mmu1 said:I'd like to help as well, if possible... Let me know what kind of things you're looking for.
By the way, for Taken insanity, you might want to consider something similar to the RttToEE Insanity Domain mechanic, although probably toned down a little.
dave_o said:Be sure to add me to your mailing-list/address book/psionic contact leaflet.
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Khorod said:the Taken had enough to do anything except for physical detonate their surroundings. Fireballs were about the most destructive they could get in a physical sense.
It's not that the series is low magic, but that the world in which the series takes place is.AEtherfyre said:Where, exactly, are all these assertions that the Black Company series is low magic coming from?
AEtherfyre said:
Where, exactly, are all these assertions that the Black Company series is low magic coming from?
AEtherfyre said:
<snip>
But, really, I don't see much point in running a world based on The Black Company unless you're going to have the major players involved one way or another - and that means that either the players will always be minor or secondary, or you're going to have to let them become heavyweights. Between the two, the first is probably the more realistic choice - it matches the feel of the world better, and it prevents imbalance between different class types. On the other hand, that means creating a detailed magic system, parts of which the players will never get to use - which will lead to a different set of frustrations.
Either way, though, you can't create the magic system on the assumption that high power effects aren't going to be used.
mmu1 said:
I know I for one used the term "relative to standard D&D magic". There are no Wishes, Miracles, Gates, Time Stops, Imprisonments, Astral Projections, Mazes, Planar Bindings, Simulacra, Antimagic Fields...
It's probably not a perfect way to describe it, though, a better one would be to say that in the Black Company universe, magic seems to be a lot more work than it is in D&D.
Spells take a lot more effort to prepare, much longer to cast, acquiring any magical proficiency clearly takes much longer, and has the side effect of twisting and driving insane just about everyone who practices it.
If you're planning to make a campaign world based on that, and allow people to play original characters that are independent of the events in the books, then the availability and power of magic is going to be much lower.
There is only a handful of extremely powerful mages, and they can't be everywhere at once... Which means that, even though while these mages are active they end up carving out empires for themselves, at any given time there is probably no significant magical presence in 99% of the inhabited world.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.