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Castles of Crystal, Wars of Genocide!
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<blockquote data-quote="Fenes 2" data-source="post: 650230" data-attributes="member: 6166"><p>Umm, Shark, where are the mages that reasearched spells to defeat those machinations? The way I see it, in your campaign magic is, proportionally, much much weaker than in a standard D&D campaign. Or, to put it more bluntly, in your campaign each fighter has the equivalent to inherent SR, a personal spellguard, and each mage that leaves his tower has to make a fortitude save (10 to 15) each day or die from enviromental conditions. You took great effort to neutralize magic as an effective force, going from your description.</p><p>I just would, humbly, suggest, that in your world any epic-level evocation mage should have epic spells that are the equivalent of city buster hydrogen bombs and ignore any protection short of direct divine intervention, and even that would not work for sure. My reason? If a mage survives to epic levels in your world, then he is such a tough S.o.B. that he knows all the hazards of your world, and can handle them - and can design spells to be effective under those conditions (Think Lina Inverse from Slayers and her Giga Slave going to town, or Dark Schneider from Bastard!! using his big blasts, spells that wipe out entire armies at once...)</p><p>Think Firestorms that make bushfires seem like a match devastating landscapes, wiping out food ressources and wrecking havoc on any enemies logistics, think tsunamis wiping away coastlines, earthquakes burying armies. Rituals performed far, far away that ruin entire continents. Parts of planes shifted in to swallow troops with the soil they are threading on.</p><p></p><p>In your world, as you describe it, those are the spells I expect from epic level mages, not some souped-up fireballs thrown by "archmages" that behave like level 5 apprentices just discovering the fireball/fly/shield combo. Sheesh, in your world any mage that uses spells with lesser range than bows should have his head examined.</p></blockquote><p></p>
[QUOTE="Fenes 2, post: 650230, member: 6166"] Umm, Shark, where are the mages that reasearched spells to defeat those machinations? The way I see it, in your campaign magic is, proportionally, much much weaker than in a standard D&D campaign. Or, to put it more bluntly, in your campaign each fighter has the equivalent to inherent SR, a personal spellguard, and each mage that leaves his tower has to make a fortitude save (10 to 15) each day or die from enviromental conditions. You took great effort to neutralize magic as an effective force, going from your description. I just would, humbly, suggest, that in your world any epic-level evocation mage should have epic spells that are the equivalent of city buster hydrogen bombs and ignore any protection short of direct divine intervention, and even that would not work for sure. My reason? If a mage survives to epic levels in your world, then he is such a tough S.o.B. that he knows all the hazards of your world, and can handle them - and can design spells to be effective under those conditions (Think Lina Inverse from Slayers and her Giga Slave going to town, or Dark Schneider from Bastard!! using his big blasts, spells that wipe out entire armies at once...) Think Firestorms that make bushfires seem like a match devastating landscapes, wiping out food ressources and wrecking havoc on any enemies logistics, think tsunamis wiping away coastlines, earthquakes burying armies. Rituals performed far, far away that ruin entire continents. Parts of planes shifted in to swallow troops with the soil they are threading on. In your world, as you describe it, those are the spells I expect from epic level mages, not some souped-up fireballs thrown by "archmages" that behave like level 5 apprentices just discovering the fireball/fly/shield combo. Sheesh, in your world any mage that uses spells with lesser range than bows should have his head examined. [/QUOTE]
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