|
Sample Magni: Fialla Lorathian |
Sample Magni: Thranto Neone |
NOTE: Practitioners of Arcanis
Magnicus (are-CAN-us MAG-nah-cus) are called Magni.
Magni is both the singular and plural spelling, but is pronounced (MAG-NEE)
plural and (MAG-NIGH) singular. |
Arcanis Magnicus is a very robust and flexible approach to Magic Use, well suited to combat and adventuring. However this flexibility comes at a price;
it takes longer to increase overall power than
it does in Wizardry due to the greater Real Cost involved in the VPP Control Cost.
|
Focus |
Compared to other professions, Magni cultivate their Spellcasting ability pretty
single-mindedly; due to the high cost of their partially Cosmic VPP, a Magni that does not focus on growing their VPP will fall behind the power curve compared to many other sorts of Magic Users. |
Compared to their close cousins, Wizards, Magni emphasize having a
shrewdly chosen selection of Spells with very little overlap. Unlike a Wizard who can casually learn
just about any Spell they come across if they like, Magni need to be a little more selective
due to stiffer requirements regarding how many Spells they may know per
Spell Level. |
Magni start off a little more robust than their Wizardly counterparts due to the increased flexibility of their casting model being more forgiving and
adaptable. As a Magni progresses, they tend to shape up into competent and dependable Spellcasters, safe at all speeds so to speak and quite formidable. However in the higher ranges of power less flexible/more specialized characters
such as Wizards can easily outstrip Magni in terms of raw power or ability. |
Means to Power |
Magni learn to cast Spells, often making
use of props such as incantations, gestures, material components, etc. to
assist them in the casting of their Magic. Magni go through various levels
of understanding and capability as they advance. |
As they gain
experience, their ability to manipulate the metaphysical Laws of Magic
increases, as does the mental endurance required to focus their will.
Essentially, as they progress their ability to cast
larger and more powerful Spells increases assuming they
spend character points to increase the size of their Magic VPP. |
VARIABLE POWER POOL |
Magni use the "Gestalt Casting" Model,
which is VPP Based. The size of a Magni's VPP Pool determines both how many
Spells they can cast in a given day, and how powerful those Spells can be.
Thus it is imperative for a serious Magni to invest as many points as
possible into increasing the size of their VPP. As a rule of thumb about 60%
of a Magni's Experience should be dedicated to increasing their VPP. |
KNOWN SPELLS LIST |
Each player of a Magni character must keep a list of all the Spells
that their character knows, including Spell write ups. On any given
in-character day they may allocate Spells to their character's VPP, but all
of the Spells must be chosen from their character's Known Spell List. Spells on this list can be referred to
as "Spell Slots" out-of-character. |
The means by which a Magni may learn or create new
Spells and add them to their Known Spell List are described in detail below.
However, as Magni may only know a limited number of Spells per Spell Level,
they should pick and choose wisely. |
SPELL SCHOOL SKILLS |
Arcanis Magnicus uses "Magic School" based
Skill rolls for the learning and creation of new Magic. |
All of the sample
Spells provided for Wizardry are also usable for Arcanis Magnicus,
simply by reassigning the Spells to the appropriate Arcanis Magnicus School
and adjusting each Spell to have the correct number of Charges for an
individual Magni's Spell Level Gestalt. |
Magni have developed a structured
approach to Magic based on a theory oriented around Application, categorizing the study of Magic into "Schools" according to
each Spell's primary purpose. |
The following table summarizes the general
focus of each Spell School. |
Potensium |
KS: Potensium |
Attack Spells. Any sort of Spell whose primary purpose is to inflict harm falls into this category
(Note: Attack in this sense is not directly analogous to Attack Powers; consider it to mean Spells that inflict BODY, STUN or Flash damage or negatively adjust characteristics. Attack Powers that don't do actual damage such as Mental Illusions and Transform do not fall into this category). |
Sub-school: Guera: This sub-school
concentrates on Attack Spells that have a battle field application and
typically target small or large groups. |
Sub-school: Duello:
This sub-school concentrates on Attack Spells that target individuals. |
Fortensium |
KS: Fortensium |
Defense Spells. Any sort of Spell whose primary purpose is to protect or shelter from harm falls into this category. |
Sub-school: Protenza: This sub-school focuses on wards, shields, and similar Magics as well as effects that otherwise prevent harm.
