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Save_vs_DM:
Yeah, at this point I think I'm just gonna drop Signature Spell. It's a fun idea (in my head) but there's just no way to make it balanced and interesting. And it's not like wizards need any help.

citadel97501:

--- Quote from: Save_vs_DM on April 26, 2011, 05:09:47 AM ---Yeah, at this point I think I'm just gonna drop Signature Spell. It's a fun idea (in my head) but there's just no way to make it balanced and interesting. And it's not like wizards need any help.

--- End quote ---

I didn't mean it wasn't balanced, I was just thinking that it should be examined and then compared to the rest of what a wizard can do, remember its always worth it to examine something carefully rather than just trash it. 

As someone who was part of a team rewriting the old Vampire the Masquerade Larp rules, we had a lot of minor things we thought might be to strong, but after play test they worked incredibly well. 

(PM me if you want to take a look at our book, we have had 40 players on it for the last 6 months.)

Save_vs_DM:
Here are the revisions to the powers I'm working on. I think they work better now. Plus a new flaw for spellcasters.

Focused Study [–0]
Musts: Channeling and/or Ritual.
Description:  Experienced focused practitioners learn in time how to refine and focus their abilities, gaining a deeper understanding of their one particular area of study.
Skills Affected: Discipline, Conviction, Lore.
Effects:
Intense Focus. You have chosen to focus heavily upon one particular application of spellcraft. When you take this power you forever give up the ability to upgrade Channeling to Evocation or upgrade Ritual to Thaumaturgy.
Focused Specialization. You may now choose to gain specialization bonuses when buying the Refinement power.

Focused Mastery [-1]
Musts: Focused Study
Description: With experience comes eventual mastery. A few focused practitioners have learned how to unlock their full potential and gain an incredible amount of mastery over their chosen area of spellcraft.
Skills Affected: Conviction, Discipline, Lore
Effects:
Esoteric Lore. You roll Lore at +1 when dealing with magic particular to your area of focus (as determined by your element, ritual, or theme).
Potent Specialization. You no longer need to structure your specialization bonuses for each ability according to the same “column” limits for skills (see page 65). You still cannot have any specialization bonuses higher than your Lore skill.

Rote Reliance [+1]
Musts: At least one rote spell.
Description: You aren't very good at improving with your magic, preferring to stick to a few well rehearsed and known spells.
Skills Affected: Conviction, Discipline, Lore
Effects:
Improvisational Block. You suck at casting any spell you haven't worked out ahead of time. When casting  non rote spells, consider your Conviction and Discipline to be 2 steps lower than the actual ratings.
Total Reliance [+1]. You are totally reliant upon a few well rehearsed spells. The only spells you can cast are rote spells. When casting such spells you must roll to control the power as if you were casting them normally.

Signature Spell [-1]
Musts: At least one rote spell.
Description: You are well known for one spell in particular. You might be a one trick pony, but it's a damn good trick!
Skills Affected: Discipline, Conviction, Lore.
Effects:
Choose one of your rote spells when you buy this power. This spell then becomes your signature spell and gains the benefits listed below when you cast that spell by rote. You may only have one signature spell at a time. At the game masters discretion you may be able to change your signature spell after a Significant or Major milestone.
Efficient Spellcraft. You've refined one spell so greatly that you can cast it with incredible efficiency. When determining the mental stress cost (page 250) of your signature spell, consider your Conviction to be 1 step higher than its actual rating.
One Last Spell. You've learned to keep a little bit of energy in reserve for your favorite spell. You may spend a Fate Point instead of taking metal stress when casting your signature spell.

Sanctaphrax:
These look much better. Playtesting is needed, though. Rebates should be handed with special care. Especially if spellcasters are expected to use them.

A couple minor issues:


--- Quote ---Efficient Spellcraft. You've refined one spell so greatly that you can cast it with incredible efficiency. Treat your Discipline as if it were one rank higher than normal when determining the amount of mental stress you take when casting your signature spell.
--- End quote ---

I think you mean Conviction, not Discipline. Although letting the player choose between +1 power or +1 control might be a good idea.


--- Quote ---Improvisational Block. You suck at casting any spell you haven't worked out ahead of time. You roll Discipline at -2 when casting a non-rote spell and such spells cost one additional point of stress.
--- End quote ---

What does "one additional point of stress" mean? Does it just mean -1 power? Or do all non-rotes cost 2 stress at a minimum?

Save_vs_DM:

--- Quote from: Sanctaphrax on April 27, 2011, 03:23:03 AM ---I think you mean Conviction, not Discipline. Although letting the player choose between +1 power or +1 control might be a good idea.
--- End quote ---
I do indeed mean Conviction. Maybe wording it with +1 control or power would be better.


--- Quote from: Sanctaphrax on April 27, 2011, 03:23:03 AM ---What does "one additional point of stress" mean? Does it just mean -1 power? Or do all non-rotes cost 2 stress at a minimum?
--- End quote ---
I mean that all spells cost 2 stress at minimum.

I've edited the powers for clarification and to reflect the changes.

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