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Iron Kingdoms with Grim Tales
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<blockquote data-quote="GIBattiste" data-source="post: 2379759" data-attributes="member: 33465"><p>Well, all the shadow spells (evocation, conjuration) carry a nasty pricetag in Iron Kingdoms of only being available to those associated with the Infernals. Infernals are a much scarier thing then demons and devils. Infernals steal souls, and come from a realm much like that described in "Event Horizon." Only the very mad would delve there.</p><p> </p><p>The big reason I wanted to have some more spells on the table, was that the Iron Kingdoms is lush with "mechanika" and steamjacks. Both of these require magic, and spells to create. I have no problem with a tight spell limit of one or two arcane spells per level on a caster. That would make the RPG feel much more like the table top war game. Warmachine doesn't have to think about how the items of the world are made, though. I do. That is why I felt I should open up some more spells to wizards. I still may have two lists per guild, either to keep it on par with the clerics domains (I am SOOO limiting the clerics as stated above) or just give the wizard a choice between the two available spells.</p><p> </p><p>Item creation though, becomes so rare, and this world doesn't support it. If anything, this world is more Mechinikally infused then magic infused. (Mechanika is a short lived magic item assisted by the use of science. Items end up being cheaper, more modular, and cost effective. The limitation is that the items run on an arcane "battery" that has charges drained from it per use/daily.) These items require certain spells, being that we are working with a world that was made to plug almost directly into 3.5. </p><p> </p><p>To get around this I see two options. One, Just require raw magic at a needed level to create the items... (Jacks, lightning swords, whatever.) Two, Allow wizards who have access to their guild, and guild libraries, to cast spells directly from a book. Three of the five wizards guilds are military orders, so I should give them either protection or damage spells, so this would open up some options for spells that their members wouldn't memorize. I am really thinking about doing away with the sorcerer, and running wizards in much the same way. They memorize a spell, and don't carry books, but can cast spells from a spell book, if they have hours to spend on the task.</p><p> </p><p>Comments, suggestions?</p><p> </p><p>Thanks as always.</p><p>Battiste</p></blockquote><p></p>
[QUOTE="GIBattiste, post: 2379759, member: 33465"] Well, all the shadow spells (evocation, conjuration) carry a nasty pricetag in Iron Kingdoms of only being available to those associated with the Infernals. Infernals are a much scarier thing then demons and devils. Infernals steal souls, and come from a realm much like that described in "Event Horizon." Only the very mad would delve there. The big reason I wanted to have some more spells on the table, was that the Iron Kingdoms is lush with "mechanika" and steamjacks. Both of these require magic, and spells to create. I have no problem with a tight spell limit of one or two arcane spells per level on a caster. That would make the RPG feel much more like the table top war game. Warmachine doesn't have to think about how the items of the world are made, though. I do. That is why I felt I should open up some more spells to wizards. I still may have two lists per guild, either to keep it on par with the clerics domains (I am SOOO limiting the clerics as stated above) or just give the wizard a choice between the two available spells. Item creation though, becomes so rare, and this world doesn't support it. If anything, this world is more Mechinikally infused then magic infused. (Mechanika is a short lived magic item assisted by the use of science. Items end up being cheaper, more modular, and cost effective. The limitation is that the items run on an arcane "battery" that has charges drained from it per use/daily.) These items require certain spells, being that we are working with a world that was made to plug almost directly into 3.5. To get around this I see two options. One, Just require raw magic at a needed level to create the items... (Jacks, lightning swords, whatever.) Two, Allow wizards who have access to their guild, and guild libraries, to cast spells directly from a book. Three of the five wizards guilds are military orders, so I should give them either protection or damage spells, so this would open up some options for spells that their members wouldn't memorize. I am really thinking about doing away with the sorcerer, and running wizards in much the same way. They memorize a spell, and don't carry books, but can cast spells from a spell book, if they have hours to spend on the task. Comments, suggestions? Thanks as always. Battiste [/QUOTE]
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