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How do you make a Mage magical?
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<blockquote data-quote="Jack7" data-source="post: 4651830" data-attributes="member: 54707"><p>I like a lot of the suggestions thus far.</p><p></p><p>When I used to play a Wizard, and I don't much anymore (I play Rangers when I get to play), things I would do included:</p><p></p><p><strong>1.</strong> Inventing my own spells</p><p><strong>2.</strong> Modifying already existing spells to create unique and personal version of those spells that I named after my character.</p><p><strong>3.</strong> I created my own script and set of glyphs that I imbued with magical force and would then would sew or weave into my clothing and personal items, and that I could use to decorate wands and things like that I had created of specific purposes. I also invented a personal Magical Coat of Arms which later decorated my robe and became part of my "magical armor."</p><p><strong>4. </strong>I was personally good with chemicals (that is to say, me as an individual), so I adopted those same interests with my character. Back in those days you could easily run out of spells. So I carried bags and vials of chemicals as backup equipment. I created a naphtha. I carried chlorine which I could throw in bags and then hit with lightning bolts and vaporize creating a very toxic chlorine cloud. I would toss vials of oil or naphtha onto opponents and then alight them with fireballs. Things like that would do much more damage than normal, un-enhanced spells. (I called it <em><strong><span style="color: Lime">Elementally-Enhanced Spellcasting</span></strong></em>.) And you could do other things with chemically mixed magic. Create lightshows and illusions, blind opponents, or even use them in ordinary chemical reactions if magic was low. As a matter of fact over time I got to where I rarely used magic without associated chemical reactions. You could come up with all kinds of magical-chemical interactions. I made traps that way too.</p><p><strong>5.</strong> I created fake or sabotaged spellbooks that I would often give to other magic-users who I felt to be dangerous or evil, so as to weaken them.</p><p><strong>6. </strong>I created my own unique magical times with strange or unusual properties or that could cast very odd or uncommon spells - it was really expensive back then, but I gained a reputation for creating items and made extra money at it, often recouping my initial losses. I often also created sabotaged items for people I didn't trust.</p><p><strong>7.</strong> I created magical items only I could use or activate.</p><p><strong>8.</strong> I took already existing magical items and modified or altered them, and if possible made them so that only I could use them.</p><p><strong>9.</strong> I sometimes acted as a magical inventions overseer, a traveling magic-design master, or a magical consultant.</p><p><strong>10</strong>. I built up a big library. So big I also became a Sage as well as a Wizard.</p><p><strong>11.</strong> I eventually created my own magical/alchemical laboratory and workshop and put others to work under me at various projects.</p><p><strong>12.</strong> And eventually I built a keep around my workshop, that became my private and personal residence and decorated it with furniture, statues, and other items covered in my own magical script and filled with magical traps and security measures.</p><p></p><p></p><p>Nowadays you could create your own personal <em><strong>rituals </strong></em>too.</p><p>Of course what you can do will depend on what your DM will allow you to do, but you could come up with a plan and then see what they say.</p><p></p><p>Also I'd like to second the <em>Ars Magica</em> game. Perhaps your DM would consider adopting elements of that magical system into your D&D game. It's an extremely good and flexible system for magic.</p><p></p><p>Good luck, and if I could give just one piece of advice, <em><strong>never be afraid to experiment.</strong></em></p></blockquote><p></p>
[QUOTE="Jack7, post: 4651830, member: 54707"] I like a lot of the suggestions thus far. When I used to play a Wizard, and I don't much anymore (I play Rangers when I get to play), things I would do included: [B]1.[/B] Inventing my own spells [B]2.[/B] Modifying already existing spells to create unique and personal version of those spells that I named after my character. [B]3.[/B] I created my own script and set of glyphs that I imbued with magical force and would then would sew or weave into my clothing and personal items, and that I could use to decorate wands and things like that I had created of specific purposes. I also invented a personal Magical Coat of Arms which later decorated my robe and became part of my "magical armor." [B]4. [/B]I was personally good with chemicals (that is to say, me as an individual), so I adopted those same interests with my character. Back in those days you could easily run out of spells. So I carried bags and vials of chemicals as backup equipment. I created a naphtha. I carried chlorine which I could throw in bags and then hit with lightning bolts and vaporize creating a very toxic chlorine cloud. I would toss vials of oil or naphtha onto opponents and then alight them with fireballs. Things like that would do much more damage than normal, un-enhanced spells. (I called it [I][B][COLOR="Lime"]Elementally-Enhanced Spellcasting[/COLOR][/B][/I].) And you could do other things with chemically mixed magic. Create lightshows and illusions, blind opponents, or even use them in ordinary chemical reactions if magic was low. As a matter of fact over time I got to where I rarely used magic without associated chemical reactions. You could come up with all kinds of magical-chemical interactions. I made traps that way too. [B]5.[/B] I created fake or sabotaged spellbooks that I would often give to other magic-users who I felt to be dangerous or evil, so as to weaken them. [B]6. [/B]I created my own unique magical times with strange or unusual properties or that could cast very odd or uncommon spells - it was really expensive back then, but I gained a reputation for creating items and made extra money at it, often recouping my initial losses. I often also created sabotaged items for people I didn't trust. [B]7.[/B] I created magical items only I could use or activate. [B]8.[/B] I took already existing magical items and modified or altered them, and if possible made them so that only I could use them. [B]9.[/B] I sometimes acted as a magical inventions overseer, a traveling magic-design master, or a magical consultant. [B]10[/B]. I built up a big library. So big I also became a Sage as well as a Wizard. [B]11.[/B] I eventually created my own magical/alchemical laboratory and workshop and put others to work under me at various projects. [B]12.[/B] And eventually I built a keep around my workshop, that became my private and personal residence and decorated it with furniture, statues, and other items covered in my own magical script and filled with magical traps and security measures. Nowadays you could create your own personal [I][B]rituals [/B][/I]too. Of course what you can do will depend on what your DM will allow you to do, but you could come up with a plan and then see what they say. Also I'd like to second the [I]Ars Magica[/I] game. Perhaps your DM would consider adopting elements of that magical system into your D&D game. It's an extremely good and flexible system for magic. Good luck, and if I could give just one piece of advice, [I][B]never be afraid to experiment.[/B][/I] [/QUOTE]
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