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Awesome Powers 16: Spellcraft

Official Forum for the development of the Awesome Powers line.
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BASHMAN
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Awesome Powers 16: Spellcraft

Post by BASHMAN »

So I have been adapting the Spellcraft power from the BASH! Fantasy Grimoire of Magic supplement to see how it would work for superheroic games, and I think I have it. What do you think?
Spellcraft
Cost: Level (1-10 Pts) New Power, Charges
Instead of being able to cast a few spells at will, you have memorized a great many. However you can only cast a few per day.
Special Mechanics: Spellcraft can be used both as a replacement for, and as a supplement to, the existing magic system, with the permission of the Narrator. The increased versatility of Spellcrafting is offset by the limited number of spells the caster can use per day. It might also more closely emulate a certain style of magic that is more common in certain fantasy or horror genres.
The Spellcraft power requires a focus, usually a spellbook (but tattoos, runes, or some other focus would also work) in which the spells are stored. This does not count as a Limitation on the power, and has no effect on the point cost.
Each Rank in Spellcraft gives the caster 5 Character Points worth of powers that function as magical spells in their focus, and allows them to cast one of them once per day. So a caster with Spellcraft 3 would have 15 CP worth of magical spells in their spellbook, and be able to cast three times per day from the listed spells. The caster can choose to cast the same spell more than once. If the user is unable to get sufficient rest between days, the Narrator might declare that they regain fewer castings back, possibly even none. Likewise, if the user is separated from their focus, or the focus is in some way ruined (like magic tatoos being covered or a spellbook being doused in ink), they would be unable to use Spellcraft until the focus is restored.
As an option, Narrator might decide that magic learned through Spellcraft is something that anybody can learn how to do, even people with the Normal Disadvantage, so long as they have the focus in their possession and have trained in the use of the Spellcraft power. As a result, a campaign in which there are magical cultists might have otherwise “normal” cultists wielding magical powers. However, one cannot simply pick up a spellbook and start blasting like picking up a gun; they would have to spend considerable time learning how to use the item (and if it were a permanent change to the character, it would require adjusting the character’s build, probably 1 Rank at a time as they gradually learn more spells).
Common Enhancement: Extra Effect (grants the user an additional two castings per day; this can only be taken once).
Common Limitation: Diminished X (Castings: the user has two fewer castings per day than their Rank might indicate). Time (instead of daily, perhaps spells only are restored weekly).
This seems like it might be especially appropriate and useful to include in a lower-powered "Mystery Men" / "Pulp" style campaign to allow more magical versatility while keeping the point cost low.
Chris Rutkowsky
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MrJupiter
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Re: Awesome Powers 16: Spellcraft

Post by MrJupiter »

This Narrator's option, of any "Normal" character being able to learn Spellcraft, might suggest that this power deserves being placed in the INTENSE TRAINING POWERS category (though with the obvious caveat that this is at each Narrator's discretion).
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BASHMAN
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Re: Awesome Powers 16: Spellcraft

Post by BASHMAN »

MrJupiter wrote: Sat Oct 10, 2020 8:46 pm This Narrator's option, of any "Normal" character being able to learn Spellcraft, might suggest that this power deserves being placed in the INTENSE TRAINING POWERS category (though with the obvious caveat that this is at each Narrator's discretion).
That is a good point-- instead I think I might move that section to the "Common Enhancements" part and list Esoteric Training as a common enhancement for people with the Normal Disad to use the power.
Chris Rutkowsky
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