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Anyone picked up True Sorcery?
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<blockquote data-quote="Henry" data-source="post: 2880059" data-attributes="member: 158"><p>As a comparison, from Black Company a Force Hammer hitting multiple targets would be about a DC 38 (40 ft range, fort save half, 20 ft, radius, 6d4 nonlethal dmg, drain 1d8+7). If Student of Magic worked the same as BCCS student of wizardry, that would be about 2 spell energy points just by itself. (well, for my BCCS wizards, more like 4 spell energy points, because I always make sure the wizard has a high CON for this system).</p><p></p><p>This according to an excellent spell calculator from from one of the Mythic Vistas forum regulars. I wouldn't mind seeing it updated for True Sorcery in the future. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>This is one thing I realized with this system early. You only want to cast with no verbal, somatic, or material components when you want to be VERY flashy; other wizards seeing you pull this off on all spells will immediately know you are a wizard of GREAT power and not to be trifled with. It's a marvelous hallmark of this system, kind of like real life, that the most impressive display is no display at all. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Also, the GM can do marvelous things with material components. I don't know about True Sorcery yet, but on other games GMs have come up with spell components that gave bonuses of varying size to the skill check based on its affinity to certain talents. Dried Zombie Claws give a +6 to fear spells, for instance, or a snoe eel's egg gives a +8 to all cold-energy spells, or powdered stone giant femur gives either a +4 to telekinesis spells, or a +4 to any Earth spells, etc.</p></blockquote><p></p>
[QUOTE="Henry, post: 2880059, member: 158"] As a comparison, from Black Company a Force Hammer hitting multiple targets would be about a DC 38 (40 ft range, fort save half, 20 ft, radius, 6d4 nonlethal dmg, drain 1d8+7). If Student of Magic worked the same as BCCS student of wizardry, that would be about 2 spell energy points just by itself. (well, for my BCCS wizards, more like 4 spell energy points, because I always make sure the wizard has a high CON for this system). This according to an excellent spell calculator from from one of the Mythic Vistas forum regulars. I wouldn't mind seeing it updated for True Sorcery in the future. :) This is one thing I realized with this system early. You only want to cast with no verbal, somatic, or material components when you want to be VERY flashy; other wizards seeing you pull this off on all spells will immediately know you are a wizard of GREAT power and not to be trifled with. It's a marvelous hallmark of this system, kind of like real life, that the most impressive display is no display at all. :) Also, the GM can do marvelous things with material components. I don't know about True Sorcery yet, but on other games GMs have come up with spell components that gave bonuses of varying size to the skill check based on its affinity to certain talents. Dried Zombie Claws give a +6 to fear spells, for instance, or a snoe eel's egg gives a +8 to all cold-energy spells, or powdered stone giant femur gives either a +4 to telekinesis spells, or a +4 to any Earth spells, etc. [/QUOTE]
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