Ragitsu Posted January 15, 2014 Report Share Posted January 15, 2014 I'd like stats for a magic staff that allows a spellcaster to not require their energy reserve when holding said staff. Helpful contributions towards this desire are much appreciated! Quote Link to comment Share on other sites More sharing options...
Tasha Posted January 15, 2014 Report Share Posted January 15, 2014 Aid to End Standard Effect. The end comes from the Staff first, then from personal end.or if the Casters use an End Reserve for Mana. Just have a mana reserve built into the staff. Just handwave that you pull end from the Staff first. Quote Link to comment Share on other sites More sharing options...
L. Marcus Posted January 15, 2014 Report Share Posted January 15, 2014 Naked 0 END Advantage on a OAF, statted for, oh, say 100 Active Points ... That's what, 25 Real Points? Quote Link to comment Share on other sites More sharing options...
NuSoardGraphite Posted January 15, 2014 Report Share Posted January 15, 2014 Naked 0 END Advantage on a OAF, statted for, oh, say 100 Active Points ... That's what, 25 Real Points? This one right here. Or 1/2 End if you feel uncomfortable with 0 End. That alone would be a huge help to most spell casters and would be a huge reason why they would all carry magical staffs. Also, the staff could have a small bonus to the Magic Skill roll built in. +1 or +2 at most. (a really powerful one might be +3) Quote Link to comment Share on other sites More sharing options...
Ndreare Posted January 15, 2014 Report Share Posted January 15, 2014 How many active points are the Mage spells and how many does he wasn't too use at one time? Quote Link to comment Share on other sites More sharing options...
massey Posted January 16, 2014 Report Share Posted January 16, 2014 50 End, OAF Quote Link to comment Share on other sites More sharing options...
Christopher Posted January 16, 2014 Report Share Posted January 16, 2014 Naked 0 END Advantage on a OAF, statted for, oh, say 100 Active Points ... That's what, 25 Real Points? A Naked Advantage is the most fitting answer. Wheter you use 0 END or 1/2 End is up to you. 1/2 Sounds very helpfull already. Keep in mind that the effect get's halved when combined with Autofire Spells (or you have to buy up to the +1 Version of 0 END to fully cover Autofire Spells). Also not that if the spell has any Increased Endurance Limitations, those have to be taken care of seperately using APG I 142's buyoff rules. That can become a problem (as the buyoff is so far only desigend to work on single powers). One other version I can think off: Endurance Reserve (X END, Y REC), OAF (-1) plus Group Naked Advantage "Power Can Draw END From Character Or Endurance Reserve (+1/4)" for up to 100 AP of Spells, 25 AP, OAF (-1) Basically this gives you an extra Mana pool with Seperate Regeneration. The Naked advantage is nessesary as likely the spells are not written with the Advnatage so they could not draw from the End Reserve (by default Powers use either Personal END or endurance Reserve, defined when writing them up). As a GM you could wave the need for it in this case. Quote Link to comment Share on other sites More sharing options...
Markdoc Posted January 18, 2014 Report Share Posted January 18, 2014 I'd go for a simple build: + x END, only for casting (-1/2), OAF. That's simple to run and avoids the difficulties you get with a naked reduced END advantage and powers with nonstandard END requirements, like spells with reduced END, autofire or the increased END disadvantage. It also avoids the nonintuitive issue you get that a staff built as a naked advantage only helps weaker spells, so when you really need help to cast a powerful spell with a high END cost, the staff built to help with END use ... doesn't help. Cheers, Mark Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.