Couple magic questions

TiwazTyrsfist

Adventurer
1> Assuming you follow the normal character creation rules (race, origin career, 4 regular careers), am I right in thinking the Highest starting magic rating you can achieve is 8? 3 by being a grand elf and then 5 from careers?


The next couple questions are more character specific. I made a character (Human, Wizard Apprentice, Mage 2, Sailor 2) and put the human +2 into Magic. The theme/concept/archetype I'm going for with this guy is essentially "Ship's Weatherwitch", my idea being that as a young child he came from a fishing community and grew up on boats, but at a young age showed aptitude for magic. So he was sent off to study, but after a time returned to the sea, using his magic skills to aid his vocation on the water.

So from various exploits (class and universal) he's got the secrets of Water, Air, Lightning, and Aquan.

2> If I wanted to cast a spell to propel a sailing vessel by creating wind, would this be correct:
Create-Air
Create a 50 mph wind (2 MP)
Duration 4 hrs (4 MP)
Casting time 1 Minute (-2 MP)
Total Cost 4 MP

Would I need to add an Area? Also can I anchor this to the ship somehow so that the effect moves with us, and will that increase my MP cost?

Alternately, could I somehow use Move-Air to create wind (literally MOVE THE AIR) or not?


3> Lastly, Suppose I want to quell a storm?
Would I use Abjure Air? Or would I need to combine multiple secrets (say Air for the wind, Water for the rain, and Lightning for well, yeah)?
Suppose the ship is just under 100' long, and at the very least I want to protect the ship from the effects of the storm. How do I build that spell?


Thanks!
 

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1. That sounds about right, without double checking the books themselves. +3 for being an elf, +5 for the careers.

2. Yep, you need an area to create wind. An area the size of the ship is fine. You can cast spells on objects, so it'll move with the ship if you do that. Your 100' ship would add +6 MP to that, making your total 10. A little beyond the ability of starting mage, but not too far. Might need to drop the duration a bit, maybe extend the casting time?

3. Quelling a storm is Create Air again -- "This exploit can also be used to create a type of weather within the area of effect natural to the local climate and season which takes 10 minutes to develop, and fades when the spell's duration ends. The duration must be at least 10 minutes to use it in this manner."

Alternatively, Abjure Air (and Water would be needed too) would certainly work, too; in that case, it's not quelling the storm, it's simply protecting you from it. It's just a larger version of a simple personal 'keep dry' style cantrip. The cost is going to be in the area; the actual effect is a cantrip level effect.
 

So, let me math this real quick.

To quell the storm with Create Air, I still need an area of effect and a duration right? The thing under Create Air in the RRD reads to me like the Create Air weather manipulation is still only within the specific spell Area, right?
So, with my MP cap of 7 (magic att 7), I can do the following
Create Air
Area 100' (6)
Duration 1 hour (3)
Casting time 1 minute (-2)
Total 7 mp
OR i could up the casting time to 1 hour and duration to 4 hours for the same net MP cost
How long can I maintain Concentration? If we're not in combat and I want to cast the spell as concentration(0 mp for duration) can I simply do nothing else and maintain the spell indefinitely till I have to sleep?

Create Air
Duration Concentration (0)
Area 100' (6)
Casting time 1 minute (-2)
Cost 4, but doesn't kick in until I've maintained it for 10 minutes to get it rolling?


Alternatively
Abjure Air, Water
Area 100' (6)
Duration 1 day (special Abjuration duration (2))
Casting time 1 minute (-2)
Cost 6


So, Abjure is the more efficient way to go for this specific job?
 

Protection from the storm (abure) is easier than quelling the storm (create), yeah. Those numbers look correct to me.

Long term concentration is a little different to the round-by-round version. You can concentrate for a number of hours equal to your END attribute, as long as you aren't interrupted (by damage, for example). Each hour you are subject to a MENTAL DEFENSE attack (4d6, +1d6 for each hour); if it succeeds, you are pushed one stage down the Tiredness status track, and you can't concentrate when Exhausted. That condition cannot be shaken off -- you need to rest for the same amount of time that you concentrated for to remove it.
 

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