|
Sub-school: Opposia: This sub-school focuses on countermagic and anti-magic exclusively. |
Fugium |
KS: Fugium |
Movement Spells. Any Spell whose primary purpose is to effect movement or transportation falls into this category. |
Sub-school: Attraversia: This sub-school focuses on any Spell that effects movement indirectly via bending space and/or time (typically limited to
Teleportation and Extra Dimensional movement). |
Sub-school: Corsania: Any form of Spell that physically moves or improves the ability to physically move falls into this category (Note: this can include some forms of Telekinesis). |
Comprium |
KS: Comprium |
All other Spells that are not Attack, Defense, or Movement oriented fall into this category. |
Sub-school: Mentius: This sub-school focuses on Spells that effect the Mind but are not direct Attacks. This can include some Sense-Affecting Spells. |
Sub-school: Corpia: This sub-school focuses on Spells that affect the
body but are not direct Defenses or Attacks. |
Sub-school: Cambia: This sub-school focuses on Spell that alter, change, or create. This includes Transforms and Change Environment. |
Sub-school: Vario: This sub-school is composed of Spells that don't fall into any other category; effectively an "ex miscellanea" category. Summoning Spells typically fall into this group as well. |
Item Creation Skills |
Artificing |
KS: Artificing |
Used to create Magic Rings, Staves, Miscellaneous Magic
Items, Weapons, Armor, and other Permanent Magic items. |
Scroll Scribing |
KS: Scroll Scribing |
Used to create Magic Scrolls holding
a readied Spell needing only a few words or a gesture (or the
equivalent) to complete. Can also be used to transfer Spells from one
caster to another. (Ephemeral Magic items) |
Wandcrafting |
KS: Wandcraft |
Used to create Magic Wands
that store a single Spell effect with a finite
amount of uses. (Ephemeral Magic items) |
Alchemy |
KS: Alchemy |
Used to create potions, powders,
special inks, and the like (Ephemeral Magic items) |
|
Pronunciation Guide |
Potensium |
poh-TEN-seeyum |
Guera |
GEHR-ah |
Duello |
dew-ELL-oh |
Fortensium |
for-TEN-seeyum |
Protenza |
pro-TENZE-ah |
Opposia |
ah-POSE-eeyah |
Fugium |
FOO-jeeum |
Attraversia |
ah-trah-VERSE-eeyah |
Corsania |
core-SAHN-eeyah |
Comprium |
kom-PREE-yum |
Mentius |
MENT-eeyus |
Corpia |
CORE-peeyah |
Cambia |
KOM-beeyah |
Vario |
VEHR-eeyoh |
|
SUB-SCHOOLS |
As noted in the above chart, Arcanis Magnicus Schools have sub-schools. Normally a Magni would take
a general School Skill, such as KS: Potensium. However a Magni may instead indicate a sub-school preference if they wish
for each Skill, such as KS: Potensium (Guera). If this option is exercised then the Magni gains a +2 bonus with Skill Rolls pertaining to that
sub-school but takes a -2 penalty with Skill Rolls pertaining to any other sub-schools of that School. This option must be
exercised when the character purchases the School Skill. |
EXAMPLE:
Veris is a Magni that studied at an Arcanium that emphasized countermagic; thus he has KS: Fortensium (Opposia). When making Skill Rolls pertaining to Fortensium (Opposia) Spells he gains a +2 bonus, but suffers a -2 penalty on all Skill Rolls pertaining to Fortensium (Protenza) Spells.
