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Legendary Spell Abilities

Posted: Sat Nov 19, 2011 9:44 pm
by mwsasser
Has anyone developed any legendary spell abilities? I have a player asking about ways to quiet down the lights and sounds associated with his Sorcery spells.

Re: Legendary Spell Abilities

Posted: Sat Nov 19, 2011 11:36 pm
by Mugen
I'd rather add a new Manipulation category than a Legendary Ability.
For instance, it could make the spell look less potent than it really is.
For instance, each level would lower the apparent skill by 20%.
Therefore, a Spell cast with a 75% skill and 4 "Stealth" levels would be invisible.

Re: Legendary Spell Abilities

Posted: Sun Nov 20, 2011 4:53 am
by mwsasser
Um yea, thats not what I want to see. Thanks for the interesting response though.

Re: Legendary Spell Abilities

Posted: Sun Nov 20, 2011 12:57 pm
by RangerDan
I guess you should feel free to add any Heroic Abilities you like to your game?
They could be plot hooks of their own, as the character seeks out a master to teach him.
  • SHADOW MAGIC
    Requirements: CHA 15 or higher, any primary casting skill (Common Magic, Lore (Theology) or Sorcery (Grimoire)) at 90% or higher.
    Hero Points: 10.
    Duration: One spellcasting attempt.

    You have learned to infuse your spellcasting with the essence of Shadow, making your spellcasting difficult to detect. Any spell cast by you using this Heroic Ability cannot be detected by observers unless the observers succeed at an Opposed Check of Perception vs. your primary casting skill.
I recall seeing some further Heroic abilities for spellcasters at the The Rune Under Water: Link

Hope this helps.

Re: Legendary Spell Abilities

Posted: Sun Nov 20, 2011 2:34 pm
by mwsasser
Thanks RangerDan, that link and your post are great answers. I was hoping somebody who might have implemented something similar would have feedback about how it effected their game too... and they still might later this week. :)