Saturday, 2 December 2017

Sorcery: Bardic Spellcasting

Sorcery: Bardic Spellcasting

Sorcery can be modified to represent bardic spellcasting. Let us see how it is done.


First, decide if your bards will be based on singing or musical performance. In case of singing, all spells should have the Requires Magic Words, -10% and Requires Singing Roll, -10% limitations. This Singing roll will be in addition to any rolls required by the spell. In case of an instrument-based bard, all spells should have the Requires Playing Instrument, -10% and Requires Musical Instrument Roll, -10% limitations. Again, this Musical Instrument roll will be in addition to any rolls required by the spell. This does not eliminate the No Signature, +20% enhancement many spells have, because the bard can pretend to play mundane music.

  

Second, the caster’s spell repertoire must be limited to bardic spells. Typically, bards are limited thematically to the Colleges of Communication and Empathy, Knowledge, Mind Control, and Sound. If this is the case, apply the Limited Scope, Bardic, -10% limitation to Sorcerous Empowerment. If the bards can cast spells from a broader repertoire, the limitation loses its value.


Third, playing an instrument or singing takes longer than normal spellcasting. For common spells with a one second casting time apply at least one level of Takes Extra Time, -10%. This is not included in the power modifier, because spells and/or advantages that they are based on can have longer casting times by default, eliminating the need for this limitation. This limitation is not applied to Sorcerous Empowerment, because while improvising a new spell takes one second, casting it takes at least two.

After all adjustments, Sorcerous Empowerment (Bardic) costs 18 points for level 1 + 9 points/additional level. The Bardic, -35% power modifier includes the limitations described above, Costs 1 FP, -5%, and Magical, -10%.

SPELLS

Bravery
Keywords: Buff.
Full Cost: 16 points.
Casting Roll: Singing or Musical Instrument. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

You make the subject braver. The subject adds 4 level to his Will whenever he makes a Fright Check or must resist the Intimidation skill (B202) or a supernatural power that induces fear. He also subtracts 1 from all Intimidation rolls made against him. However, this bravery makes the subject overconfident. Treat this as having Overconfidence (B148) with a self-control number of 12.
Statistics: Affliction (Advantage, Bravery, +70%; Bardic, -35%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Takes Extra Time 1, -10%) [16]. “Bravery” is Fearlessness 4 (Magical, -10%; Temporary Disadvantage, Overconfidence (12), -5%) [7].

Noise
Keywords: Area (Leveled).
Full Cost: 54 points for level 1 + 13 points/additional level.
Casting Roll: Singing or Musical Instrument. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.

You may fill a two-yard-radius area with a loud meaningless noise. This gives -8 to all hearing rolls made through it. To place the area at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area. The initial attack roll places the effect.
Additionally, every creature in the area gets a -3 penalty to IQ for 3 minutes, if it fails a HT roll.  Creatures with Protected Hearing resist with a +5 bonus.
The basic (58-point) version of this spell covers a two-yard radius. For each additional 13 points, you may double this radius; e.g., four yards for 73 points, 8 yards for 86 points, or 16 yards for 99 points. The GM must determine the maximum level allowed; 128 yards is recommended. You may always choose to affect a lesser area.
Statistics: Obscure Vision 8 (Link, +10%; Magical, -10%; Ranged, +50%; Requires Bardic Rolls, -20%; Takes Extra Time 1, -10%; Variable, Area, +5%) [20] + Affliction 1 (HT; Area Effect, 2 yards, +50%; Attribute Penalty, IQ-3, +30%; Bardic, -35%; Fixed Duration, +0%; Hearing-Based, +150%; Link, +10%; Persistent, +40%; Takes Extra Time 1, -10%; Variable, Area, +5%) [34]. Further levels add Area Effect (+50%) to both advantages [+13].

No comments:

Post a Comment