This started with a very simple idea. I wanted to be able to sit in a space and meditate, and protect a three-story building from all unapproved magic. I wanted a ward that I could lay on a person or thing (including myself) that would protect them against adverse magical affects, but wouldn't interphere with, say, them being healed. I attempted to mechanic this with very high levels of the AntiMagic power with selective effect (for the first part) and an extra level of that with a slew of enhancements and limitations for the ward. Many of these enhancements were bought with the intention of only affecting the use (or even only the global use) of the Mage Static power. This has had the side effects of letting me hit a larger area than I originally intended (my fault, I miscalculated when buying the power, but that's not so bad), being able to strip the power of other mages away temporarily (at the rate of three levels of all powers per second..effectively disabling a mages magic in 2-6 seconds), and defining adverse magic as that not cast by an approved source. In addition, levels are very cheep but have vast effect...decreasing my effective range to it's original intend gives back sometihng like 2 points. Here's a scratchboard to see other ways I could have (should have, perhaps) tried to do this. Main Plan: Use enhancemens and limitations, applying them at half value where I only wish them to affect Mage Static, or Global Mage Static. Assume the "lay and leave" effect of the ward is a 30% advantage, being mostly the instant enhancement (20%) but also resembing the friendly subcontious enhancement, save doesn't work when I'm KOed (25%). 15 levels +1 ward. o Effect: Meets criteria. Area a bit larger, can strip power from other mages, "bad" magic that not cast by people on the acl (acl changed by recasting). Can strip power from mages and do damage to spirits as an area effect (also strips party mages). Never thought of that before. Eek. o Cost: 25.2 points -1.5 per level, -.15 if ward just instant, -.075 if ward subcontious, +.325 if ward both. Alternate A: Purchase the full power to same levels, enhancements affect Nullify as well. o Effect: same as above, but Nullifying an area doesn't bother the party. o cost: 40+ points, just not happening. Alternate B: buy only the Mage Static subpower, same "lay and leave" enhancement. 15 levels +1 ward. o Effect: Meets criteria. Area a bit larger, "bad" magic that not cast by people on the acl (acl changed by recasting). Retro: I couldn't have tried to nullify that wraith last run...I suppose I could have tried to banish it instead, since both failed. I think I would have one taint, rather than one karma, and the rolls would have been different. Eh. o Cost: 25.6 points -1.5 per level. -.2 if ward just instant, -.1 if ward just subcontious, +.5 if ward both. Ah. Here's an alternate that costs the exactly 1/2 point more, and amuses me...PrivateTristianGAntiMagicTake2
2002/03/08 10:34 EST (via web):
The Ritual Magic path mechanic isn't in game right now, and won't be used for Boston instinctive magicians even when it is in game. The "lay and leave" effect of the ward works outside of line of sight, tracks regardless of your location, and in general seems much more like something which requires ThreadWeaving than a Boston magic power... also, "only affects Mage Static" isn't a 50% limitation, it's closer to 25ish, I have to look at G:Psi to tell. --bts
2002/11/08 20:56 EST (via web):
Ref PrivateTristianAntiMagicTake2 for more comments... just having "effects only Mage Static" as a 20% or 25% limitation results in the same power level for almost the same cost, which I don't think is actually what you want (after all, limitations and enhancements pair, so the % cost of the enhancements is reduced by the % cost of the limitation, not multiplied by it). Perhaps this wasn't clear...in order for "lay and leave" to work outside line of sight, the power also has the 40% enhancement "movable area of effect" which allows it to be anchored on an object. I think it's "movable area of effect" that is causing you the most problems. Oh...how much of a limitation is "works only with a ritual link," i.e. the "works like shadowrun magic" limitation? Obviously doesn't apply to the ESP power, or any power where the subject needs to be present and in LoS anyway. Knowing this makes calculations much easier. Erk...just had a thought. Using a ritual link, how does one calculate distance? If the target's distance is still involved, that's a huge amount of power to cast across the ocean. If it's just to the link, then the "works like shadowrun magic" limitation just becomes "works only in LoS" or possible "Works only in LoS or on Self." Just a thought. --zebediah