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<blockquote data-quote="Syunsuke" data-source="post: 480484" data-attributes="member: 3443"><p>Hello.</p><p>I'll post about magic of Lodoss (and Forceria, material plane of this setting) today.</p><p>When I say <em>my idea</em>, they aren't "official" setting/rule of Lodoss but my intereption as D&D rule.</p><p></p><p>Six kinds of magic is avarable in Forceria; arcane, divine, shamaic(or elementalism), common, black, and dragon.</p><p>I don't know whither dragon magic is avarable in Lodoss or not.</p><p></p><p>I'll descrive them.</p><p></p><p>1.arcane</p><p>Almost identical to D&D arcane magic.</p><p>Arcane spell casters are called sorcerers in Lodoss RPG/SW(Sword World) RPG.</p><p>They are bookish type but cast spells spontaneously.</p><p>Both RPG use mana-point(mental point) magic system.</p><p>Most armours hinder arcane spell casting.</p><p></p><p></p><p>I think D&D sorcerer is OK.</p><p>But if we will build custom class, my ideas are;</p><p>They cast spells like sorcerer but depend on Int, not Cha.</p><p>Get less spells automatically when they level up(only one/Lv ?) but they can/have to learn new spells from spellbooks or teachers.</p><p>They can know more spells than core rule sorcerer.(But there should be limit.)</p><p>Their spellbook is a personal refference, training log or research notes.</p><p>They need daily practice or review to cast spell properly. This process need similler condition as wizard prepare their spells(quiet place and so on).</p><p></p><p></p><p></p><p>2.shamanic</p><p>This isn't a kind of devine magic for me. More likely arcane, but I think the best treatment is "they are <em>shamanic, neither arcane or devine</em>".</p><p>Lodoss shaman dosen't have many healing spells but I think they should have.</p><p>(Officially, elf cannot be cleric. Arcnane magic can't heal, so elves have to depend on shamanic spell when they need healing. And I think Race/Class restrictions should be done away with, too.)</p><p></p><p>Shamans <em>controll</em> elemental energy but aren't able to create in <em>SW RPG</em></p><p>So, they need elemental energy source when they cast spells.</p><p>For example; if you want to cast fire spell, you need some fire near to you. A lit candle is sufficient.</p><p>Example of other energy source; naked earth, natural wind, bottlefull of water with cap open, living creature(for spirit of life or mind, can be caster herself) or some shade.</p><p>You can't cast earth spell when you are on the ship or wind spell in the buildings, and so on.</p><p>(There is a spell that allow you to carry one kind of spirit for energy source.)These rules aren't in Lodoss RPG, but I think this is interseting rule.</p><p></p><p>Large amount of metal(metalic armour) prevent shaman from casting spell.</p><p>Silver is exception for this rule.</p><p></p><p>my idea;</p><p>I think the shugenja spell list is better than the OA shaman spell list for Lodoss shaman, because shugenja's spells are more focused on element and have more similarity to original list.</p><p>They need elemental energy source and this is big limitation.</p><p>So I think they should cast spontaneously and know much more spells than core rule sorcerer, though I don't have a good idea about game balance.</p><p>They don't suffer spell failure by non-metalic armours but suffer much worse by metalic armours.</p><p></p><p></p><p></p><p>3.divine</p><p></p><p>Cleric cast spontaneously, too.</p><p>They can wear any armour.</p><p>I don't have good idea for gaming.</p><p></p><p></p><p></p><p>4.common</p><p>I think thin sound strange.</p><p><em>Common Magic</em> is <em>Magic cast in common language</em> .</p><p>They are very weak magic, but usable by <em>knight</em> class in Lodoss RPG and everyone in SW RPG, if learnd.</p><p></p><p></p><p></p><p>5.black</p><p>This is, actually, devine spells of evil deitis.</p><p>There aren't good deitis countrer part, so this could be <em>vile spell</em> from BoVD.(But I don't have that book, so I'm not sure)</p><p></p><p></p><p></p><p>6.dragon</p><p>This is a strage dragon theam magic...but I put this one later.</p><p></p><p></p><p></p><p>By the way, is my English understandable?</p></blockquote><p></p>
[QUOTE="Syunsuke, post: 480484, member: 3443"] Hello. I'll post about magic of Lodoss (and Forceria, material plane of this setting) today. When I say [i]my idea[/i], they aren't "official" setting/rule of Lodoss but my intereption as D&D rule. Six kinds of magic is avarable in Forceria; arcane, divine, shamaic(or elementalism), common, black, and dragon. I don't know whither dragon magic is avarable in Lodoss or not. I'll descrive them. 1.arcane Almost identical to D&D arcane magic. Arcane spell casters are called sorcerers in Lodoss RPG/SW(Sword World) RPG. They are bookish type but cast spells spontaneously. Both RPG use mana-point(mental point) magic system. Most armours hinder arcane spell casting. I think D&D sorcerer is OK. But if we will build custom class, my ideas are; They cast spells like sorcerer but depend on Int, not Cha. Get less spells automatically when they level up(only one/Lv ?) but they can/have to learn new spells from spellbooks or teachers. They can know more spells than core rule sorcerer.(But there should be limit.) Their spellbook is a personal refference, training log or research notes. They need daily practice or review to cast spell properly. This process need similler condition as wizard prepare their spells(quiet place and so on). 2.shamanic This isn't a kind of devine magic for me. More likely arcane, but I think the best treatment is "they are [i]shamanic, neither arcane or devine[/i]". Lodoss shaman dosen't have many healing spells but I think they should have. (Officially, elf cannot be cleric. Arcnane magic can't heal, so elves have to depend on shamanic spell when they need healing. And I think Race/Class restrictions should be done away with, too.) Shamans [i]controll[/i] elemental energy but aren't able to create in [i]SW RPG[/i] So, they need elemental energy source when they cast spells. For example; if you want to cast fire spell, you need some fire near to you. A lit candle is sufficient. Example of other energy source; naked earth, natural wind, bottlefull of water with cap open, living creature(for spirit of life or mind, can be caster herself) or some shade. You can't cast earth spell when you are on the ship or wind spell in the buildings, and so on. (There is a spell that allow you to carry one kind of spirit for energy source.)These rules aren't in Lodoss RPG, but I think this is interseting rule. Large amount of metal(metalic armour) prevent shaman from casting spell. Silver is exception for this rule. my idea; I think the shugenja spell list is better than the OA shaman spell list for Lodoss shaman, because shugenja's spells are more focused on element and have more similarity to original list. They need elemental energy source and this is big limitation. So I think they should cast spontaneously and know much more spells than core rule sorcerer, though I don't have a good idea about game balance. They don't suffer spell failure by non-metalic armours but suffer much worse by metalic armours. 3.divine Cleric cast spontaneously, too. They can wear any armour. I don't have good idea for gaming. 4.common I think thin sound strange. [i]Common Magic[/i] is [i]Magic cast in common language[/i] . They are very weak magic, but usable by [i]knight[/i] class in Lodoss RPG and everyone in SW RPG, if learnd. 5.black This is, actually, devine spells of evil deitis. There aren't good deitis countrer part, so this could be [i]vile spell[/i] from BoVD.(But I don't have that book, so I'm not sure) 6.dragon This is a strage dragon theam magic...but I put this one later. By the way, is my English understandable? [/QUOTE]
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