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<blockquote data-quote="Falcon" data-source="post: 135311" data-attributes="member: 1056"><p><strong>Great Stuff!!!! (Long Reply)</strong></p><p></p><p>This is a great thread!</p><p></p><p>Here is my humble input.</p><p></p><p>1) All magical weapons are not a +X this this or a Flamebrand that. Rather, they have latent magic that will be shaped by the actions and intents of its bearer. </p><p></p><p>For example, one PC has an ancient family rapier that has awoken as +1 (he has doled out x amount of total HPs to foes in damage with it over several levels), and it has begun to develop some special properties against undead and outsiders (the PC is intentionally seeking these out, and using his rapier to try to destroy not only his adversaries, but their items--he skewered a symobol of an evil deity on a magical pouch that held magic crystals last time--this is all based on some dreams he had while healing from some nasty magic thrown by a sorcerer thought long dead).</p><p></p><p></p><p>2) There are no wizards. The Strictures of Known Magic, because of a great wizard who perverted formal magic in becoming A'Al'An, the Eater of Magic. From the Texts: Lesser followers, hapless renegade human wizards and Elves, were also banished from the Aelrith, transformed into the Roamers and the Lurkers. Known Magic and the Strictures were so perverted by A’Al’An that any formal Casting, any attempt at following Strictures of Learned and Known Magic left the Caster open to gateways beyond the existence of Aelrith, that could attract Roamers or Lurkers. Roamers pass through the Aelrith, hungering eternally for Known Magic to sustain them. It is their hope that in finding and devouring enough Known Magic they can form themselves once again into the Plane of Aelrith. The Lurkers are as the Roamers, but bound to the specific place where they were defeated. The Aelrith is ancient, so many such places are no longer recognizable, and may be now under cities, in groves of trees, under water, in ruins, or perhaps exist as stonework in standing buildings, waiting for the Hunger to awake at a Casting. </p><p> We know that Divine power through faith and practice is beyond the reach of the Roamers and Lurkers, as are those whose ancestry grants them the Talent. We too know that the elemental and basic forces summoned, directed, and melded by Runes do not seem to attract the Roamers or Lurkers. Formal Wizardry is thus a risky thing, but the blood gift of Sorcery is a different matter, as it is spontaneous and forms from different principles than the Strictures, as does the elemental foundation of Runic Casting.</p><p></p><p>This has led to some interesting specializations, and NPC sorcerer combos, as arcane magic is now much more limited in breadth of possibilities (strike team of sorcerers, each with different spell specializations). It has also led to some interesting scenarios when the PCs have stumbled across an ancient spell-book.</p><p></p><p>3) Spells are related to personality, and as such, each Caster has a unique utterance and presentation they must make, in campaign time, in order to cast the spell. We get some very vivid and theatrical role-playing here!</p><p></p><p>4) Divine magic's potency manifests itself in different times of the day, the season, or the moon, so clerics need to consider many factors in their spell selection.</p><p></p><p>This is a really great thread. I can't wait to read more of what everyone else does! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Falcon, post: 135311, member: 1056"] [b]Great Stuff!!!! (Long Reply)[/b] This is a great thread! Here is my humble input. 1) All magical weapons are not a +X this this or a Flamebrand that. Rather, they have latent magic that will be shaped by the actions and intents of its bearer. For example, one PC has an ancient family rapier that has awoken as +1 (he has doled out x amount of total HPs to foes in damage with it over several levels), and it has begun to develop some special properties against undead and outsiders (the PC is intentionally seeking these out, and using his rapier to try to destroy not only his adversaries, but their items--he skewered a symobol of an evil deity on a magical pouch that held magic crystals last time--this is all based on some dreams he had while healing from some nasty magic thrown by a sorcerer thought long dead). 2) There are no wizards. The Strictures of Known Magic, because of a great wizard who perverted formal magic in becoming A'Al'An, the Eater of Magic. From the Texts: Lesser followers, hapless renegade human wizards and Elves, were also banished from the Aelrith, transformed into the Roamers and the Lurkers. Known Magic and the Strictures were so perverted by A’Al’An that any formal Casting, any attempt at following Strictures of Learned and Known Magic left the Caster open to gateways beyond the existence of Aelrith, that could attract Roamers or Lurkers. Roamers pass through the Aelrith, hungering eternally for Known Magic to sustain them. It is their hope that in finding and devouring enough Known Magic they can form themselves once again into the Plane of Aelrith. The Lurkers are as the Roamers, but bound to the specific place where they were defeated. The Aelrith is ancient, so many such places are no longer recognizable, and may be now under cities, in groves of trees, under water, in ruins, or perhaps exist as stonework in standing buildings, waiting for the Hunger to awake at a Casting. We know that Divine power through faith and practice is beyond the reach of the Roamers and Lurkers, as are those whose ancestry grants them the Talent. We too know that the elemental and basic forces summoned, directed, and melded by Runes do not seem to attract the Roamers or Lurkers. Formal Wizardry is thus a risky thing, but the blood gift of Sorcery is a different matter, as it is spontaneous and forms from different principles than the Strictures, as does the elemental foundation of Runic Casting. This has led to some interesting specializations, and NPC sorcerer combos, as arcane magic is now much more limited in breadth of possibilities (strike team of sorcerers, each with different spell specializations). It has also led to some interesting scenarios when the PCs have stumbled across an ancient spell-book. 3) Spells are related to personality, and as such, each Caster has a unique utterance and presentation they must make, in campaign time, in order to cast the spell. We get some very vivid and theatrical role-playing here! 4) Divine magic's potency manifests itself in different times of the day, the season, or the moon, so clerics need to consider many factors in their spell selection. This is a really great thread. I can't wait to read more of what everyone else does! :D [/QUOTE]
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