02-08-2016, 04:16 AM
(This post was last modified: 02-08-2016, 04:19 AM by Magikeeper.)
Alright! Aside from what you've asked for help with:
Backstory: Looks good! A few comments: His father's religion is reasonable enough, although I don't imagine it is a very widespread one.
The promised magic dump: I was thinking magic use generally falls into two categories - external and internal. The end results are the same, but some folk (most pure humans) mostly draw in and convert surrounding magical energy while others (more fey-ish people and individuals with LTs that effect their body - like Adonis as it were) tend to convert the magic their own body produces. It's generally not either/or - most people use a mixture of both types when casting spells. Avarka has a high concentration of magical energy compared to distant lands - it might make more sense if his father / grandfather / great-grandfather was an immigrant from beyond the western see where regular humans would have more trouble casting spells. It might seem very unnatural indeed to arrive in a land where almost everyone has at least has the potential to cast a little magic.
--
On Minors:
Blacksmithing: Crafting rules are still being played around with. Anyway, this is fine. If you want to tweak/replace/etc this later once we better define crafting that's also fine. Suggesting crafting rule ideas is also fine! Hrm.. I could just move the crafting rule suggestion thread to the member lounge..
The Malediction: The effect is fine. Since it is slightly different from primal rune I'd go with:
An iron gauntlet/glove (mod 3) with sharp claws.
> The Malediction modifies any runes on it, slightly tweaking their effect to better fit its grasping, wicked nature.
> Primal Rune Effect: Once every three posts, the gauntlet is able to catch an energy projectile and hold it briefly before sending it back.
The blessing: A single non-magical weapon wouldn't count as minor - he can just have this. I'd mention what it is made out of (steel?)
Spatial Awareness: This is fine.
Extended Sense: Depending on how it is supposed to work, this ranges from strong to incredibly strong. Safe scouting is nothing to scoff at. Perfect, undetectable scouting without a defined range is... problematic. There are a few ways to tweak this:
> Focus on finding something specific - perhaps he can ping things/people he has a piece of (like a lock of hair).
> Very short range but more universal in use.
> A mixture of the previous two.
> Replace it with something else entirely (give The Blessing a magical effect?).
On Anti-Magic: Well, he has the human racial ability to shrug off direct magical effects. He also has projectile redirection, and high level primal magic has a lot of anti-magic / messing around with spells effects. I think he's going to have a lot of anti-magic without putting more into it. I guess he could have some sort of "people I injure can't cast spells above Yth level for X posts" or "I sense when magic is being used in the area" or "area dispel once every Z posts" ability.
OOC-wise, we've avoided ways of completely shutting down spells as people that are good with weapons shouldn't need to do that to compete and getting completely shut down isn't all that fun. We've striven to avoid making spells so strong that that level of anti-magic needs to exist. If we missed something in the spell system we'd rather fix the spell issue than have some sort of mages-get-to-do-nothing-now-sorry power be in the setting.
Backstory: Looks good! A few comments: His father's religion is reasonable enough, although I don't imagine it is a very widespread one.
The promised magic dump: I was thinking magic use generally falls into two categories - external and internal. The end results are the same, but some folk (most pure humans) mostly draw in and convert surrounding magical energy while others (more fey-ish people and individuals with LTs that effect their body - like Adonis as it were) tend to convert the magic their own body produces. It's generally not either/or - most people use a mixture of both types when casting spells. Avarka has a high concentration of magical energy compared to distant lands - it might make more sense if his father / grandfather / great-grandfather was an immigrant from beyond the western see where regular humans would have more trouble casting spells. It might seem very unnatural indeed to arrive in a land where almost everyone has at least has the potential to cast a little magic.
--
On Minors:
Blacksmithing: Crafting rules are still being played around with. Anyway, this is fine. If you want to tweak/replace/etc this later once we better define crafting that's also fine. Suggesting crafting rule ideas is also fine! Hrm.. I could just move the crafting rule suggestion thread to the member lounge..
The Malediction: The effect is fine. Since it is slightly different from primal rune I'd go with:
An iron gauntlet/glove (mod 3) with sharp claws.
> The Malediction modifies any runes on it, slightly tweaking their effect to better fit its grasping, wicked nature.
> Primal Rune Effect: Once every three posts, the gauntlet is able to catch an energy projectile and hold it briefly before sending it back.
The blessing: A single non-magical weapon wouldn't count as minor - he can just have this. I'd mention what it is made out of (steel?)
Spatial Awareness: This is fine.
Extended Sense: Depending on how it is supposed to work, this ranges from strong to incredibly strong. Safe scouting is nothing to scoff at. Perfect, undetectable scouting without a defined range is... problematic. There are a few ways to tweak this:
> Focus on finding something specific - perhaps he can ping things/people he has a piece of (like a lock of hair).
> Very short range but more universal in use.
> A mixture of the previous two.
> Replace it with something else entirely (give The Blessing a magical effect?).
On Anti-Magic: Well, he has the human racial ability to shrug off direct magical effects. He also has projectile redirection, and high level primal magic has a lot of anti-magic / messing around with spells effects. I think he's going to have a lot of anti-magic without putting more into it. I guess he could have some sort of "people I injure can't cast spells above Yth level for X posts" or "I sense when magic is being used in the area" or "area dispel once every Z posts" ability.
OOC-wise, we've avoided ways of completely shutting down spells as people that are good with weapons shouldn't need to do that to compete and getting completely shut down isn't all that fun. We've striven to avoid making spells so strong that that level of anti-magic needs to exist. If we missed something in the spell system we'd rather fix the spell issue than have some sort of mages-get-to-do-nothing-now-sorry power be in the setting.



