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<blockquote data-quote="Wish" data-source="post: 1791831" data-attributes="member: 13404"><p>When I think of the Suel Imperium, the first thing that comes to mind is extraordinary magic. To run a campaign set in that era, you have to decide how you represent that, and how much to emphasise it. Is magic really common, really powerful, or both?</p><p></p><p>If it's really common, you will need to think through things like how that affects commerce, building, warfare, law enforcement and so forth. If it's really powerful (which is how I'd lean, given what we know about Slerotin, and the Invoked Devestation), you need to figure out how it works. Do you want to use the Epic Spell rules from the ELH? Do you want to create a cooperative magic system that allows massive invocations? Maybe the most powerful magic is based on direct intervention of deities or other powerful extraplanar beings. You might want to check out the Dungeon magazine adventure Maure Castle for a few hints from people who have thought about this before - it's based on the apprentices of Slerotin, the last mage of power, and talks about a concept called Power Magic, which is undefined, but hugely powerful.</p><p></p><p>I think what I'd do to represent Power Magic, based on the hints we've got, is to jack up the scale of the magic to a ridiculous degree. Maybe it can't do anything that normal spells can't do, but it can do them big. If a spell can create a hole in a wall (passwall), Power Magic can blast a tunnel through a mountain range (Slerotin's passage). If a spell can summon a demon (planar binding), Power Magic can summon a horde of demons (Invoked Devestation). If a spell can shield an area from damage (wall of force), Power Magic can shield a city from the Rain of Colorless Fire.</p></blockquote><p></p>
[QUOTE="Wish, post: 1791831, member: 13404"] When I think of the Suel Imperium, the first thing that comes to mind is extraordinary magic. To run a campaign set in that era, you have to decide how you represent that, and how much to emphasise it. Is magic really common, really powerful, or both? If it's really common, you will need to think through things like how that affects commerce, building, warfare, law enforcement and so forth. If it's really powerful (which is how I'd lean, given what we know about Slerotin, and the Invoked Devestation), you need to figure out how it works. Do you want to use the Epic Spell rules from the ELH? Do you want to create a cooperative magic system that allows massive invocations? Maybe the most powerful magic is based on direct intervention of deities or other powerful extraplanar beings. You might want to check out the Dungeon magazine adventure Maure Castle for a few hints from people who have thought about this before - it's based on the apprentices of Slerotin, the last mage of power, and talks about a concept called Power Magic, which is undefined, but hugely powerful. I think what I'd do to represent Power Magic, based on the hints we've got, is to jack up the scale of the magic to a ridiculous degree. Maybe it can't do anything that normal spells can't do, but it can do them big. If a spell can create a hole in a wall (passwall), Power Magic can blast a tunnel through a mountain range (Slerotin's passage). If a spell can summon a demon (planar binding), Power Magic can summon a horde of demons (Invoked Devestation). If a spell can shield an area from damage (wall of force), Power Magic can shield a city from the Rain of Colorless Fire. [/QUOTE]
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