Talk:Casting Attribute
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Casting Attribute Selection
I'm very enamored of the player being able to choose ANY of the 12 base attributes as her casting attribute and receive a small magic bonus for it -- this allows greater customization, encourages tactical combat, and aids roleplaying. That said, at present our rough draft of this list is uneven -- some may be much more beneficial than others, and a few were hard enough to visualize that we haven't come up with any satisfactory bonuses.
- Muscle
- ✓ Aggressive, forceful, and relies upon physicality and raw power. Able to cast using only gestural elements; requires no incantation for spells.
- Agility
- ✓ Quick, fluid, and tough to pin down. If the caster successfully dodges an attack spell, he gets +4 on his next Attack Spell.
- Endurance
- ✓ Steadfast, sturdy, and skilled at manipulating the flow of life energy. Channeling Health into Mana has no Fate cost.
- Intellect
- ✓ Studious, scholarly, and well-versed in recognizing and responding to the arcane. When this character makes a successful Counterspell, his opponent takes the difference in opposed rolls as Damage.
- Insight
- ✓ Intuitive, sensitive, and adept at unraveling negative magic. When this character makes a successful Dispel, she receives Mana equal to the original casting cost of the nullified spell.
- Cunning
- ✓ Devious, pragmatic, and excels at knowing the odds. Can identify other mages and their Casting Attributes on sight.
- Charm
- ✓ Confident, personable, and at home addressing large groups. +2 bonus to Casting roll against multiple targets.
- Persuasion
- ✓ Glib, loquacious, and especially effective one-on-one. +2 bonus to Casting roll against a single target.
- Presence
- ✓ Charismatic, glamorous, and mesmeric. Able to cast using only incantations; requires no gestural component for spells.
- Courage
- ✓ Selfless, protective, and skilled at mystically defending others. Can Counterspell spells targeted at allies, not just themselves.
- Psyche
- Iron-willed, unflappable, and projects an aura of unbreakable resolve. Nearby allies may use this mage's Saving rolls against harmful magic instead of their own.
- Self-Control
- ✓ Disciplined, meditative, and trained to turn mystic energies inwards. May channel MP into HP at the cost of 1:5.
--Tinscarecrow 15:17, 27 January 2012 (EST)
- I thought Courage had +1 to MDEF ―Double Compile 11:16, 28 January 2012 (EST)
- Also, I think we should switch Persasion and Presence. I like the idea of the singing of the spell for people who cast with Presence. ―Double Compile 14:08, 28 January 2012 (EST)
- I vote to move the "speak; no gesture" note from Persuasion to Presence ―Kozak 15:32, 19 February 2012 (EST)
- I vote Cunning is "+2 Casting offensive spells" ―Kozak 15:32, 19 February 2012 (EST)
- I vote 1:5 Mana:Health for Self-Control conversions ―Kozak 15:32, 19 February 2012 (EST)
- I vote Persuasion is "+2 Casting against single targets" because Persuasion involves understanding the behavior of others as much as your own ―Kozak 15:32, 19 February 2012 (EST)
- I vote Personality is "+2 Casting against multiple targets" ―Kozak 15:32, 19 February 2012 (EST)
- I vote Courage is +2 to Casting Utility spells ―Kozak 15:32, 19 February 2012 (EST)
- I vote Psyche is +2 to Save versus Utility spells ―Kozak 15:32, 19 February 2012 (EST)
- I vote that Courage is the ability to counterspell the spells coming in to an ally. ―Double Compile 00:08, 23 February 2012 (EST)
- I vote that Psyche is the ability to roll a save for a party member targeted by a detrimental spell