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Putting some flavour into Magic Arrays

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Re: Putting some flavour into Magic Arrays

Postby cbwjm » Sun Mar 25, 2012 11:18 pm

One of the greatest tools a GM can use is the works of others for inspiration. In this case I’ve taken a look at the RPG Rifts. One of my favourite settings out of all RPG systems. Although I haven’t played much Rifts I do enjoy reading the setting information. If you aren’t interested in the split of magic into Personal, Universal, and Dimensional then you may like to take a look at Rifts and design your M&M master of magic after one of their examples.

Elemental Fusionist
The elemental fusionist draws upon two conflicting elements, either Air/Earth or Fire/Water and all of their powers are based on these 2 elements. At the basic level in addition to their Elemental Magic Array they have the following powers.

Elemental Immunity: Immunity 10 (Air Damage 5, Earth Damage 5) – 10 points
More powerful fusionists might be completely immune to Air and Earth Damage.
Elemental Awareness:Senses 2 (Awareness [Air effects], Awareness [Earth effects] – 2 points
Elemental Communication: Comprehend 2 [Speak/Understand; Limited to Elementals] – 1 point
Wilderness Perception: Enhanced Skill 4 (Perception +8); limited to non-urban areas – 2 points

Fusionists also have a unique status with elementals who are not openly hostile with the fusionist if one of their elemental abilities is the same as the elemental. This is Benefit, Status (Friend to the elements).

What’s the best thing about making an Elemental Fusionist? Right now we have Power Profiles which are perfect for spell ideas: Fire, Water, Earth, Weather all provide powers which can just as easily be your fusionist’s spell list.

What I also find cool about the fusionist is simply the concept, two opposing elements instead of just one because let's face it, most elementalist types only seem to use a single element in their powers... Unless they are the Avatar.

I've made a quick example of an Elemental Fusionist (Air/Earth) here His time out in the wilds mastering his elemental magics has made him a tougher stronger kind of spellcaster. His Elemental Fusion array has powers converted from the abilities in Rifts.

:arrow: More Rifts Conversions to follow.
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Re: Putting some flavour into Magic Arrays

Postby cbwjm » Sun Mar 25, 2012 11:32 pm

Koewn wrote:The old DND schools would also work:

-snip-

Do that and then add on power loss/flaws for not being able to speak, or move hands, or however you'd cost material components, singing for a bard, etc., etc. - wizard specialization becomes just not taking points in a school.

If the thematic limitations are worth a flaw, you could also do them as separately purchased Variable effects, though that may get weird and/or expensive, but it would fit the old "memorize spells" bit if you limited how often and how long it takes to change out the Variable effects.

Player-wise you're just agreeing to follow the d20 SRD plus possibly the rest of the glut of d20 spell lists out there, which I'd imagine would be enough to judge the majority of ideas.


How I love the D&D magic schools, since I started out in D&D I've always had a fondness for the magic class, which also seems to be my class of choice in many computer games. You're right that there is a huge amount of spells available right there in the SRD which should keep players busy with spell creation. I think the old M&M 2e warriors and warlocks had a variable effect which was more or less D&D magic (Had to set your spells by reading your spellbook or praying to your god etc.).

D&D also brings in prestige classes, or character kits if you prefer AD&D, which can help players come up with different types of magic-users.
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Re: Putting some flavour into Magic Arrays

Postby cbwjm » Wed Mar 28, 2012 9:53 pm

I've statted up an example of a Ley Line Walker from the Rifts RPG in the Roll Call.

Ley lines, apparently having nothing to do with magic originally, have been picked up by occultists and subsequently authors of RPGs as a source of mystical energy. In the Rifts setting the master of ley line magic is the Ley Line Walker who is primarily a spellcaster who also has a few abilities tied to ley lines which are incredibly prevalent in the Rifts setting.

While in or near a ley line the ley line walker is able to augment his abilities (although not included in my build I can see them having the favoured environment: ley lines advantage). They are able to draw upon a ley line for such things as healing, protection, remote sensing, and travel. As one of the masters of magical energy they also have senses which allow for detection of magical energy within their vicinity and awareness of any magical effects used near them.

The problem with fitting a Ley Line Walker into a campaign however, is that unless you make use of ley lines in the setting then they may as well spend the points in their Ley Line Power array on something else. One option could be the spending of a hero point to edit the scene although they player may not enjoy having to spend all of his hero points just so that he can make use of some of his class defining powers.
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Re: Putting some flavour into Magic Arrays

Postby Aerlwyn » Wed Mar 28, 2012 9:55 pm

I played a Godling in Rifts, she had leyline walker and elementalist twice. WE did a tour of Asgard so i gave it a go od bonding to the tree like Odin did and well only just made the saves to survive the experience.
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Re: Putting some flavour into Magic Arrays

Postby cbwjm » Thu Mar 29, 2012 3:12 am

Did your mind survive intact? Rifts can be pretty heavy handed with handing out insanities. Must have been a cool campaign though, getting nailed to the world tree for knowledge is how many godlings of magic must have died.
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Re: Putting some flavour into Magic Arrays

Postby Aerlwyn » Thu Mar 29, 2012 3:32 am

Lets just say her best friends were chaos and insanity. Yah as you said they sure like making players crazy with all the insanities you pick up from all the horror factor saves you have to make verse pretty much everything you come across.


At least they give you a change for it to work, need to make 2 saves out of three.
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