Role-Playing and Other Games > Semi Free-Form Deryni Gaming

Rules Errata

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Bynw:
Well this is the place for new rules. And rules clarifications. And even possible discussions of such changes.

Bynw:
The main power of the Deryni, in game, come from the following Traits:  (alphabetical listing)


Power (Deryni): Also, I can kill you with my brain. You have power because of your species or you are a human that has been granted power by another Deryni. You can read minds of others, create hand-fire or light a campfire or candle, you can tell if someone is lying. And you can communicate telepathically with others. Doing this is an action, and you must make a Test at a Disadvantage 1d6. If you are trying to manipulate an object or creature, you must have eye contact with it. You can also perform a simple Ranged attack, such as throwing a ball of kinetic energy, which is treated just like any other Ranged attack in Combat. Or even stopping someone's heart from a short distance.

Ritual Magic (Deryni): Given the Sacred Space and nothing is impossible. You are more adept at channeling the arcane power flowing through your veins and can empower greater magical effects through rituals. There are specific rituals for nearly every purpose. With a successful Test, you can affect a wider area, more targets, or create a more powerful result. As always, the Game Master is the judge of what you can and cannot attempt to do. You can dispel the magical effects of Artificer objects. Ritual Magic is a Standard Test that succeeds on a 4,5, or 6 due to the focal nature of Rituals. This Trait requires the Spell-Trained Trait.

Spell Master (Deryni): Be prepared to be impressed. You have learned to push your inherent magical abilities to their upmost potential. All of your Deryni power Tests at an Advantage. The Game Master is the judge of what you can and cannot attempt to do. This Trait requires the Ritual Magic Trait.

Spell-Trained (Deryni): A fully trained Deryni is dangerous. You have been given a full set of training in the Deryni Arts. There is almost nothing you cannot do with your powers. You use a Standard Test 2d6 on all of your Deryni powers now. This Trait requires the Power Trait.


The current order in which they must be learned currently by how its listed is this:

Power --> Spell Trained --> Ritual Magic --- Spell Master
I've been thinking about that I really think it should be switched up just a bit and become the following instead:

Power --> Spell Trained --> Spell Master --> Ritual Magic

The reasoning behind this is simple. Using how these Traits are currently defined. Ritual Magic is capable of just about anything the Deryni mage needs it to be capable of doing. She just needs the correct Ritual and time, place, and possibly more mages to join in with her to get it accomplished.

That seems to me something only Masters are capable of doing and creating such Rituals. Like Camber doing the original human empowering Ritual.

Thoughts/Comments/Am I insane or right on Track!

DesertRose:
I'm not sure that one should be required to have Spell Master in order to have Ritual Magic.  It is possible to conduct rituals at an intermediate level of aptitude/training, particularly rituals that aren't as high-order as empowering a human.  Perhaps they need to be adjacent skills that can be acquired in either order, both requiring the Power (Deryni) and Spell Trained traits?

In other words, to perform a ritual requiring a high level of training and skill, one would need to have both Spell Master and Ritual Magic as traits, but to perform a lower-level ritual, such as setting a simple Wards Major, one would need only to have Ritual Magic but Spell Master would be in the category of "nice to have but not mandatory."

Bynw:
so

Power --> Spell Trained --> Ritual Magic or Spell Master

That is something to think about as well. Might have to reword and clairify the Spell Master Trait going that route. Not a big issue but something will have to be noted.

DesertRose:

--- Quote from: Bynw on May 19, 2018, 11:45:08 am ---so

Power --> Spell Trained --> Ritual Magic or Spell Master

That is something to think about as well. Might have to reword and clairify the Spell Master Trait going that route. Not a big issue but something will have to be noted.

--- End quote ---

Yes, although I'd suggest "and/or" rather than just "or," since the traits are not mutually exclusive and in some cases would both be required for a particular operation.

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