|
SCHOLAR |
All of the Spell
School Skills used by Arcanis Magnicus are Knowledge Skills; thus the Scholar Enhancer can be used to reduce their cost and is recommended. |
SPELLCRAFT |
Alternately, in campaigns where the GM
allows Spellcraft, an individual Magni may opt to use
Spellcraft
instead of the School Skills presented above |
If Spellcraft is allowed in a
campaign, then Magni that have the actual School Skills gain a +2 bonus to any Magic Skill Roll when
using the appropriate Skill; thus a
Magni with KS: Comprium would gain a +2 bonus to
recognize, learn, or create a Comprium Spell in a setting where Spellcraft
is allowed. This caveat helps to keep School Skills balanced with
Spellcraft.. |
SPECIALIST MAGNI |
Some Magni opt to learn only some
of the Schools of Arcanis Magnicus, concentrating their studies on one or more
other Schools. Such a Magni simply would not buy the School Skills for the
School that they don't wish to know how to use. |
Optionally a Character could take a
Physical Limitation during character creation indicating that they cannot
learn a particular School of Magic even if they later decide they want to,
but this should only be allowed if it is in some way actually
Disadvantageous to a Character and GM's are encouraged to allow this in
moderation, perhaps one or at most two Ineptitudes per Magni. |
School Ineptitude: Phys Lim: Cannot Learn KS: {Magic
Skill} or use Spellcraft to Circumvent (Infrequently, Limiting) |
Disadvantage Value: -5 points |
METAMAGIC |
Magni can take one or more of the
Metamagic abilities described in the
Vancian Magic
System. |
MAGESIGHT |
Magni can take the Mage Sight Talent
as described in Fantasy HERO for 5th Edition, but most do not bother as
they can generally cast a Detect Magic or equivalent effect from their
VPP if needed. |
LONGEVITY |
Magni may take Life Support
(Longevity) at the ~200 year level or perhaps higher if the GM allows.
However, this is not appropriate to all settings. |
DISTINCTIVE FEATURE |
Working with Magic marks Magni in
subtle ways, and they might have a recognizable aura that is detectable by
those with appropriate senses. Magni can take the following
Disadvantage if the GM allows as a personal Disadvantage. In cultures
where magic users are more unusual and subject to extreme attention, the
value of this Disadvantage will be higher. |
DF: Magni (Not Concealable; Always Noticed and Causes Major Reaction;
Detectable Only By Unusual Senses; Not Distinctive In Some Cultures) |
Disadvantage Value: -5 points |
Learning New Spells |
Each Magni
knows certain Spells that they are able to use via their Magic VPP, the sum
total of which are
referred to as their Known Spell List for purposes of this discussion.
Learning new Spells to their Known Spell List is the means by which a Magni
expands the breadth of their Magical capabilities. A Magni can learn up to
six Spells per Spell Level, and most strive to learn as many as they can as
soon as is practical. |
A Magni may attempt to learn any
Power Construct based Spell that complies with the
Control Cost restriction of their Magic VPP, fits
into their Spell School concept,
is Charge Based, and has Active Points less than or equal to their VPP Pool
size.
