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<blockquote data-quote="Tsyr" data-source="post: 249000" data-attributes="member: 354"><p>I thought I would provide some more details, as long as I'm at it.</p><p></p><p>Alchemy and Alchemists mostly deal with curative potions and other forms of non-magical healing. There is some information about creation Philosopher's Gold, too. Might be interesting for a low-magic game, and is good for NPC healers, tribal healers, etc.</p><p></p><p>Astrology is sorta a form of temporal divination, as you might guess. They get some pretty interesting abilities... For example, by predicting the exact best time to begin a task (And it can be hours , days, months, etc from then), the people embarking on it get bonuses to reflect the fact that it's the "ideal" time. This is in addition to more typical forms of "fortune telling".</p><p></p><p>Elementalism is just what it sounds like, elemental magic. It's basicly just vancian casting, but instead of, say, being a Necromancer, you might be an Ignamancer. </p><p></p><p>Geomancy I already detailed above... my second favorite section.</p><p></p><p>Herbalism is like a more magical version of alchemy... lots more you can do with herbalism.</p><p></p><p>Magical Imagination is kinda mis-labled... closer would be to call it magical memory. The meat of this section is the ability to store and retrieve spells in a kind of comunal "spell node", useable by a group called the Heralds, a group of wanderers. </p><p></p><p>Oneiromancy is my favorite section... its dream magic. Very similar in some ways to Tel'Arion'Rhiod (SP?) from Wheel of Time in flavor. Rules for oneiromancers, for them bringing non-oneriomancers into the dream, dream combat, dream manifestations, etc etc etc. VERY detailed, very cool, very flavorful.</p><p></p><p>Rational Magic is sorta like the power of disbelieve... as I said, this was the one section of the book that sorta let me down, I just don't like the approach they took. A user of these powers basicly has disbelieve so strong it manifests as special abilities... enhanced spell resistance, etc. Those parts are cool, but the problem is that some of the abilities are a bit silly... for example, if a person disbelieves in a magical being enough, it will transform into a similar-but-nonmagical version... For example, a unicorn or pegasus becomes a white horse, a sphynx becomes a lion, a dragon becomes an overgrown crocidile, etc. Don't like this, it's too magical for a class that is supposed to be the antithesis of magic.</p><p></p><p>Spirit Magic is sorta like a cross between necromancy and shamanism... if you are familiar with the Necroscope series of books, it reminded me of these, only in a more magical way.</p><p></p><p>Sympathetic Magic is kinda like the sterotypical "voodoo" magic... mostly non-combat magic that depends on the strengh of connection to the target (called sympathy)... Hence, sympathetic mages tend to use things like symbolic dolls, locks of hair, bits of the targets clothing, etc. Incredible distances (Miles) are possible, if the sympathies are strong enough. Perhaps better for NPCs, or for PCs in a low-combat, city intrigue type game or similar.</p><p></p><p>The book of plants is pretty cool too... lots of them, well detailed, with illustrations.</p></blockquote><p></p>
[QUOTE="Tsyr, post: 249000, member: 354"] I thought I would provide some more details, as long as I'm at it. Alchemy and Alchemists mostly deal with curative potions and other forms of non-magical healing. There is some information about creation Philosopher's Gold, too. Might be interesting for a low-magic game, and is good for NPC healers, tribal healers, etc. Astrology is sorta a form of temporal divination, as you might guess. They get some pretty interesting abilities... For example, by predicting the exact best time to begin a task (And it can be hours , days, months, etc from then), the people embarking on it get bonuses to reflect the fact that it's the "ideal" time. This is in addition to more typical forms of "fortune telling". Elementalism is just what it sounds like, elemental magic. It's basicly just vancian casting, but instead of, say, being a Necromancer, you might be an Ignamancer. Geomancy I already detailed above... my second favorite section. Herbalism is like a more magical version of alchemy... lots more you can do with herbalism. Magical Imagination is kinda mis-labled... closer would be to call it magical memory. The meat of this section is the ability to store and retrieve spells in a kind of comunal "spell node", useable by a group called the Heralds, a group of wanderers. Oneiromancy is my favorite section... its dream magic. Very similar in some ways to Tel'Arion'Rhiod (SP?) from Wheel of Time in flavor. Rules for oneiromancers, for them bringing non-oneriomancers into the dream, dream combat, dream manifestations, etc etc etc. VERY detailed, very cool, very flavorful. Rational Magic is sorta like the power of disbelieve... as I said, this was the one section of the book that sorta let me down, I just don't like the approach they took. A user of these powers basicly has disbelieve so strong it manifests as special abilities... enhanced spell resistance, etc. Those parts are cool, but the problem is that some of the abilities are a bit silly... for example, if a person disbelieves in a magical being enough, it will transform into a similar-but-nonmagical version... For example, a unicorn or pegasus becomes a white horse, a sphynx becomes a lion, a dragon becomes an overgrown crocidile, etc. Don't like this, it's too magical for a class that is supposed to be the antithesis of magic. Spirit Magic is sorta like a cross between necromancy and shamanism... if you are familiar with the Necroscope series of books, it reminded me of these, only in a more magical way. Sympathetic Magic is kinda like the sterotypical "voodoo" magic... mostly non-combat magic that depends on the strengh of connection to the target (called sympathy)... Hence, sympathetic mages tend to use things like symbolic dolls, locks of hair, bits of the targets clothing, etc. Incredible distances (Miles) are possible, if the sympathies are strong enough. Perhaps better for NPCs, or for PCs in a low-combat, city intrigue type game or similar. The book of plants is pretty cool too... lots of them, well detailed, with illustrations. [/QUOTE]
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