Foci rebalance
Nerf foci, but make them more flexible too
This is the magic rebalance section. In addition to the specific sections below, here’s a few generic notes:
I believe that, per RAW, the enchanting rules are very weak and uninteresting. They need a ground-up rewrite if they are to be as useful as spellcasting or summoning.
Mystic adepts, like magical adepts, must choose one of the three magical skills to specialise in: spellcasting, summoning, enchanting. They cannot do the other two.
Even with this change in place, I suspect mysads are still over powered. This is a start though.
Large swathes of these rules owe debt to: Lormyr for this post and this post (see also this thread) (and this post) u/dezzmont for these (quite radical!) suggestions
Something else I’d like to tackle but haven’t currently found a way: give physads a different mechanical feel to “samurai, but magic” and also give them more benefit from the (expensive) decision to increase their Magic attribute versus just initiating again and again and taking the Power Point metamagic. I am considering doing this by allowing them to take more powers than they have power points and swap them in and out in a ritual process that takes several hours. This would give them some role flexibility that cybernetic characters couldn’t match.
Nerf foci, but make them more flexible too
Cap initiation, cap max number of quickened spells, but make quickened spells more durable
Change reagents to add a new option - trinkets
Rebalance spirits to make them less overwhelming in combat