Townopolis
2009-09-27, 11:40 PM
So, in my group's M&M game, which is more with the fantasy and less with the superheroes, I'm playing a wizard. However, the way I had him built (multiple magic arrays) wasn't working quite as well as I had hoped, and was inspiring just a little array envy in some of the other players, so I decided to try and rebuild him.
What I want is to be able to use magic to do just about anything. What does this best? Either variable powers (which every GM is advised to not let work like that) and ritual caster. So, I'm building a character around this feat.
Which leads us to: How to maximize ritual casting in M&M? The ritual casting rules as stated include implication that they work like invention rules when no differences are mention. Inventing allows taking 20 on research checks and taking 10 on craft checks.
What I have so far...
feat: Ritual caster (of course)
feat: Second chance: arcane lore
feat: Ultimate effort: arcane lore
feat: Skill master: arcane lore (+ others)
High Int.
skill: Maximized arcane lore
item: Masterwork item of arcane lore (actually a device, and of debatable legality)
power: Quickness applied specifically to research checks
feat: Luck
One thing I haven't been able to address is the 10 minute/pp casting time. I can jury-rig spells, of course, and do it well between Int, ranks, and feats. However, I'd still like to be able to pare the normal time requirement for casting down a little. If I could get it down to 5 minutes/pp, that would be great, or even 1 minute/pp.
Anything beyond that, though, would really be too much. Part of why I rebuilt the character is that being able to break out any spell at high power in one round was a tier above everyone else.
What I want is to be able to use magic to do just about anything. What does this best? Either variable powers (which every GM is advised to not let work like that) and ritual caster. So, I'm building a character around this feat.
Which leads us to: How to maximize ritual casting in M&M? The ritual casting rules as stated include implication that they work like invention rules when no differences are mention. Inventing allows taking 20 on research checks and taking 10 on craft checks.
What I have so far...
feat: Ritual caster (of course)
feat: Second chance: arcane lore
feat: Ultimate effort: arcane lore
feat: Skill master: arcane lore (+ others)
High Int.
skill: Maximized arcane lore
item: Masterwork item of arcane lore (actually a device, and of debatable legality)
power: Quickness applied specifically to research checks
feat: Luck
One thing I haven't been able to address is the 10 minute/pp casting time. I can jury-rig spells, of course, and do it well between Int, ranks, and feats. However, I'd still like to be able to pare the normal time requirement for casting down a little. If I could get it down to 5 minutes/pp, that would be great, or even 1 minute/pp.
Anything beyond that, though, would really be too much. Part of why I rebuilt the character is that being able to break out any spell at high power in one round was a tier above everyone else.