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NOTE: Numbers in brackets are the minimum costs to cast a spell of that magnitude .1 point is permanently lost every time such a spell is cast
It's a note in a BOL Hack regarding to casting spells of higher than cantrips magnitude.
What doeas it mean?????? Sorcerer is losing permanently his Arcane Power casting spells of the first magnitude???? Horrible...
Last edited by Mruf (8/19/2016 1:26 am)
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TN's for different magnitudes are:
Cantrip 0/5
1st M 10/15
2nd M 20/25
3rd M 30/35
What does the slash divide? Why are the two numbers? Could sbd explain it? there's no explanation in a text...
Thx in advance.
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Mruf wrote:
NOTE: Numbers in brackets are the minimum costs to cast a spell of that magnitude .1 point is permanently lost every time such a spell is cast
It's a note in a BOL Hack regarding to casting spells of higher than cantrips magnitude.
What doeas it mean?????? Sorcerer is losing permanently his Arcane Power casting spells of the first magnitude???? Horrible...
If I'm not mistaken it is the intention that whenever a Second or Third Magnitude spell is cast 1 Arcane Power point is permanently lost. This is similar to Barbarians of Lemuria in which 1 AP is permanently lost when casting a Third Magnitude spell. Spells of Second and Third Magnitude are significantly more powerful than those of First Magnitude and the permanent loss of an AP helps reflect this. Remember that 1 AP is added to the Sorcerer's pool for each level he gains.
If you don't like the rule or want a more free-wheeling high fantasy style of game you can always chose to only have AP loss take place on Third Magnitude or dispense with the permanent loss altogether.
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Mruf wrote:
TN's for different magnitudes are:
Cantrip 0/5
1st M 10/15
2nd M 20/25
3rd M 30/35
What does the slash divide? Why are the two numbers? Could sbd explain it? there's no explanation in a text...
Thx in advance.
The numbers before and after the slashes show the difficulty range of spells of a specific magnitude. Not all Second Magnitude spells are the same and some will be more difficult to cast than others. This is reflected in the different Casting Requirements (which can alter the final AP cost) and the variable Casting Target Number. The player should describe the spell he is attempting to cast and the GM and player should then come to an agreement as to how difficult it will be to cast and how many AP are required.
The system has a number of variables in it that may not suit everyone (hence why the BoL Hack does mention possibly using the Original 1970s Fantasy RPG magic system). Personally, the BoL magic system is one of its biggest selling points to me and I'm glad Simon adapted it for the BoL hack.
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So First magnitude is safe? That's enough for me. Cantrips and 1st M build majority of used spells. Now TNs are bright,too. Thx The Git.
Last edited by Mruf (8/19/2016 10:01 pm)