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How do you make a Mage magical?
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<blockquote data-quote="Loonook" data-source="post: 4684691" data-attributes="member: 1861"><p>Pick a theme... alter spells fit that theme, and don't worry about feats and such.</p><p></p><p>A fireball is a great one... yeah, you can get an elemental alteration for it, but the power of fire damage doesn't necessitate fire to do the damage. A water witch may attempt to boil the blood in your body through tendrils of mist which flicker out... an air mage may turn the air in the area into a shimmering hellish nightmare... a mentalist could make a sort of Bene Gesserit pain-box sensation creep into the body... blisters, smoldering flesh if you look upon them as their aura seems to flash into a solar flare. It is the essence of the spell, mixed with their theme... heat, pain, and an effect which you need to turn away from/dodge. </p><p></p><p>Enervation? Withering limbs, or a scrambling of the mind, an effect which ages the target... all sorts of things. All sorts of effects...</p><p></p><p>Personally I agree with the whole repeatability and overuse argument to a certain point. I like the idea that a mage doesn't show his full combat power unless it is called upon... and then he or she stands in a smoldering crater panting, covered in sweat. There are some great ways to add touches... when I was playing in a Modern game as a mage I took a very fetishistic bend to my magic. Divination spell? Crack open a bottle of wine and bring the chalice. Or the planchette. He wasn't about showy magic, but he used trinkets, bound energy, etc. for his powers.</p><p></p><p>I also would suggest looking at some of the old Spell Compendium lists of spells... probably one of the best worldbuilding pieces I have ever seen. Nice, concise lists of what specific groups knew, could learn, or spells which only maybe one person ever dared to learn. Great way to pick up on things.</p><p></p><p>Slainte,</p><p></p><p>-Loonook.</p></blockquote><p></p>
[QUOTE="Loonook, post: 4684691, member: 1861"] Pick a theme... alter spells fit that theme, and don't worry about feats and such. A fireball is a great one... yeah, you can get an elemental alteration for it, but the power of fire damage doesn't necessitate fire to do the damage. A water witch may attempt to boil the blood in your body through tendrils of mist which flicker out... an air mage may turn the air in the area into a shimmering hellish nightmare... a mentalist could make a sort of Bene Gesserit pain-box sensation creep into the body... blisters, smoldering flesh if you look upon them as their aura seems to flash into a solar flare. It is the essence of the spell, mixed with their theme... heat, pain, and an effect which you need to turn away from/dodge. Enervation? Withering limbs, or a scrambling of the mind, an effect which ages the target... all sorts of things. All sorts of effects... Personally I agree with the whole repeatability and overuse argument to a certain point. I like the idea that a mage doesn't show his full combat power unless it is called upon... and then he or she stands in a smoldering crater panting, covered in sweat. There are some great ways to add touches... when I was playing in a Modern game as a mage I took a very fetishistic bend to my magic. Divination spell? Crack open a bottle of wine and bring the chalice. Or the planchette. He wasn't about showy magic, but he used trinkets, bound energy, etc. for his powers. I also would suggest looking at some of the old Spell Compendium lists of spells... probably one of the best worldbuilding pieces I have ever seen. Nice, concise lists of what specific groups knew, could learn, or spells which only maybe one person ever dared to learn. Great way to pick up on things. Slainte, -Loonook. [/QUOTE]
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