Matrix Sorcica
Hero
It' available along with True Bestiary at the Green Ronin store.
So did anyone pick it up? Impressions?
Thanks
So did anyone pick it up? Impressions?
Thanks
You can apply the following augmentations to Figment: Area/Target, Components, Duration, Range.
For an illusion including audible, olfactory, tactile, taste, and/or thermal aspects, increase the Spellcraft DC by +5 per extra aspect. Even realistic tactile and thermal illusions cannot deal damage, however.
For each additional image created, increase the Spellcraft DC by +2.
You can use Figment to create duplicates of yourself that
For an illusion following a script you determine, increase the Spellcraft DC by +18. The figment follows the script without you having to concentrate on it. The illusion can include
intelligible speech if desired.
For an illusion that makes any area appear to be something other than it is, increase the Spellcraft DC by +24. Additional components, such as sounds, can be added as noted above.
bento said:2) The book's title "True Sorcery" added to everyone's confusion. Why not name it something else? So far everything for the True20 series had "True" in the title. Tagging non-T20 specific books with the "True" moniker confuses your customer base and potentially make them feel like they've been misled.
JohnSnow said:So, call me happy...but bemused. Obviously, this system needs some work before I can use it in my games. I expected it would take some...but this...
Sorry for ranting...but I was real happy until I started reading more closely.
For example, Stacee plays Fetch, a Second Magnitude spellcaster
with a Concentration +18 and Spellcraft +28. She begins casting
a powerful Create Fire effect with a Spellcraft DC of 56 (she’ll
be spending some spell energy to make this happen). Looking
at Table 2–3: Casting Times, she sees it’ll take 6 standard
actions to cast the spell effect (56 – 28 = 28 which requires 6
actions). As she’s Second Magnitude, she can skip a total of 2
actions during the casting of the effect. She spends all of round 1
casting as a full-round action leaving 4 actions to go. The guards
spill into the room, so she moves (1 action), and resumes casting
(leaving 3 to go). A guard charges her, swings and misses. Fetch
lashes out with her kukri and hits, but can’t spend the round
casting, so she opts to take a 5-foot step instead and has now
skipped a total of 3 actions casting. To keep casting the spell
effect, Stacee needs to succeed on a DC 15 Concentration check;
with Concentration +18 she can’t fail this first check, but if she
skips more actions this will start to get tricky.
Table 2–3: Casting Times
Spellcraft DC minus
Spellcraft modifier Casting Time
0 or less 1 swift action*
1–5 1 standard action
6–10 2 standard actions
11–15 3 standard actions
16–20 5 standard actions
21–30 10 standard actions
31–40 1 minute
41–50 2 minutes
51–60 3 minutes
61–70 5 minutes
71–80 10 minutes
81–90 20 minutes
91–100 1 hour
+10 +1 hour
JohnSnow said:I have it. Bought it to use in my Iron Heroes games, since I didn't like the default Arcanist at all.
My first impression was "WOW! It's perfect!" On further reading, I'm a bit...confused.
bento said:IJust to be perfectly clear, the next time I refer to True20, I'll call it GURPS, ok?![]()
Wow. That sounds extremely disappointing. I had planned on buying this PDF tonight, but now I'll hold off a bit.
One of my biggest beefs with Iron Heroes is the half-baked nature of the final product . . . lots and lots of great and promising ideas, but with seriously spotty implementation. This first report on True Sorcery sounds all too familiar.
Perhaps there is some epic level curse on the whole arcanist class?
Nebulous said:Not only is this example somewhat confusing, it doesn't mesh with what is listed in Table 2-3. The numbers seem totally skewed. It doesn't help when trying to decipher completely new game mechanics.
For example, Stacee plays Fetch, a Second Magnitude spellcaster with a Concentration +18 and Spellcraft +28. She begins casting a powerful Create Fire effect with a Spellcraft DC of 56 (she’ll be spending some spell energy to make this happen). Looking at Table 2–3: Casting Times, she sees it’ll take 6 standard actions to cast the spell effect (56 – 28 = 28 which requires 6 actions).
As she’s Second Magnitude, she can skip a total of 2 actions during the casting of the effect. She spends all of round 1 casting as a full-round action leaving 4 actions to go. The guards spill into the room, so she moves (1 action), and resumes casting (leaving 3 to go). A guard charges her, swings and misses. Fetch lashes out with her kukri and hits, but can’t spend the round casting, so she opts to take a 5-foot step instead and has now skipped a total of 3 actions casting.
To keep casting the spell effect, Stacee needs to succeed on a DC 15 Concentration check; with Concentration +18 she can’t fail this first check, but if she skips more actions this will start to get tricky.
rjs said:Curses!
Well, we've caught the big errors now, and we should have a revised PDF posted soon. I apologize for the fumbles.
Iron Heroes fans, I've also addressed the issue about Mana Tokens, which will be reflected in the updated PDF. The Spellcraft bonus granted by Magnitude is fixed and applies to all Spellcraft rolls and figures into casting time. Mana tokens grant a fixed +10 per token spent.
Thanks for the keen eyes!
JohnSnow said:Hey Rob...want a list? I've got all the ones noted that I saw...
Happy to help if you're working to make a better product.
Thanks!
Garnfellow said:This is why Green Ronin is one of my favorite game companies. I feel bad to have doubted ye.