|
To learn a Spell takes one hour of study per 15 Active Points in the Spell, at the end
of which period of time the Magni makes a Magic
School Skill Roll with the
appropriate Magic School Skill at a penalty of -1 per
Spell Level (Level 0 Spells count as 0 in this case). |
A Magni may opt to study a Spell twice
as long as necessary for a +1 bonus to the roll, with each doubling of time
granting a cumulative +1 bonus. Thus if a Magni studies a Spell for four hours per
Spell Level rather than the normal one hour they gain a +2 bonus to their
eventual Skill Roll for two doublings of time. |
Example: Veris has
discovered a scroll bearing
Eravor's Eerie Evisceration, a
5th Level Potensium (Duello) Spell. Veris
studies the Spell for five total hours (one hour per Spell Level), and then makes a KS: Potensium Skill Roll with a
-5 penalty (for being a 5th Level Spell). |
If he succeeds at the Skill Roll he will add the
Spell to his Known Spell List. If he fails the Skill Roll Veris will be unable
to attempt to learn the Spell again until he has raised the applicable Skill
Roll by +1 and increased his VPP by 15 Pool. Veris could have spent 10 Hours studying for a
+1 bonus to the KS: Potensium Roll, or 20 Hours for a +2 and so on. |
FAILURE TO LEARN |
If a Magni attempts to learn a new Spell and fails the Skill Roll, they
may not attempt to learn the Spell again until they have raised their
applicable Skill Roll by +1 and increased their VPP by 15 Pool. |
Alternately, the Magni may attempt to recreate the Spell instead; if
they succeed at creating the Spell then they automatically are
considered to have learned it and must add it to their Known Spell List. |
ACQUIRING NEW SPELLS |
Generally a Magni learns a Spell from an acquired Scroll or Spellbook.
Regardless of the source of the Spell, the actual design of the Spell
cannot be altered in this process; to alter the Spell the Magni would
effectively have to create the altered version as a new Spell.
|
However, a Magni may come across a Spell that is compatible with their Magic System but has the wrong number of Charges to synch up with their Spell Level Gestalt Charge total. The number of Charges
on such a Spell can be adapted
to the correct amount necessary for the Magni's Spell Level Gestalt without interfering with learning the Spell or counting as altering the Spell
so long as the Spell remains in the same Spell Level by Active Points.
|
SIMILARITY BONUS |
If a Magni attempts to learn a Spell
that is very similar to
one they already know, the GM should consider allowing a
similarity bonus for
learning a "variant" prorated for the degree of
similarity and ranging from a +1 bonus up to the Spell Level of the Spell the
Magni already knows
(treat Level 0 Spells as +1 in this case). |
When determining the degree of similarity, compare common specific SFX and
intent, same base Power, and same Power Modifiers as the principal
considerations. |
As a general rule of thumb, if all three categories
are aligned then grant 100% of the bonus; for each category that differs deduct
33% of the bonus. Thus if two Spells shared a common SFX and intent, such as two
Lightning based Spells that were intended to do direct damage, but built on
different base Powers (such as EB, RKA, HKA, or HA), and differed in the Power
Modifiers, then no more than 33% of the possible similarity bonus should be
awarded. |
If a Magni were learning a Spell that was identical in every
particular to a Spell they already knew, differing only in dice of effect or
with an additional adder then the similarity bonus should be equal to the Spell
Level of the version that they already know. |
EXAMPLE 1: Veris does some
research into Eravar and turns up a copy of his 300 year old Spellbook. Veris finds among
other things a more powerful version of the Eerie Evisceration; Eravar's
Efficacious Evisceration, which is a 8th level Potensium (Guera) Area of Effect version. Because
Veris already knows a lesser version of the Spell the GM grants a +5 bonus to
learn the new Spell (equal to the Spell Level of the version Veris knows). Eight hours of study later Veris makes a KS: Potensium Skill
Roll at a net -3 penalty (-8 for its Spell Level, +5 Similarity Bonus). |
EXAMPLE 2: Veris knows Rugol's Vacuous Vapors, a 4th
Level Spell intended to make targets within an AoE groggy and listless or even
