Basically, the jist is that to keep an Ability "active" you can spend half the endurance cost again...
EXCEPT when rules for keeping an Ability active over a period of rounds already exists.
For example, keeping Strength active requires half the casting cost again.
Barrier, however, has its own rules for keep Barrier active. You only spend extra endurance to cover additional damage. However, you cannot take any other actions while Barrier is effective.
Does that make more sense for you?
Arcane Magic Attribute
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- Worthy Tortoise
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- Joined: Sun Nov 20, 2005 7:21 am
You forgot one of the more interesting points of the thread; perks and flaws can be used, with GM permission, on any applicable effect. While this won’t come in useful very often, it allows for some interesting twists on certain attributes, and makes for far more diversified spellcasting. Personally I’d like to see some perks and flaws specifically created for use with non-combat attributes.
Also, when creating magical characters, don’t forget Endurance Reserves for those who prefer to draw their powers from mystic artifacts. Not only does this grant a good amount of additional endurance, but it also balances its cost nicely with the Focus weakness. In fact, this is probably the best method (at least in my opinion) for creating characters that have phenomenal magical powers, but little tolerance for direct combat.
Also, when creating magical characters, don’t forget Endurance Reserves for those who prefer to draw their powers from mystic artifacts. Not only does this grant a good amount of additional endurance, but it also balances its cost nicely with the Focus weakness. In fact, this is probably the best method (at least in my opinion) for creating characters that have phenomenal magical powers, but little tolerance for direct combat.
"Walk three steps and thousands of years may pass. Within the confines of the four pillars, even time is but a brief illusion.”
Hiraku Nishida -Gasaraki
Hiraku Nishida -Gasaraki