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Dark Sun Conversion - manifesto
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<blockquote data-quote="Staffan" data-source="post: 1189103" data-attributes="member: 907"><p><strong>Magic and other supernatural stuff</strong></p><p></p><p><strong><span style="font-family: 'Verdana'">Elemental magic</span></strong></p><p></p><p><span style="font-family: 'Verdana'">I use the term “elemental” rather than divine, since Dark Sun doesn’t have any gods, and all priest-type magic come from the elements – either directly or via intermediaries.</span></p><p></p><p><span style="font-family: 'Verdana'">Elemental spells in 2e were divided into five spheres: the big sphere of Cosmos, and the smaller elemental spheres. In 3e, I will do something similar except that the sphere of Cosmos will be replaced with class-based spell lists. Thus clerics will be able to cast from the cleric list plus one elemental sphere, druids will get the druid list plus one elemental sphere (possibly having a feat allowing access to one more sphere, since 2e druids could have two spheres if they were from the right guarded land), and templars will get the templar list plus all four elemental spheres.</span></p><p></p><p><span style="font-family: 'Verdana'">I consider the “evil” para-elements from <em>Earth, Air, Fire and Water</em> to be a mistake – I would much rather have more potential for evil within the existing elements. Also, the para-elements “usurped” some of the meaning of the classical elements, such as fire being associated with the sun and water with rain.</span></p><p></p><p><strong><span style="font-family: 'Verdana'">Arcane magic</span></strong></p><p></p><p><span style="font-family: 'Verdana'">The most important facet of arcane magic on Athas is, of course, the preserver/defiler dichotomy. The 2e rules for defiling are quite adequate. I will cheerfully ignore the Revised rules, where you defile on spell preparation and get more spells for being in a verdant area and/or rolling well on an Intelligence check.</span></p><p></p><p><span style="font-family: 'Verdana'">Arcane magic is also rather rare on Athas, compared to most settings. I am considering dropping the automatic spells learned by wizards to one per level, or possibly none. Since there are no sorcerers, the need to emphasise the wizard’s larger spell selection is not so great.</span></p><p></p><p><strong><span style="font-family: 'Verdana'">Psionics</span></strong></p><p></p><p><span style="font-family: 'Verdana'">Psionics are common. I pretty much wrote what need to be said about psionics in the classes section, under the Psionicist.</span></p></blockquote><p></p>
[QUOTE="Staffan, post: 1189103, member: 907"] [b]Magic and other supernatural stuff[/b] [b][font=Verdana]Elemental magic[/font][/b] [font=Verdana]I use the term “elemental” rather than divine, since Dark Sun doesn’t have any gods, and all priest-type magic come from the elements – either directly or via intermediaries.[/font] [font=Verdana]Elemental spells in 2e were divided into five spheres: the big sphere of Cosmos, and the smaller elemental spheres. In 3e, I will do something similar except that the sphere of Cosmos will be replaced with class-based spell lists. Thus clerics will be able to cast from the cleric list plus one elemental sphere, druids will get the druid list plus one elemental sphere (possibly having a feat allowing access to one more sphere, since 2e druids could have two spheres if they were from the right guarded land), and templars will get the templar list plus all four elemental spheres.[/font] [font=Verdana]I consider the “evil” para-elements from [i]Earth, Air, Fire and Water[/i] to be a mistake – I would much rather have more potential for evil within the existing elements. Also, the para-elements “usurped” some of the meaning of the classical elements, such as fire being associated with the sun and water with rain.[/font] [b][font=Verdana]Arcane magic[/font][/b] [font=Verdana]The most important facet of arcane magic on Athas is, of course, the preserver/defiler dichotomy. The 2e rules for defiling are quite adequate. I will cheerfully ignore the Revised rules, where you defile on spell preparation and get more spells for being in a verdant area and/or rolling well on an Intelligence check.[/font] [font=Verdana]Arcane magic is also rather rare on Athas, compared to most settings. I am considering dropping the automatic spells learned by wizards to one per level, or possibly none. Since there are no sorcerers, the need to emphasise the wizard’s larger spell selection is not so great.[/font] [b][font=Verdana]Psionics[/font][/b] [font=Verdana]Psionics are common. I pretty much wrote what need to be said about psionics in the classes section, under the Psionicist.[/font] [/QUOTE]
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