Modular Sorcery

From Exaltedcursejar

(Difference between revisions)
(Spells)
 
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''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.
''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.
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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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During character creation, spells may be purchased likewise at a cost of 1/2 a charm of the same type with bonus points (round up).  Additionally, a character may spend starting charms to get spells at a rate of 2 spells per charm.

Current revision as of 18:56, 25 May 2009

[edit] 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.

[edit] 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 (round up). Additionally, a character may spend starting charms to get spells at a rate of 2 spells per charm.

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