comatose; it is based on an AoE Drain vs. INT. He later seeks to learn Opervian's
Sleepy Slumber, a 6th Level Spell intended to knock out targets; it is based on
an Explosive Drain vs. STUN. The GM determines that the two Spells share a common
SFX and intent, and share the same base Power, but they differ in their Power
Modifiers. Thus of the possible +4 similarity bonus (since the Spell Veris
already knows is Spell Level 4), the GM decides to award 66% of +4, which amounts to
a +3 bonus. |
NON-ARCANIS MAGNICUS SPELLS |
A Magni can also learn any non-Arcanis Magnicus Spell they encounter if it fits
into their VPP Model and can be covered by one of the Arcanis Magnicus Spell
Schools without being altered. This takes twice as long as learning a Arcanis
Magnicus Spell and imposes a -2 penalty in addition to all other penalties. |
In the case of a non-Arcanis Magnicus Spell that is Charge based,
altering the Charge count to synch up with the appropriate Spell Level Gestalt
for an individual Magni's total does not disqualify the Spell from being learned via this method as
long as the Spell is otherwise unaltered and meets all the restrictions of
Arcanis Magnicus. |
If all else fails and the Magni cannot learn such a Spell
directly, they can also always just
create a new Arcanis Magnicus Spell
that mimics or approximates the non-Arcanis Magnicus Spell using the rules for
creating new Spells detailed below. |
NOTE: Of the sample
Spells provided, the Spells for Wizardry and Elementalists can easily be
adapted for use with Arcanis Magnicus, simply re-categorizing the Spells to the
appropriate Arcanis Magnicus School and adjusting the Charges total to the
appropriate total for an individual Magni. |
EXAMPLE: Veris meets an
Elementalist Aeromancer and is intrigued to learn one of the Aeromancer's 2nd Level (45 AP) wind-based Flight
Spells. The Spell fits easily into the Fugium School of Arcanis Magnicus. The Spell, unchanged other than bumping the Charges to
the appropriate level for Veris' 2nd Spell Level Gestalt total, fits into the
requirements of the Arcanis Magnicus VPP. |
Thus Veris studies for 4 hours (normally 2 hours for a 2nd Level Spell, doubled for being a non Arcanis Magnicus Spell), and then makes a KS: Fugium Skill Roll with a net
-4 penalty (2nd Level Spell, -2 Non-Arcanis Magnicus penalty). Succeeding at the roll,
the new Spell is added to Veris' Known Spell List as a Fugium Spell. |
Creating New Spells |
One of the most gratifying tasks a
Magni might accomplish is the creation of a new Spell unique to
themselves. Whether it's to round out their Grimoire with that perfect
niche-filler, for the accolade and respect of other Magni, or the
immortalizing aspect of attaching their name to something that might be in
use for centuries to come, Magni never lack for reasons to make new
Spells. A particularly good Spell can even make a Magni of an
enterprising bent rich if he or she can entice others into paying to learn
it. However, the task of creating a new Spell is a
challenging and time consuming one. |
INABILITY TO CREATE NEW SPELLS |
This option is in
effect in my campaigns |
By default, any Magni with the
appropriate Magic Skills can create their own Spells. If for some reason a
particular type of Magni cannot make their own Spells, they may take a
Physical Limitation Disadvantage indicating this. |
Arcane Spell Sterility: Phys Lim: Cannot create new Spells
(Infrequently, Greatly Limiting) |
Disadvantage Value: -10 points |
SPELL DEFINITION |
There are four steps to follow when defining a new Spell: |
- Determine Intent of Spell
- Determine Power Construct of Spell
- Determine Type of Spell
- Determine Level of Spell
|
1) DETERMINE INTENT OF SPELL |
First, decide what the Spell is
supposed to do, in general terms. Is the Spell supposed to burn an opponent
to death, allow people to fly around, summon forth a demon, etc. |
2) DETERMINE POWER CONSTRUCT OF SPELL |
Next design the Spell using the Power
creation rules in the HERO System 5th Edition Rulebook. Check the Spell for
compliance to the restrictions on the Arcanis Magnicus VPP Control Cost and the restrictions affecting
Arcanis Magnicus. |
3) DETERMINE TYPE OF SPELL |
Once you know the intent of the Spell, determine the appropriate school of Arcanis Magnicus for the
effect you desire. Due to the straight forward Application oriented nature of Arcanis Magnicus this is usually easy to do.
