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<blockquote data-quote="00" data-source="post: 28086" data-attributes="member: 2058"><p><strong>MAGIC</strong></p><p></p><p>Here is how I imagine the magic system working..</p><p></p><p>All spellcasters are initialy converted to WOT Initiates/Wilders. The traditional disdinctions between Cleric/Wizard/Druid/Wu Jen/Sorcerer/Bard/etc.. magic are gone. Everyone casts spells using the same mechanic. They do however retain the roleplaying aspects of those classes. Clerics train Clerics, not wizards.. Initial spell selection determines the type of training that the character has had. Clerics would normaly start learning Healing spells and Wizards would start learning Elemental spells. Clerics jelously guard knowledge of Healing spells for themselves, just as Wizards hoard knowledge of the Elemental spells. If you want to learn those spells, you will need to train with members of the order.</p><p></p><p>The chart below is an example of what Initial tallents are available based on your starting character afiliation.</p><p></p><p>Previous Class ---- New Class ------- Talent</p><p>Bard ---------------- Initiate ------------ Illusion, Traveling</p><p>Cleric --------------- Initiate ------------ Healing, Warding</p><p>Druid --------------- Initiate ------------ Cloud Dancing, Earth Singing</p><p>Paladin ------------- Initiate/Wilder --- NONE*</p><p>Ranger ------------- Initiate/Wilder --- NONE*</p><p>Sorcerer ----------- Wilder ------------- ANY</p><p>Wizard ------------- Initiate ------------ Conjuration, Elementalism</p><p></p><p>*NONE = the character must gain admittance into a magical organization (initiate) or develop their own powers (wilder)</p><p></p><p>Changes to the Wilder/Channeler:</p><p>Taint is gone so: no madness & Males do NOT recieve bonus weaves (they still get the standard attribute bonus).</p><p></p><p>Prestige classes:</p><p>You can NOT overchannel to meet the prerequisites for a prestige class.</p><p>Spellcraft skill prerequisites are replaced with weavesight.</p><p></p><p>Other changes may or may not be made (determination based on playtesting):</p><p>Overchaneling may be removed or modified (possibley requiring special feat(s))</p><p>prestige class(s) may be removed or modified.</p><p>Traditional spells(phb,t&b, etc) will be added/removed/modified on a cast by case basis. (example: enlarge, reduce, righteous might could be grouped into a single weave called Scale.)</p><p></p><p>thats' all I can write for now, since I need to get back to work & do my reading for school.</p><p></p><p></p><p>futer topics include shadow magic & spellfire.</p></blockquote><p></p>
[QUOTE="00, post: 28086, member: 2058"] [b]MAGIC[/b] Here is how I imagine the magic system working.. All spellcasters are initialy converted to WOT Initiates/Wilders. The traditional disdinctions between Cleric/Wizard/Druid/Wu Jen/Sorcerer/Bard/etc.. magic are gone. Everyone casts spells using the same mechanic. They do however retain the roleplaying aspects of those classes. Clerics train Clerics, not wizards.. Initial spell selection determines the type of training that the character has had. Clerics would normaly start learning Healing spells and Wizards would start learning Elemental spells. Clerics jelously guard knowledge of Healing spells for themselves, just as Wizards hoard knowledge of the Elemental spells. If you want to learn those spells, you will need to train with members of the order. The chart below is an example of what Initial tallents are available based on your starting character afiliation. Previous Class ---- New Class ------- Talent Bard ---------------- Initiate ------------ Illusion, Traveling Cleric --------------- Initiate ------------ Healing, Warding Druid --------------- Initiate ------------ Cloud Dancing, Earth Singing Paladin ------------- Initiate/Wilder --- NONE* Ranger ------------- Initiate/Wilder --- NONE* Sorcerer ----------- Wilder ------------- ANY Wizard ------------- Initiate ------------ Conjuration, Elementalism *NONE = the character must gain admittance into a magical organization (initiate) or develop their own powers (wilder) Changes to the Wilder/Channeler: Taint is gone so: no madness & Males do NOT recieve bonus weaves (they still get the standard attribute bonus). Prestige classes: You can NOT overchannel to meet the prerequisites for a prestige class. Spellcraft skill prerequisites are replaced with weavesight. Other changes may or may not be made (determination based on playtesting): Overchaneling may be removed or modified (possibley requiring special feat(s)) prestige class(s) may be removed or modified. Traditional spells(phb,t&b, etc) will be added/removed/modified on a cast by case basis. (example: enlarge, reduce, righteous might could be grouped into a single weave called Scale.) thats' all I can write for now, since I need to get back to work & do my reading for school. futer topics include shadow magic & spellfire. [/QUOTE]
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