pachristian
Mongoose
Inspiried by the "New Common Magic" post, here are some ideas of Heroic Abilites, specifically geared towards magicians. I adapted most of these from feats in d20 games:
Accurate Spell
Requirements: DEX 15+, Throw 50%
Hero Points: 10
Duration: 1 spell
Gives the caster a +20% chance to overcome a target’s Evasion with a spell.
Common Sorcery
Requirements: INT 15+, Manipulation 90%
Hero Points: 15
Duration: 1 spell
Allows the magician to apply manipulation skills to Common Magic.
Contingent (Spell)
Requirements: Equivalent of Grand Master in Cult or Order
Hero Points: 8 (may be bought multiple times)
Duration: Continuous until spell is used. Magic point is spent when spell is used.
The magician lays a spell upon himself. This spell is cast normally, but does not take effect immediately. Instead, the caster defines a set of conditions under which the spell will take effect. These conditions must be personal, something that the caster does, or which is done to him, but can include a broad definition. Examples include “When I speak the word “Swordfish””, or “If I am knocked unconscious in battle” or “If I fail to resist a Spell that would be resisted by a Persistence check.” (A certain amount of metagaming is permissible).
The magician does not begin to regain the magic points spent casting the spell until the contingency is activated and the spell takes effect. If the spell is a divine spell, the spell does not being to recharge until the spell is used.
Examples of Contingent spells might include a Teleport that takes the caster home if he is wounded in an attack, a Countermagic that automatically tries to negate any enchantments cast upon him, or a Cure Disease/Poison spell that automatically activates if the magician is poisoned.
The contingent spell ability must be gained for each individual spell that the caster wants to set up as a contingency. A caster can only have one contingency upon himself for each use of this ability.
Hold Concentration
Requirements: POW 15+, Persistence 75%
Hero Points: 10
Duration: 1 round
Allows the caster to make a Persistence check to retain concentration on a spell that he is maintaining in conditions that would cause him to lose the spell.
Overcome Persistence
Requirements: CHA 15+, Persistence 75%
Hero Points: 10
Duration: 1 spell
Gives the caster a +20% chance to overcome a target’s Persistence with a spell.
Overcome Resilience
Requirements: CON 15+, Resilience 75%
Hero Points: 10
Duration: 1 spell
Gives the caster a +20% chance to overcome a target’s Resilience with a spell.
Penetrating Spell
Requirements: Chosen form of magic (Common, Specific Theology, or Sorcery (Grimoire)) at 75%
Hero Points: 10
Duration: 1 spell
When invoked, the ability causes a spell to penetrate spell defenses as if it were 3 magnitudes higher than it actually is. Thus, a 4-point penetrating spell would overcome Countermagic as if it were a 7-point spell.
Piercing Spell
Requirements: Penetrating Spell, One form of magic (Common, Specific Theology, or Sorcery (Grimoire); different ability for each type) at 90%
Hero Points: 10
Duration: 1 spell
This ability stacks with Penetrating Spell. When invoked, the ability causes a spell to penetrate spell defenses as if it were 3 magnitudes higher than it actually is. Thus, a 4-point penetrating and piercing spell would overcome Countermagic as if it were a 10-point spell.
Silent Spell
Requirements: INT 15+, Chosen form of magic (Common, Specific Theology, or Sorcery (Grimoire)) at 75%
Hero Points: 12
Duration: 1 spell
The magician can cast a spell without speaking. This can be combined with Still Spell.
Still Spell
Requirements: INT 15+, Chosen form of magic (Common, Specific Theology, or Sorcery (Grimoire)) at 75%
Hero Points: 12
Duration: 1 spell
The magician can cast a spell without gesturing. This can be combined with Silent Spell.
Accurate Spell
Requirements: DEX 15+, Throw 50%
Hero Points: 10
Duration: 1 spell
Gives the caster a +20% chance to overcome a target’s Evasion with a spell.
Common Sorcery
Requirements: INT 15+, Manipulation 90%
Hero Points: 15
Duration: 1 spell
Allows the magician to apply manipulation skills to Common Magic.
Contingent (Spell)
Requirements: Equivalent of Grand Master in Cult or Order
Hero Points: 8 (may be bought multiple times)
Duration: Continuous until spell is used. Magic point is spent when spell is used.
The magician lays a spell upon himself. This spell is cast normally, but does not take effect immediately. Instead, the caster defines a set of conditions under which the spell will take effect. These conditions must be personal, something that the caster does, or which is done to him, but can include a broad definition. Examples include “When I speak the word “Swordfish””, or “If I am knocked unconscious in battle” or “If I fail to resist a Spell that would be resisted by a Persistence check.” (A certain amount of metagaming is permissible).
The magician does not begin to regain the magic points spent casting the spell until the contingency is activated and the spell takes effect. If the spell is a divine spell, the spell does not being to recharge until the spell is used.
Examples of Contingent spells might include a Teleport that takes the caster home if he is wounded in an attack, a Countermagic that automatically tries to negate any enchantments cast upon him, or a Cure Disease/Poison spell that automatically activates if the magician is poisoned.
The contingent spell ability must be gained for each individual spell that the caster wants to set up as a contingency. A caster can only have one contingency upon himself for each use of this ability.
Hold Concentration
Requirements: POW 15+, Persistence 75%
Hero Points: 10
Duration: 1 round
Allows the caster to make a Persistence check to retain concentration on a spell that he is maintaining in conditions that would cause him to lose the spell.
Overcome Persistence
Requirements: CHA 15+, Persistence 75%
Hero Points: 10
Duration: 1 spell
Gives the caster a +20% chance to overcome a target’s Persistence with a spell.
Overcome Resilience
Requirements: CON 15+, Resilience 75%
Hero Points: 10
Duration: 1 spell
Gives the caster a +20% chance to overcome a target’s Resilience with a spell.
Penetrating Spell
Requirements: Chosen form of magic (Common, Specific Theology, or Sorcery (Grimoire)) at 75%
Hero Points: 10
Duration: 1 spell
When invoked, the ability causes a spell to penetrate spell defenses as if it were 3 magnitudes higher than it actually is. Thus, a 4-point penetrating spell would overcome Countermagic as if it were a 7-point spell.
Piercing Spell
Requirements: Penetrating Spell, One form of magic (Common, Specific Theology, or Sorcery (Grimoire); different ability for each type) at 90%
Hero Points: 10
Duration: 1 spell
This ability stacks with Penetrating Spell. When invoked, the ability causes a spell to penetrate spell defenses as if it were 3 magnitudes higher than it actually is. Thus, a 4-point penetrating and piercing spell would overcome Countermagic as if it were a 10-point spell.
Silent Spell
Requirements: INT 15+, Chosen form of magic (Common, Specific Theology, or Sorcery (Grimoire)) at 75%
Hero Points: 12
Duration: 1 spell
The magician can cast a spell without speaking. This can be combined with Still Spell.
Still Spell
Requirements: INT 15+, Chosen form of magic (Common, Specific Theology, or Sorcery (Grimoire)) at 75%
Hero Points: 12
Duration: 1 spell
The magician can cast a spell without gesturing. This can be combined with Silent Spell.