For example, if you are making a Spell that launches burning flames at a
target its pretty clearly a Potensium Spell.
|
COMPLEX SPELLS |
Some Spells are complex, and it can be unclear what
School they should belong to. For example, how would one classify a Spell
that surrounds the caster in a fiery aura that both inflicts damage to
attackers and provides protection from fire? Other Spells bridge two or more
of the Schools, such as a Spell that allows the caster to grow wings
(Comprium (Corpia)) and fly (Fugium (Corsani)).
|
Usually a little thought indicates the correct School;
as a general rule of thumb, in the case of a Spell
constructed from two or more Powers, the Power with the largest Active Point
total will usually indicate the dominant nature of the Spell. In the case of
a Spell with elaborate SFX, the base Power used to accomplish the final
effect will usually indicate the correct School. |
Thus if the above mentioned fiery shield Spell is built
on a Compound Power, made up of a Force Field vs. Fire and a Damage Shield HKA
then if the AP of the Damage Shield Power is greater than the AP in the FF
(likely), then the Spell falls under Potensium rather than Fortensium, and
vice versa. |
In the case of the above mentioned wing-sprouting Spell,
it's primary purpose is to achieve Flight using either the Flight or Gliding
Powers and thus falls under Fugium despite the body-altering aspect of it.
The body transformation is merely a SFX for a Movement ability. |
4) DETERMINE LEVEL OF SPELL |
The final step is simple; just divide
the Active Points of the Power Construct by 15 to determine the "Spell Level". The Spell
Level will determine the penalty involved in the Skill Rolls necessary to
create the Spell. |
The final step is simple; as noted in the
Arcanis
Magnicus System
document, Spell Levels are determined by increments of 15 Active Points,
starting at level 0. Thus, just divide
the Active Cost of the Power Construct produced in Step 3 by 15 and
add +1 to determine the "Spell Level" of the new Spell. |
Make sure to make a note of the Spell Level; it will
determine the penalty involved in the Skill Roll needed to create the Spell
later. |
RESEARCH & EXPERIMENTATION |
Once the new Spell has been defined and agreed upon
between the GM and the player of
the Magni, in-game the Magni must conduct Research & Experimentation (R&E)
for a number of Hours equal to the total Active Points in the Spell. |
The Magni must have appropriate materials for R&E, and some of these necessary materials
may be quite expensive and/or difficult to acquire, at the GM's discretion. |
During this time, the Magni must make a School Skill or
Spellcraft check after every full Day of Research &
Experimentation with a penalty equal to -1 penalty per Spell Level. A full day
of R&E means at least six hours uninterrupted. |
The Magni can opt to take extra time to make success more likely; if they take
twice as long between checks they get a +1 bonus per doubling of time; thus two
days per check grants a +1 bonus, four days grants a +2 bonus, eight days grants a +3
bonus and so on. The extra days spent in this fashion increase the total amount of R&E time required,
obviously. |
If any of these Daily R&E Skill Rolls are failed
the Magni has botched the job somehow and cannot create the Spell. The
Magni may not try to create that Spell again until
their appropriate Magic Skill
Roll has been raised a level and their VPP has been increased by 15 Pool, starting over
again at the beginning of the Research &
Experimentation cycle. |
Example: Veris creates a new Comprium (Corpia) Spell: |
Veris' Vista-spanning Vision: +10 versus Range Modifier for Sight Group
(15 Active Points); Concentration (0 DCV; -1/2), Gestures (-1/4), Incantations
(-1/4), Extra Time (Delayed Phase, -1/4), 4 Continuing Charges lasting 1 TURN
(-1/4). |
Real Cost: [6 points] |
Veris must spend 15 hours (1 hour per Active Point) of in-game time conducting
Research and Experimentation for this new Spell. At the end of each Day that he
works on the Spell he must make a KS: Comprium Skill Roll at -1 (for 15 Active
Points). |
