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!
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!