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[Primeval Thule] House rules for spellcasting
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<blockquote data-quote="Psikerlord#" data-source="post: 6748028" data-attributes="member: 93321"><p>Yeah I think I understand what you mean. It's interesting I kind of got mixed messages on that front when I read the pdf. The overall "magic is dangerous/not meant for man to know" is awesome, and my preferred blanket approach. </p><p></p><p>... But then they go and talk about nature spirit magic, which to me kinda places nature magic in it's own category. Divine is murky enough, really not clear where that's coming from. </p><p></p><p>But I was thinking, for my campaign, that I would make an overt change to the fluff to make it clear that whatever category of magic (arcane, divine, nature), it was the great old ones who first awakened/accessed magic on Thule, and that dark influence has tainted all magic since. So in my game, I will have all casters susceptible to roll on a dark magic table (or whatever mechanic I end up using), as a result of that underlying "taint" that applies to all spells, whatever their source.</p><p></p><p>On the other hand, I do also like the idea of simply saying there is only the one source, just harnessed in different ways. I find that a bit harder to reconcile with the finer detail in the pdf. But if I'm going to change the fluff a bit anyways.... why not take the simpler route? I shall ponder this further!</p></blockquote><p></p>
[QUOTE="Psikerlord#, post: 6748028, member: 93321"] Yeah I think I understand what you mean. It's interesting I kind of got mixed messages on that front when I read the pdf. The overall "magic is dangerous/not meant for man to know" is awesome, and my preferred blanket approach. ... But then they go and talk about nature spirit magic, which to me kinda places nature magic in it's own category. Divine is murky enough, really not clear where that's coming from. But I was thinking, for my campaign, that I would make an overt change to the fluff to make it clear that whatever category of magic (arcane, divine, nature), it was the great old ones who first awakened/accessed magic on Thule, and that dark influence has tainted all magic since. So in my game, I will have all casters susceptible to roll on a dark magic table (or whatever mechanic I end up using), as a result of that underlying "taint" that applies to all spells, whatever their source. On the other hand, I do also like the idea of simply saying there is only the one source, just harnessed in different ways. I find that a bit harder to reconcile with the finer detail in the pdf. But if I'm going to change the fluff a bit anyways.... why not take the simpler route? I shall ponder this further! [/QUOTE]
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[Primeval Thule] House rules for spellcasting
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