Modular Sorcery

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Revision as of 18:55, 25 May 2009

Charms

The base charms are mostly unaffected. Terrestrial, Celestial, and Solar Circle Sorcery as purchased as charms (permanent as usual), at whatever rate they normally cost.

Spells

However, spells are considered to be techniques (similar to Essence Arrow and Master Horseman's Techniques) purchased for their respective charms.
For instance, someone might have: Terrestrial Circle Sorcery (Emerald Countermagic, Stormwind Rider, Demon of the First Circle).

When a Sorcery Charm is first purchased, the character gains the Countermagic Spell of that tier as a free technique. All other spells are purchased as techniques (requiring 1 week training per tier) at a cost of 1/2 the cost of a charm.
Example: A Twilight Solar buys spells for 4xp each (1/2 of a favored charm cost). A Solar who does not favor Occult pays 5xp for each spell.

During character creation, spells may be purchased likewise at a cost of 1/2 a charm of the same type with bonus points. Additionally, a character may spend starting charms to get spells at a rate of 2 spells per charm.

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