Henry said:First Question: What do the "Spell Energy" and "Magical Aptitude" attributes do for me?
EDIT: Answered my own question on the above two.
Second question: Am I correct in saying I start with a 16 defense before any equipment? (+3 class, +2 dex, +1 from Wards Talent)? How does armor work on magical talent in Black Company?
I'll post an example of a casting soon, and can you tell me if I'm right or not?
Henry said:OK - thanks on the force deflect bonus, I missed that one the first time through.
Another question -- how is base spell drain handled? I didn't see it in the document or the spell sheet. I did note (if I'm correct) that if I did spend some spell energy, it would raise my use magic check, but add additional drain damage to me as well?
So if I cast just the base force effect (+2 deflect bonus shield, swift action, 1 round duration), then let's assume drain would be base 1d8. Would that be 1d8, -5 for my spell energy? (Unlike Grim Tales, where the level of your aptitude subtracts from each die of spell burn?)
Also, am I correct in that casting time cannot get "better" by any augmentations? So if my magical aptitude is 16, then if I want to cast any spell with a casting time of 1 action, I need to keep the casting DC to 21 or less? And if I want to cast a spell as a swift action, I need to keep that casting DC at 16 or less? Maybe I need to see it played out when we do it, but I can't see myself casting any spell of 2 actions or more, unless the party is running interference for me to cast some HUM-DINGER of a spell.If that's the case, I'll have no problem making my DC's all day.
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Old One said:Hope this helps a bit...
So an augmented spell whose final DC is 57 would create drain of 1d8+11-current spell energy in non-lethal damage (minimum of 1)
You can store a number of effects equal to your INT modifier. This is useful for prepping "big bang" spells in advance, since you could really crank up the DC...takes downtime to cast all but the initiator action and hit some damn high DCs.
...you can take other actions while casting the spell. Since Fightin' Tony is 1st magnitude, he can delay up to 1 round between casting actions. So, assuming a spell that results in a 4-action casting time, he could start casting (1 action), move, load a crossbow, continue casting (1 action), move, fire the crossbow, continue casting (1 action), continue casting (1 action) over a 4 round period. However, each "break" in the casting action requires a successful concentration check against the spell DC. Failure increases the DC by +4. In this example, he would have 2 "breaks", neccessitating 2 concentration checks.
There is no way to "speed up" a spell.
Henry said:Fine-tuning here - is the rule "up to INT modifier at a time," or "INT modifier per day?" either way, looks good. Also, is the DC checked at storage time, or at casting time?
Henry said:Niiiice. So I could basically use either a move or standard action each round to keep casting, is what I'm getting here.
Rel said:I gotta say that the BCCS magic system sounds very intriguing. I may have to see if I can convince one of the guys in our group to run it in the future.
*pokes Riggs*![]()
Shemeska said:The law/chaos axis doesn't much matter here. Alignment of neutral to good works best, but I'll even allow an evil character if they'll play nicely. Evil doesn't have to go out of its way to make life difficult for their coworkers.![]()