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[E6] Adventure in the Swordlands [OOC]
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<blockquote data-quote="SephBaelzara" data-source="post: 4693739" data-attributes="member: 80215"><p>It's kinda like my Father's world. He destroyed the rules of differences between the various spells, whilst keeping some specifically for each caster (Cures/Harms, prays, etc. for divine, nature influencing for Druids, and the like). I rather enjoyed it, especially when he took the logic of implementing the dichotomous difference between certain spells. Such that if you knew CLW, you also knew the equal Harm spell. Said that when learning spells the characters had to know the ins, outs, how to, not to say, forwards and reverse... The whole nine. Then giving a percentile up to 99% (scaling down along the line to the 8th level (9th didn't exist)) for failure. Failure meant wild surge ala AD&D style-y--it didn't happen the way intended, but determined as per what the table suggested (logically), and the DM thought to be. Was actually rather fun.</p><p></p><p>It's a "bread and butter" spell for me. Detect Poison, Tongues, Comprehend Languages, (Extended) Rope Trick, and Read Magic are all necessities. I cannot think of a situation that this could not come in handy in an environment not at the home town (even then, some times it's live-or-die situation without).</p><p></p><p>^.^</p><p>Mage's intuition.</p><p></p><p>Also, expect the fluffy bits to come in a few.</p><p></p><p>EDIT: World-wise, how many mages are pure born, and how many have "awakened" above the normal (paragon)?</p></blockquote><p></p>
[QUOTE="SephBaelzara, post: 4693739, member: 80215"] It's kinda like my Father's world. He destroyed the rules of differences between the various spells, whilst keeping some specifically for each caster (Cures/Harms, prays, etc. for divine, nature influencing for Druids, and the like). I rather enjoyed it, especially when he took the logic of implementing the dichotomous difference between certain spells. Such that if you knew CLW, you also knew the equal Harm spell. Said that when learning spells the characters had to know the ins, outs, how to, not to say, forwards and reverse... The whole nine. Then giving a percentile up to 99% (scaling down along the line to the 8th level (9th didn't exist)) for failure. Failure meant wild surge ala AD&D style-y--it didn't happen the way intended, but determined as per what the table suggested (logically), and the DM thought to be. Was actually rather fun. It's a "bread and butter" spell for me. Detect Poison, Tongues, Comprehend Languages, (Extended) Rope Trick, and Read Magic are all necessities. I cannot think of a situation that this could not come in handy in an environment not at the home town (even then, some times it's live-or-die situation without). ^.^ Mage's intuition. Also, expect the fluffy bits to come in a few. EDIT: World-wise, how many mages are pure born, and how many have "awakened" above the normal (paragon)? [/QUOTE]
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[E6] Adventure in the Swordlands [OOC]
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