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<blockquote data-quote="IceFractal" data-source="post: 3890789" data-attributes="member: 27704"><p>One thing that I think helps with this kind of setting is if the magic system is somewhat mysterious, even to the players. There was a great article about this, which I read a while ago, but can't remember the website. </p><p></p><p>The gist was that while having the magic system's underlying mechanics totally unknown to the players wasn't practical except for a totally homebrew game, you could simulate it by having (initially) unknown factors that had a subtle or strong effect on spellcasting. There's different types of factors possible:</p><p></p><p><strong>Tied to Caster</strong></p><p>Each caster is different, and most have at least one condition that modifies their spells.</p><p><u>Example:</u> A mage born on the winter solstice might have slightly stronger spells during the winter months and slightly weaker spells during the summer, the effects peaking on the solstices. </p><p><u>Note:</u> Most caster-linked factors are eventually discovered by the caster, and if someone was starting out as a mid-level mage they'd probably already know their existing factors. But new factors can be added in the course of the campaign. After being hit with the death-curse of an nymph, a mage's spells could be less effective in forested areas. Or after drinking a thousand-year-old dwarven funeral ale, their spells could last longer underground.</p><p></p><p><strong>Tied to Location</strong></p><p>Simple enough - some locations enhance, suppress, or warp certain types of spells.</p><p><u>Example:</u> In the salt mountains, any spells that create or manipulate water last a very short time. Even permanent spells must make periodic checks to avoid dispelling.</p><p></p><p><strong>Tied to Events</strong></p><p>Some types of factors effect the whole world simultaneously. If the effect is strong enough, this can be a major campaign event.</p><p><u>Example:</u> During a lunar eclipse, mind-affecting spells are weakened. Anyone under a compulsion or ongoing control, especially any insanity-type effect, gets another chance to break out. (Based on the belief that the moon caused insanity, hence luna-tic)</p><p></p><p>In addition to spellcasting, this works for magic items and creatures with supernatural powers as well. When you know what the factors are, it seems simple. But when your spells are acting strange, and you don't know the exact effects or what's causing them, it can make spellcasting quite a bit more unknown.</p></blockquote><p></p>
[QUOTE="IceFractal, post: 3890789, member: 27704"] One thing that I think helps with this kind of setting is if the magic system is somewhat mysterious, even to the players. There was a great article about this, which I read a while ago, but can't remember the website. The gist was that while having the magic system's underlying mechanics totally unknown to the players wasn't practical except for a totally homebrew game, you could simulate it by having (initially) unknown factors that had a subtle or strong effect on spellcasting. There's different types of factors possible: [B]Tied to Caster[/B] Each caster is different, and most have at least one condition that modifies their spells. [U]Example:[/U] A mage born on the winter solstice might have slightly stronger spells during the winter months and slightly weaker spells during the summer, the effects peaking on the solstices. [U]Note:[/U] Most caster-linked factors are eventually discovered by the caster, and if someone was starting out as a mid-level mage they'd probably already know their existing factors. But new factors can be added in the course of the campaign. After being hit with the death-curse of an nymph, a mage's spells could be less effective in forested areas. Or after drinking a thousand-year-old dwarven funeral ale, their spells could last longer underground. [B]Tied to Location[/B] Simple enough - some locations enhance, suppress, or warp certain types of spells. [U]Example:[/U] In the salt mountains, any spells that create or manipulate water last a very short time. Even permanent spells must make periodic checks to avoid dispelling. [B]Tied to Events[/B] Some types of factors effect the whole world simultaneously. If the effect is strong enough, this can be a major campaign event. [U]Example:[/U] During a lunar eclipse, mind-affecting spells are weakened. Anyone under a compulsion or ongoing control, especially any insanity-type effect, gets another chance to break out. (Based on the belief that the moon caused insanity, hence luna-tic) In addition to spellcasting, this works for magic items and creatures with supernatural powers as well. When you know what the factors are, it seems simple. But when your spells are acting strange, and you don't know the exact effects or what's causing them, it can make spellcasting quite a bit more unknown. [/QUOTE]
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