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Just got Midnight
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<blockquote data-quote="Jeremy Crawford" data-source="post: 883669" data-attributes="member: 3147"><p>I actually prefer the black-and-white pages. Perhaps they convey the dark mood well for me.</p><p></p><p>I'm almost done reading the book, and to use its terms, I'd call the world a <strong>rare magic world</strong>, rather than a low or no magic world. Magic items are definitely hard to come by, but magic use is another story.</p><p></p><p>There is one dedicated spellcasting class in Midnight, the channeler. Given its flexibility, it can be used to create many different kinds of spellcasters.</p><p></p><p>Channelers each choose a magic tradition. The traditions determine which ability is used for a channeler's spells, and each comes with a special ability. There are three traditions:</p><ul> <li data-xf-list-type="ul">Hermetic (Intelligence)</li> <li data-xf-list-type="ul">Spiritual (Wisdom)</li> <li data-xf-list-type="ul">Charismatic (Charisma)</li> </ul><p>The wizard prestige class is a part of the hermetic tradition, and the druid prestige class is a part of the spiritual tradition.</p><p></p><p>Magic use in general is dangerous in Midnight because the minions of the Shadow hunt down its practitioners, but for those willing to accept this danger, the ability to wield spells is more widely available than in core-book D&D. Any character, from any class, has access to feats that confer spellcasting ability. Channelers are the most powerful spellcasters, but anyone can have magic tricks up his or her sleeve.</p><p></p><p>Also, many of the heroic paths confer spell-like abilities, and the world itself is suffused with magic. A PC will most likely not be able to buy a magic item from a local vendor, but he might have magic in his veins.</p></blockquote><p></p>
[QUOTE="Jeremy Crawford, post: 883669, member: 3147"] I actually prefer the black-and-white pages. Perhaps they convey the dark mood well for me. I'm almost done reading the book, and to use its terms, I'd call the world a [b]rare magic world[/b], rather than a low or no magic world. Magic items are definitely hard to come by, but magic use is another story. There is one dedicated spellcasting class in Midnight, the channeler. Given its flexibility, it can be used to create many different kinds of spellcasters. Channelers each choose a magic tradition. The traditions determine which ability is used for a channeler's spells, and each comes with a special ability. There are three traditions: [list] [*]Hermetic (Intelligence) [*]Spiritual (Wisdom) [*]Charismatic (Charisma) [/list] The wizard prestige class is a part of the hermetic tradition, and the druid prestige class is a part of the spiritual tradition. Magic use in general is dangerous in Midnight because the minions of the Shadow hunt down its practitioners, but for those willing to accept this danger, the ability to wield spells is more widely available than in core-book D&D. Any character, from any class, has access to feats that confer spellcasting ability. Channelers are the most powerful spellcasters, but anyone can have magic tricks up his or her sleeve. Also, many of the heroic paths confer spell-like abilities, and the world itself is suffused with magic. A PC will most likely not be able to buy a magic item from a local vendor, but he might have magic in his veins. [/QUOTE]
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