Istoria: Generic Humanocentric Game - [Was Elements of Magic]

Ferrix said:
Traditions were a part of this game before I even got around to switching it over to EoMR and I would prefer to keep them. I don't have EoM II, so I won't be using anything from it.
Put it on your wishlist and I'll buy it for you. No DM should have the first book without the second. :)
 

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Ferrix said:
Yay! You rock!
Aw, I'm nothing special. I just try to follow in the footsteps of others who are well known for their generosity. Besides, it is my firm belief that every DM using EoMR should have access to all the stuff in Lyceian Arcana. It's very helpful, and the extra rules options are to die for, especially overcasting and rituals. :)

The magical traditions are great, too.

If you are to use your own traditions, the spell lists in the Spiritual one are fine. I don't need any negotiation there as long as I can still sufficiently cast attack spells appropriate to the character (and Spear of Heaven is a spell I just might recreate).
 

More questions.

A Mage gets 8 class skills; does this include Dispel Magic, Divination, Scry, and Spellcraft; or is it in addition to the four magical skills?

If you do end up liking the magical traditions in Lyceian Arcana, I want to come from a tradition mechanically identical and thematically similar to the Ragesian Inquisitors. I would of course take the Masked Soul feat, and at each caster level only select one new spell list not on the tradition's list until I have all the tradition's spell lists. At 1st-level, for example, the only spell list she knows outside of her tradition is Heal Life.

Hmm, that actually sounds like a cool way to restrict based on tradition, especially if everyone is somehow forced to take a tradition feat to define which tradition they come from. That way low-level spellcasters would be pretty restricted, but the high-level ones still get to branch out and be versatile after they've picked up all the spell lists from their starting tradition.

Edit: Also, what's my starting gold, so I can get to work on equipment?

Edit Again: Do the changes to read/write language and speak language affect starting languages?
 
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GlassEye said:
I'm working on integrating some of the cultural elements you've posted into my character's background. Right now I'm thinking about an Arunden exile who has learned a little of Arund's spiritual tradition of magic. Except I don't know what form it should take. Is it shamanism? Or something else?
If you want a shamanistic style of magic, be sure to pick up Charm Animal, Compel Animal, Summon Animal, Summon Plant, Transform Animal, and Transform Plant eventually. Focus a lot on spells with a primal and natural feel, like simple Infuse spells to boost ability scores and provide enhancement bonuses to skills and attacks/damage. Get Abjure Nature for that wonderful hedging against all creatures, and a lot of spells to weather and control the elements (Create Air is your friend). Depending on the kind of shamanistic magic you're talking about, you might consider an Illusion or two as well. If Ferrix likes the magical traditions in Lyceian Arcana, I'll upload my copy&paste of the OGC text out of that section of the book for you so you can give them a look.
 


genshou said:
If you want a shamanistic style of magic, be sure to pick up Charm Animal, Compel Animal, Summon Animal, Summon Plant, Transform Animal, and Transform Plant eventually. Focus a lot on spells with a primal and natural feel, like simple Infuse spells to boost ability scores and provide enhancement bonuses to skills and attacks/damage. Get Abjure Nature for that wonderful hedging against all creatures, and a lot of spells to weather and control the elements (Create Air is your friend). Depending on the kind of shamanistic magic you're talking about, you might consider an Illusion or two as well. If Ferrix likes the magical traditions in Lyceian Arcana, I'll upload my copy&paste of the OGC text out of that section of the book for you so you can give them a look.

Thanks. That's helpful information to know. My idea has altered somewhat based upon the info posted by Ferrix. As a (former) Boar cultist I figured he would start with a sorcerous tradition since it includes the spell lists that seem to me most useful in manipulation of people. I'd like to have him move to the more spiritual (shamanistic?) Bear clan magics but he just doesn't have the wisdom for it. Hmm...this might require a bit of rethinking. Again. ;)

I have Lyceian Arcana so there's no need to paste text for me. Thanks for the offer though.
 

genshou said:
More questions.

A Mage gets 8 class skills; does this include Dispel Magic, Divination, Scry, and Spellcraft; or is it in addition to the four magical skills?

If you do end up liking the magical traditions in Lyceian Arcana, I want to come from a tradition mechanically identical and thematically similar to the Ragesian Inquisitors. I would of course take the Masked Soul feat, and at each caster level only select one new spell list not on the tradition's list until I have all the tradition's spell lists. At 1st-level, for example, the only spell list she knows outside of her tradition is Heal Life.

Hmm, that actually sounds like a cool way to restrict based on tradition, especially if everyone is somehow forced to take a tradition feat to define which tradition they come from. That way low-level spellcasters would be pretty restricted, but the high-level ones still get to branch out and be versatile after they've picked up all the spell lists from their starting tradition.

Edit: Also, what's my starting gold, so I can get to work on equipment?

Edit Again: Do the changes to read/write language and speak language affect starting languages?

Yes, the changes to read/write affect all languages. It is noted that a character is fluent (3 ranks) in their native tongue to begin with. You receive a number of bonus skill points to spend only on languages equal to your Int bonus in addition to normal bonus skill points.

The Magic Talent feat grants access to all four Magical Skills.

I like how you've decided how a tradition restricts spell list acquisition, we'll go with that for now. Instead of my other idea regarding traditional ability.

Money for your characters I'll decide based on background. Write up your background, take equipment that would generally fit a 1st level character (nothing exorbiant) of that background. Anything out of the ordinary just ask. Then we'll establish how much money you have on hand. Consider your profession, whether you are an apprentice, a farmer, etc.

Money in Istoria runs on a slightly different exchange rate.

Rather it has it's own currency system which uses a silver standard, as outlined below. The equivalents are marked out as well.

1 Copper = 1 Copper Penny
1 Silver = 1 Silver Penny
1 Gold = 1 Silver Mark
1 Platinum = 1 Gold Penny
10 Gold Pennies = 1 Gold Mark (Sovereign)
10 Gold Marks = 1 Platinum Penny (Royal)
10 Platinum Pennies = 1 Platinum Mark (Crown)
 

I'm at my girlfriends right now, but please in your write up detail your specific magical tradition. There are the three main types of tradition (hermetic, spiritual and sorcerous) but then you may belong to a specific tradition like genshou's character will.

If you do, write up some details using the Lyceian Arcana traditions as a template, choose a subset of spell lists which you'll have to take primarily and detail any other observances, etc. that those of the tradition observe.

Regarding existing traditions, I haven't worked them out very much yet, so feel free to help in the world building process. Just take into consideration that magic using individuals are far less than 1% of the population, more like 1 in 10,000-25,000. And most of them are not very powerful spellcasters or haven't even realized their potential, so large enclaves of spellcasters are rare. Entire riesthoods would only generally have a small number of actual spellcasters.

Additonally, the source of magic is speculated, it is not actually known. Various beliefs persist as to it being found in the races of men, whether the gods gave it to them (who are slightly speculative themselves), it is a part of nature, it is an aberration, and so on. Many different beliefs would persist.
 

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