Help with a Sorcerer character

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BlueBullet
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Help with a Sorcerer character

Postby BlueBullet » Thu Nov 07, 2013 5:24 pm

Hello again everyone, need your advice for one of my players.

We're starting a new series of adventures very soon, and at this point, his character is an apprentice sorcerer, and has just regained his spell book. We both want to work a mechanic where he'll use the book to learn new spells, being able to interchange his magic spells outside of missions. He'd learn the spells using his Ritualist advantage and the Ritual method.

The only problem I've found is how this would work in terms of power points. The only thing I can think of is to go outside the game system, whereas the player would have a Power Point Pool, say about 60 points, which he can use to assign spells, which would also prevent the character from being too overpowered, especially since some of the spells acquire a lot of PPs to use them permanently.

What do you think? Any ideas are welcome :)

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Mr Mole
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Re: Help with a Sorcerer character

Postby Mr Mole » Thu Nov 07, 2013 6:35 pm

So Variable with the Slow flaw, give or take a bit...?

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Bladewind
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Re: Help with a Sorcerer character

Postby Bladewind » Thu Nov 07, 2013 8:40 pm

I'd say build the character as normal and have a complication around the spell book.

Between scenes or adventures (at whatever interval you set) he can swap out points in his spell array for different spells. Whether you want to handwave the Ritualist advantage's effects to do so in entirely up to you. Just remember to account for Extra Effort/ Power Stunts.

I kind of see this character as a battlesuit. Back at the base, there are alternate battlesuits that only he can use. There's also extra equipment that can be swapped out. Going to the base, inventing the needed weapon, taking out the wrist rockets so that there's space to install the tractor beams is either power stunting or taking the time to actually trade out the components is all merely fluff descriptor.

Used sparingly for these types of characters I don't see an issue. Just as I don't see an issue with a character who was written to be able to run up walls but constantly phases through them as a power stunt to flip the points around and power stunt running up the walls instead...

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Re: Help with a Sorcerer character

Postby Monolith » Fri Nov 08, 2013 9:51 am

You can do anything you want with M&M. Why try and copy a crappy D&D magic system with it?

In the comics mages study scrolls and books to learn new spells to add to their repertoire. In the game that is handled by spending 1 point for an alternate effect or power stunting. It's somewhat assumed a mage has learned hundreds of spells in his life even if he hasn't paid for them all: some of them are just used too infrequently to be paid for so they are power stunted.

I'd probably handle a D&D type of situation with a complication that limits the number of power stunts you can do per adventure due to having a limited spell book. You always have your base spells and then maybe or limited to 1-4 power stunts: roll a d20 to determine the value from 1 to 4.

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ZuluEchoNovember
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Re: Help with a Sorcerer character

Postby ZuluEchoNovember » Mon Dec 30, 2013 11:01 am

I spent some time awhile back trying to come up with a character building solution for this very kind of problem, and one idea I had was as follows:

First, the sorcerer/wizard/mage/spell-casting character has a basic Magic power Array with an ability or spell that they inherently do very well as well as the Ritualist advantage.

Second, they have a spell book device that allows for several uses of Extra Effort, limited to power stunts but without incurring fatigue, per adventure that require a full round action (describable as flipping through the book for the necessary page). The number of uses can be lowered, probably should be limited to half-PL, but this is a basic 5-points version.

Spell Book: 5 points, Easily Removable (-2 points) • 3 points
    "I have a spell for that!": Features 6 (Six uses of Extra Effort to power stunt a new spell off his Magic Array without incurring fatigue), Activation (Move Action) • 5 points

Third, add on a complication that amounts to GM Fiat Plus. The GM has more opportunity to hand out a hero point to the character for disallowing an action taken using the spell book. Also, it provides good precedence for the GM to simply disallow a spell they consider to be ill-conceived or game-breaking without handing out the hero point. Perhaps the spells in the book all have to be written out ahead of time providing a real list of limited choices. New books with new spells can be acquired later, etc.

"What page was that on again?": Eoin has access to many, many spells, but sometimes it's difficult to locate the right page in his spell book to recite the spell.

As the game progresses, the player can buy spells they like to use a lot as permanent alternate powers in their Magic Array.
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hypervirtue
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Re: Help with a Sorcerer character

Postby hypervirtue » Mon Dec 30, 2013 2:47 pm

Hrm...

Spell Book
Cost: 6/Rank +1 (-2 for ever 5 Points)
Action: Standard
Range: Personal
Duration: Sustained

Effect(s): Variable (Magic Spells)
Flaw(s): Unreliable (5 uses), Removable x 2

-----

This way you'd have your "Alternate Power" (IE your "go to" spell) and you'd have 5 uses of any kind of spells you can whip out of the book.

-----

Example:

Spell Book 10 (40 points total)
Cost: 6/Rank (-2 for ever 5 Points)
Action: Standard
Range: Personal
Duration: Sustained

Effect(s): Variable (Magic Spells)
Flaw(s): Unreliable (5 uses), Removable x 2

50 points to spend on any "magic" spell. Each time the array is changed it takes 1 use of the book. In order to allow you to know your "one spell" really well. Make sure to include it whenever you make a power with variable.

Example:

Defensive Magic: Mage Armor: (10 pts)
Effect: Protection 10

Offensive Magic: Magic Bolt (21 pts)
Effect: Damage 10
Extra: Ranged, Alternate Power: Sleep

Offensive Magic: Sleep (Alt. 20)
Effect: Affliction (Fatigued, Exhausted, Asleep) 10
Extra: Cumulative

Utility Magic: Teleportation (19 pts)
Effect: Teleport 9
Extra: Turnabout
One can lift a rock with pure power, but a pure heart can move mountains.

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digitalangel
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Re: Help with a Sorcerer character

Postby digitalangel » Fri Jan 03, 2014 11:11 am

If you are wanting the character to carry the book around in battle just set it up as a Magic array, possibly with the unreliable flaw if you want to simulate him not always being able to find the spell he wants. You can also make some portion of the spells unreliable (ones not often referenced), while others are used so much the book almost falls open the the correct page automatically.

If you are wanting the character to keep the book at his base/home/whatever and memorize certain spells ahead of time before each mission, Variable with the slow flaw works great, possibly with a second flaw of being limited to only spells he has researched and put into the book in the past from the ritualist feat. This of course means having to keep track of what spells you (as the GM) have let him get his hands on. You can allow (or not, depending on how costly you want it to be in your setting) an array to be built within the points from Variable to simulate the spells currently memorized.

A third approach is keeping the book at home, and saying the the character has to prepare and enchant scrolls/mix potions/charge amulets/etc. at his base and then treat the scrolls/potions/amulets like an equipment pool for each mission. Once a scroll is read, the words disappear from the page, potions are empty, the amulet runs out of charge and use the limited uses version of unreliable to mimic this, possibly with multiple ranks of unreliable on things you want to only have 1-2 uses instead of the normal 5.

If you want the character to permanently know some spells have have to reference the book for others you can mix and match or you can use the Feature version of the spellbook that ZuluEchoNovember suggested.
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