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So what's YOUR world's 'hook'?
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<blockquote data-quote="Kalendraf" data-source="post: 1702733" data-attributes="member: 3433"><p>I don't have the notes with me, but I'll try to wing it. We originally had a sorceress in the campaign but that player moved, and they currently don't have a wizard or sorcerer. I do know that wizards automatically gain the Eschew Materials feat, while Sorcerers gain the feat that lets them memorize spells (helpful for applying meta-feats). At higher levels (around 8th?), both gain arcane sight (ability to detect magic at will). They also gain a few free meta-magic feats, which are in addition to wizards normal bonus feats. I know one of them is Energy Affinity [Lightning]. Also, any spells with a duration of 1 unit/level actually last 0-3 units longer (determined with a DM-secret d4 roll). So a 1st level arcane caster casting Summon Monster will have it last 1 to 4 rounds, and that same caster using Mage Armor will have it last 1 to 4 hours.</p><p></p><p>Research by secret enclaves of arcane casters has shown that only certain spells risk exposure to the Taint. They hope to one day find a cure for the Taint, but until then any knowledge helps. My group has uncovered enough information to now know which ones are dangerous or not for the most part. A lot of the more common damage-dealing ones (fireball, lightning bolt) are risky to cast, while most other spells are fairly safe. It's not some willy-nilly DM-crusade against those spells though. As my group eventually learned, the taint follows somewhat of a mathematical formula. Discovering the properties of that formula is but one of the cool things they've dug up through the campaign.</p><p></p><p>Meanwhile, Bards are handled somewhat differently - they are less affected by the arcane taint (primarily due to their spell lists), and thus are not viewed as being nearly as dangerous.</p><p></p><p>Also, the current decrees of the pope, limit the Witchhunters to only hunting down tainted casters and creatures. However, a splinter faction of the Witchhunters guild broke off from the church years ago, and is still rumored to hunt down any casters they find. Whether they still exist, or are just a rumor meant to scare arcane casters is not clear.</p></blockquote><p></p>
[QUOTE="Kalendraf, post: 1702733, member: 3433"] I don't have the notes with me, but I'll try to wing it. We originally had a sorceress in the campaign but that player moved, and they currently don't have a wizard or sorcerer. I do know that wizards automatically gain the Eschew Materials feat, while Sorcerers gain the feat that lets them memorize spells (helpful for applying meta-feats). At higher levels (around 8th?), both gain arcane sight (ability to detect magic at will). They also gain a few free meta-magic feats, which are in addition to wizards normal bonus feats. I know one of them is Energy Affinity [Lightning]. Also, any spells with a duration of 1 unit/level actually last 0-3 units longer (determined with a DM-secret d4 roll). So a 1st level arcane caster casting Summon Monster will have it last 1 to 4 rounds, and that same caster using Mage Armor will have it last 1 to 4 hours. Research by secret enclaves of arcane casters has shown that only certain spells risk exposure to the Taint. They hope to one day find a cure for the Taint, but until then any knowledge helps. My group has uncovered enough information to now know which ones are dangerous or not for the most part. A lot of the more common damage-dealing ones (fireball, lightning bolt) are risky to cast, while most other spells are fairly safe. It's not some willy-nilly DM-crusade against those spells though. As my group eventually learned, the taint follows somewhat of a mathematical formula. Discovering the properties of that formula is but one of the cool things they've dug up through the campaign. Meanwhile, Bards are handled somewhat differently - they are less affected by the arcane taint (primarily due to their spell lists), and thus are not viewed as being nearly as dangerous. Also, the current decrees of the pope, limit the Witchhunters to only hunting down tainted casters and creatures. However, a splinter faction of the Witchhunters guild broke off from the church years ago, and is still rumored to hunt down any casters they find. Whether they still exist, or are just a rumor meant to scare arcane casters is not clear. [/QUOTE]
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