret. This only applies if you are not using the Elements of Magic rules. Following is the list of secret prerequisites. Those not listed have no secret prerequisite (though they might have other prerequisites). [INDENT]Diabolist - [I]secret of demons[/I] Druid - [I]secret of nature[/I] Enchanter - [I]secret of humanoids[/I] Healer - [I]secret of life[/I] Fire Mage - [I]secret of fire[/I] Ice Mage - [I]secret of ice[/I] Illusionist - [I]secret of light[/I] Necromancer - [I]secret of undead[/I] Shaman - [I]secret of spirits[/I][/INDENT] A spellcaster might consider using their free starting exploit to purchase a secret. Note also that all core rulebook races have (humanoid) as part of their Size/Type, so the [I]secret of humanoids[/I] will work with your entire party. As before, humanoid = person. [B]Spellcasting Is Easier[/B] [HR][/HR]Spellcasting takes only one action now, and the new Focus exploit works just like Aim and Feint, but for magic. [B]Implements[/B] [HR][/HR]Wands, staves, etc. have been simplified. They're also very important - you wouldn't have a knight without a sword, after all. These grant extra MP and - more importantly - form the "equipment" part of your dice pool. They use your [I]spellcraft[/I] skill. [/QUOTE]
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