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<blockquote data-quote="Tony Vargas" data-source="post: 7909916" data-attributes="member: 996"><p>Frankly that last bit is the only supernatural power I recalled that character demonstrating. She in no way resembles the classic class, but, thematically, I always though she seemed like a Druid. </p><p></p><p>...</p><p></p><p>Really, there's very little on the poll that's at all true to traditional D&D magic:</p><p></p><p>Magic is sub-divided into Magey magic and Divine magic, the former does more and is even flashier, the latter can heal.</p><p></p><p>Magic somes in spells and magic items. Spells are limited by the power of the caster, items can be completely arbitrary.</p><p></p><p>Spells must be memorized (mages from a book, divine spells are prayed for), are forgotten when cast, and re-memorized later.</p><p></p><p>Casting requires up to 3 components.</p><p></p><p>Verbal spells require the caster be able to speak clearly.</p><p></p><p>Material components are things the caster needs to have and manipulate to cast the spell.</p><p></p><p>Somatic spells require the caster have his hands free (later only one), and be able to make gestures so complicated and complex that it's impossible to perform them in any sort of armor (later, merely with a chance of spell failure). Divine magic apparently uses simpler gestures, because it can be cast in armor.</p><p></p><p>Spells do the same thing every time you cast them, maybe with a slider of some kind or a choice of a few options within the spell, but, generally, when you memorize a spell, what it's going to do when cast has been determined in advance.</p><p></p><p>Whatever the components, casters have to be relatively still & undisturbed to complete a spell. For anywhere from 6 seconds (1 segment) to a minute (round) or more. Later, of course, round were compressed to 6 seconds, and casting times proportionately reduced to almost nothing. Now, they're just 'actions' and prettymuch can't be interrupted.</p><p></p><p>Not even the D&D-branded ones I've seen, though there are a few on the list I hadn't even heard of.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7909916, member: 996"] Frankly that last bit is the only supernatural power I recalled that character demonstrating. She in no way resembles the classic class, but, thematically, I always though she seemed like a Druid. ... Really, there's very little on the poll that's at all true to traditional D&D magic: Magic is sub-divided into Magey magic and Divine magic, the former does more and is even flashier, the latter can heal. Magic somes in spells and magic items. Spells are limited by the power of the caster, items can be completely arbitrary. Spells must be memorized (mages from a book, divine spells are prayed for), are forgotten when cast, and re-memorized later. Casting requires up to 3 components. Verbal spells require the caster be able to speak clearly. Material components are things the caster needs to have and manipulate to cast the spell. Somatic spells require the caster have his hands free (later only one), and be able to make gestures so complicated and complex that it's impossible to perform them in any sort of armor (later, merely with a chance of spell failure). Divine magic apparently uses simpler gestures, because it can be cast in armor. Spells do the same thing every time you cast them, maybe with a slider of some kind or a choice of a few options within the spell, but, generally, when you memorize a spell, what it's going to do when cast has been determined in advance. Whatever the components, casters have to be relatively still & undisturbed to complete a spell. For anywhere from 6 seconds (1 segment) to a minute (round) or more. Later, of course, round were compressed to 6 seconds, and casting times proportionately reduced to almost nothing. Now, they're just 'actions' and prettymuch can't be interrupted. Not even the D&D-branded ones I've seen, though there are a few on the list I hadn't even heard of. [/QUOTE]
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