QUOTE (Seth @ Jul 31 2011, 01:17 AM)
- Just a note about the world: 5th circle people are pretty rare. I know Harliquin is stated as being 14+, but to all intents and purposes he is a God (just like Dragons). Most adepts are 1st and 2nd level, less than 1 in 1000 get to 5th. A group of 5th circle adepts like yourselves is a serious force in the world. There are some people that are 8th circle, but not many and everyone in the (known) world knows them by name and deed
Second Question:
I was initially going to say a straight 'no'. Other World breaks one of the limits of sorcery, and I am playing this game RAW. As it says in Street Magic this spell is the holy grail of R&D departments the world around. However canon-wise the Immortal Elves have "previous" for knowing things before the R&D departments. Now this spell doesn't break one of the limits of magic: If you want a similar effect you can do it by binding a great form with Astral Gateway. Nip onto the astral plane. Wander around a bit. Astral Gateway back. (That works out at 1000mph, and is faster and cheaper than your own personal Jet, but not as fast as some military aircraft). I would be happy for an Astral Gateway type spell that (at the 2070 magic level) can only be cast by ritual to get from real world to Astral, but can be cast as a normal spell to get back to the mundane world. That doesn't quite give you Other Worlds, as the Other World's warps astral space as well, but it would be pretty useful.
Really? That surprises me, since it seems like there's so much of an emphasis on magic in Earthdawn (it even encourages all PC's to be adepts, even). I can roll with that, I guess.
Astral Gateway doesn't technically let a person move around the world like that through astral space, it only turns you dual-natured so even mundanes can project, but I get what you're saying. I'm even pretty sure that the teleportation-y thing that Ehran and Harlequin do at the end of
Harlequin is Astral Shift from the Lightbearers, which basically works out exactly as what you're describing, so there is canonical precedent there too. I would also be happy with a ritual spell-regular spell deal. One of the reasons why I asked about Other Place at all is that IIRC the two doors you use Other Place on can't be farther than a mile apart, which seemed reasonable enough.
Sorry to hear about Zadaine. This'll be a little hard doing the whole operation against our air defense by myself, but oh well. It'll give a bit more flexibility to practice my Phantasm use.
Street Legends is out now, and it includes stats and writeups of Lofwyr, Hestaby, and Lugh Surehand. I'll message you the stats for Lugh, since I understand you're tight on money at the moment (I probably will be again too once college starts again in a month... although I REALLY want Conspiracy THeories for Jovan
). I can also include the stats for Hestaby if you like, and since they didn't include anything specific to IE magic or draconic magic, feel free to add stuff in to surprise us. In the meantime, here's the updated version of Fearghas for this flashback:
Illusionist 10 Pts
Silent Walk (1)
Spell Matrix 1 (2)
Steel Thought (1)
Slough Blame (3)
Warrior 5 pts + 10 pts for second Discipline
Air Dance (2)
Melee Weapons (2)
Anticipate Blow (1)
Lightbearer 5 pts + 10 pts + the remainder of my resources
Edge Transfer (1)
Radiant Circle (2)
Steel Believer (1)
Power of Light (3)
Repel Horror (2)
Breath of Life (2)
Light Symbol (light spell out of something with the LB symbol)
Shimmer (makes face unidentifiable and obscured with shimmering light, I guess treat it as a disguise spell of Willpower + Lightbearer rank)
Light Sprite
Heal Believer
Ease Wounds
Edge of Light
Equipment 24pts? or maybe 22
Spell Sword (5)
Elemental Long Spear (3)
Talisman (3)
Hardened Leather Armor 5/0
AttributesBody 3 (4)
Agility 5
Reaction 3
Strength 2
Mentals unchanged
Magic 10 (6/4)
Skills Spellcasting 6 (+2 Illusion)
Counterspelling 4
Blades 4 (5) (+2 Spears)
Summoning 2 (+2 Light Sprites)
Dodge 3
Infiltration 1
Con 3
Shadowing 2
Perception 4 (karmaspec: +2 Hearing)
Artisan (Acting) 1
Negotiation 2 (karmaspec: +2 Sense Motive)
Qualities:
Got rid of the two Restricted Gears, since it seems that the sustaining foci wouldn't have existed in Earthdawn
Martial Arts (I forgot to add these to my current timeline sheet originally; I'll do that presently):
Carromeleg (+1 Surprise attack)
- Finishing Move, Watchful Guard
Spells:
Several of his spells are gone, as they edge into other disciplines than Illusionism. He still has his Increase X spells, plus Levitate (duh), Phantasm, and Physical Camouflage
Adept Powers:As present, but add Kinesics 1 and Magic Sense 1
Quickened Spells:
Keep Levitate and Increase Charisma, removed Increase Intuition for this flashback