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If you played "Mage: The Ascension" w/magic , please read! Looking for advice!
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<blockquote data-quote="Afrodyte" data-source="post: 519764" data-attributes="member: 8713"><p>You can find a list of the magical abilities <a href="http://www.upl.cs.wisc.edu/~woodelf/mystuff/AD&DXARSM/hermetic.html" target="_blank">here</a> . It's extensive, and in my own magic system, I usually go with five powers and five domains, but very broadly defined. Here is a copy & paste from my Changeling rewrites of Arts and Realms. The arts are:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Conjure</strong>, or create something out of nothing. Usually, this Art manifests as something suddenly popping out of thin air or out of places where they are not supposed to (such as rabbits from top hats or fireballs from fingers).<br /> <strong>Perceive</strong> something. This isn’t just related to the five primary senses, but also to the sixth sense that alerts a person to the presence of the not-quite-natural. ESP is a common manifestation of this Art.<br /> <strong>Transmute</strong>, or alter the form or properties of something. A favorite from myth and legend, this covers a variety of changes, both large and small. Turning princes into toads, fire into water, or men into stone statues are all parts of the Transmute Art.<br /> <strong>Destroy</strong> something. A very powerful Art indeed, it is the complement to Conjure. However, it covers much more than killing things. One frequent use of Destroy is to cover up fae activity by making mortals forget things they have seen.<br /> <strong>Move</strong> something. In mortal terms, this covers telekinesis, but it can also refer to any transferal of things. Consider the final scene in The Crow.</li> </ul><p></p><p>The realms are:</p><p></p><ul> <li data-xf-list-type="ul"><br /> <strong>Energy</strong> includes those forces of nature which complement matter. For game purposes, there are five types: heat/cold, light/darkness, electricity, magnetism, and gravity. <br /> <strong>Mind</strong> governs thoughts, perceptions, dreams, emotions, and other psychological states. Manipulating the minds of sentient beings falls into this category.<br /> <strong>Matter</strong> covers all forms of inert and organic matter.<br /> <strong>Scene</strong> covers a particular place, or the concept of space itself.<br /> <strong>Time</strong> determines not only how long your character wants an effect to last, but also when he wants it to begin. It is particularly great to combine with other Realms to create blessings, curses, and other time-dependent effects (such as distorting time). </li> </ul><p></p><p>So, to control the weather would require a combination of Energy and Matter, perhaps even Scene to make it cover a large area. In d20 terms, I would make characters pick a certain number of arts, and a certain number of realms to have at the beginning of play. They can gain more with Spellcraft and Knowledge (arcana) as they advance in level. The DC for casting depends on how powerful the spell is (haven't figured this out yet), but your level in the spellcasting class determines the skill ranks you have in it, modified by the relevant spellcasting ability. I'm inclined to favor Wisdom and/or Charisma for actually casting, but use Intelligence for learning.</p><p></p><p>I hope this helps.</p></blockquote><p></p>
[QUOTE="Afrodyte, post: 519764, member: 8713"] You can find a list of the magical abilities [URL=http://www.upl.cs.wisc.edu/~woodelf/mystuff/AD&DXARSM/hermetic.html]here[/URL] . It's extensive, and in my own magic system, I usually go with five powers and five domains, but very broadly defined. Here is a copy & paste from my Changeling rewrites of Arts and Realms. The arts are: [list][b]Conjure[/b], or create something out of nothing. Usually, this Art manifests as something suddenly popping out of thin air or out of places where they are not supposed to (such as rabbits from top hats or fireballs from fingers). [b]Perceive[/b] something. This isn’t just related to the five primary senses, but also to the sixth sense that alerts a person to the presence of the not-quite-natural. ESP is a common manifestation of this Art. [b]Transmute[/b], or alter the form or properties of something. A favorite from myth and legend, this covers a variety of changes, both large and small. Turning princes into toads, fire into water, or men into stone statues are all parts of the Transmute Art. [b]Destroy[/b] something. A very powerful Art indeed, it is the complement to Conjure. However, it covers much more than killing things. One frequent use of Destroy is to cover up fae activity by making mortals forget things they have seen. [b]Move[/b] something. In mortal terms, this covers telekinesis, but it can also refer to any transferal of things. Consider the final scene in The Crow.[/list] The realms are: [list] [b]Energy[/b] includes those forces of nature which complement matter. For game purposes, there are five types: heat/cold, light/darkness, electricity, magnetism, and gravity. [b]Mind[/b] governs thoughts, perceptions, dreams, emotions, and other psychological states. Manipulating the minds of sentient beings falls into this category. [b]Matter[/b] covers all forms of inert and organic matter. [b]Scene[/b] covers a particular place, or the concept of space itself. [b]Time[/b] determines not only how long your character wants an effect to last, but also when he wants it to begin. It is particularly great to combine with other Realms to create blessings, curses, and other time-dependent effects (such as distorting time). [/list] So, to control the weather would require a combination of Energy and Matter, perhaps even Scene to make it cover a large area. In d20 terms, I would make characters pick a certain number of arts, and a certain number of realms to have at the beginning of play. They can gain more with Spellcraft and Knowledge (arcana) as they advance in level. The DC for casting depends on how powerful the spell is (haven't figured this out yet), but your level in the spellcasting class determines the skill ranks you have in it, modified by the relevant spellcasting ability. I'm inclined to favor Wisdom and/or Charisma for actually casting, but use Intelligence for learning. I hope this helps. [/QUOTE]
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