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Midnight: First Impressions of Campaign Book
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<blockquote data-quote="gambler1650" data-source="post: 844465" data-attributes="member: 11033"><p>The other magical tradition is "spiritual". The traditions themselves don't necessarily give advantages or disadvantages by themselves, but in conjunction with the classes. The first time you pick a spell, you have to pick a tradition (I think - I'm not as far as I wanted to be in the book yet). For instance, if you want to become a druid (prestige class in Midnight), you have to follow the spiritual tradition. If you become a Channeler (basic class - and most likely one you'll have ranks in before becoming a Druid or Wizard (also a prestige class)) the choice of tradition gives one of three different powers. Spiritual lets you commune with animals to get information on an area, charismatic lets you apply certain effects on morale to enemies and allies in combat, and even competence bonuses to any skill check), and I forget what Hermetic's corresponding power is. An immediate effect of all three is that you use a different attribute (Int, Wis or Cha) depending on the tradition used.</p><p></p><p>One of the problems I'm finding is that the magic system feels a bit of a mish-mash just from reading the character classes. Perhaps it'll become clearer once I've read the actual Magic portion of the book, but right now I've read about the Legate (the only cleric class, and one which uses the basic PHB cleric rules but one that the players can't - well, shouldn't - play since they gain their spells from Izrador), the Channeler which uses the Midnight spell system, and the Wizard and Druid who seem to use elements of both the PHB and Midnight. I'm sure it'll all come together, and part of the problem is that it's been awhile since I've read the PHB and DMG areas regarding magic (I've been reading sourcebooks primarily of late) so those areas are rusty. An area of confusion for me is whether all spell casting classes use their tradition's ability modifier to add to their spell point pool. Under Channeler it's stated specifically that it is, but this is not stated for Druids or Wizards. Given that you probably have to have Channeler levels before becoming a Druid or a Wizard (at least an effective one) it's probably not a huge issue.</p></blockquote><p></p>
[QUOTE="gambler1650, post: 844465, member: 11033"] The other magical tradition is "spiritual". The traditions themselves don't necessarily give advantages or disadvantages by themselves, but in conjunction with the classes. The first time you pick a spell, you have to pick a tradition (I think - I'm not as far as I wanted to be in the book yet). For instance, if you want to become a druid (prestige class in Midnight), you have to follow the spiritual tradition. If you become a Channeler (basic class - and most likely one you'll have ranks in before becoming a Druid or Wizard (also a prestige class)) the choice of tradition gives one of three different powers. Spiritual lets you commune with animals to get information on an area, charismatic lets you apply certain effects on morale to enemies and allies in combat, and even competence bonuses to any skill check), and I forget what Hermetic's corresponding power is. An immediate effect of all three is that you use a different attribute (Int, Wis or Cha) depending on the tradition used. One of the problems I'm finding is that the magic system feels a bit of a mish-mash just from reading the character classes. Perhaps it'll become clearer once I've read the actual Magic portion of the book, but right now I've read about the Legate (the only cleric class, and one which uses the basic PHB cleric rules but one that the players can't - well, shouldn't - play since they gain their spells from Izrador), the Channeler which uses the Midnight spell system, and the Wizard and Druid who seem to use elements of both the PHB and Midnight. I'm sure it'll all come together, and part of the problem is that it's been awhile since I've read the PHB and DMG areas regarding magic (I've been reading sourcebooks primarily of late) so those areas are rusty. An area of confusion for me is whether all spell casting classes use their tradition's ability modifier to add to their spell point pool. Under Channeler it's stated specifically that it is, but this is not stated for Druids or Wizards. Given that you probably have to have Channeler levels before becoming a Druid or a Wizard (at least an effective one) it's probably not a huge issue. [/QUOTE]
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