If Veris spent two Days before making a roll he would gain a +1 bonus, and if
Veris
took 32 Days to work on the Spell before making a Skill Roll he
would receive a +5 bonus on his Skill Roll for that time bracket. |
In this case for such a simple Spell Veris simply puts in a long day and makes
the roll easily, and has successfully created the Spell. |
NOTE: The appropriate materials clause is a direct opportunity for a GM to hamper the creation of a particular Spell as they see fit. A GM might also decide to impose Skill Roll penalties for substandard equipment, less than ideal circumstances in game, or any other inconvenience as they see fit. |
Lenient GM's or GM's favoring diversity will likely hand wave
such requirements away in most cases, but GM's favoring a more controlled
environment or those wishing to emphasize the difficulty of making original
Magic will likely take the opportunity to limit creation of Spells in this
fashion. |
SIMILARITY BONUS |
If the new Spell is very similar to
one the Magni already knows, the GM should consider allowing a
similarity bonus
on the creation of a "variant". Thus if a Magni is adjusting modifiers or
dice of effect or making a more powerful version of a Spell they already know,
they should benefit from a significant bonus, up to the Spell Level of the
existing Spell they are basing the new Spell on (treat Level 0 Spells as +1 in
this case). |
When determining degree of similarity, the same principles discussed earlier for
learning Spells should be applied. |
If a Magni were creating a Spell that was identical in every
particular to a Spell they already knew, differing only in dice of effect or
with an additional adder then the similarity bonus should be equal to the Spell
Level of the version that they already know. |
EXAMPLE: Veris later wishes
to improve his Vista Vision Spell and Researches Veris' Vestable Vista-spanning Vision: |
Veris' Vestable Vista-spanning Vision: +10 versus Range Modifier for
Sight Group, UBO (+1/4), Limited Range (4" + 1" per 15 Pool in VPP; +1/4), LOS
Not Required To Maintain (+1/2) (30 Active Points); Concentration (0 DCV; -1/2),
Gestures (-1/4), Incantations (-1/4), Extra Time (Delayed Phase, -1/4), 4
Continuing Charges lasting 1 TURN (-1/4) |
Real Cost: [12 points] |
The GM determines that this Spell
is practically the same as the original, but because the original Spell is a Level
0 Spell he only grants a +1 Similarity Bonus. |
EXAMPLE: Veris earlier learned Eravor's Eerie Evisceration, a 5th Level
Potensium Spell. While the Evisceration is a fearsome Spell, Veris wants to be
able to cast a weaker version which will take up less of his VPP Real Cost
allocation. |
Veris designs the new Spell, Veris' Lesser
Evisceration, as a 60 AP Power/3rd Level Spell, merely reducing the dice of
effect of the base Spell. Because the new Spell is essentially identical to the
more powerful Spell, Veris gets a +5 bonus (equal to the Spell Level of the higher level Spell) to his Skill Roll to create it --
he's virtually assured to succeed. |
LEARNING A NEWLY CREATED SPELL |
A Magni automatically knows any Spell they have
successfully created. Since a Magni can only know six Spells
per Spell Level this means that if they already know six Spells of a given Spell
Level then they may not create Spells of that Spell Level. |
Creating New Magic Items |
Magni have a healthy tradition of
making Magic Items. Magni can create new Magic Items using the Item
Creation Skills indicated on the Skills chart above, and as described in
more detail in the Creating
Magic Items page.. |
Magni can only use Wandcrafting, Scroll Scribing, and
Alchemy to create Ephemeral Items from Spells on their Known Spells List.
Magni can use Artificing to create Permanent Magic Items, but the Active
Points of the individual abilities in the Item cannot exceed the size of the
Magni's VPP Pool. |
As noted in the Magic Item creation guidelines, in
addition to the Item Creation Skill, a Magni must also have the appropriate
Magic School Skills for the effects they are trying to place into Magic
Items; Spellcraft cannot be used for this purpose. |