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Tell me about magic in your world.
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<blockquote data-quote="Vartan" data-source="post: 1861780" data-attributes="member: 26155"><p>Ranger Wickett: your magic is very cool. Tell the barbarian that this is a good thing. It makes me think of my old days playing Mage: The Ascension: highly stylized, and with deep ties to the game world that enhance role-playing.</p><p></p><p>I'm in the process of resurrecting my 2E campaign, the one that we played from 1993 (9th Grade) to 1996 (start of college). Two of the three players were the main cogs in that campaign and--after a three year layover from RPGS--we're stoked. Sunday is D-Day, the first session.</p><p></p><p>This campaign in Forgotten Realms, so the metaphysics of magic are tied up in Mystra. In my view, she is the source of raw magical energy which ebbs and flows (wild magic v. dead magic) throughout Faerun. She is the source, and wizards learn to shape her energies (praise be to Azuth <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ) . </p><p></p><p>In game terms we're trying out a radical (for D&D) mechanic. A wizard doesn't "memorize" a set of spells which are expelled as they are cast, and remembered or re-memorized the next day--every day, a wizard rests to re-energize the number of spells that they can cast.</p><p></p><p>In clearer terms, this means that a third level wizard can cast three first level, two second level and one first level spells per day. They can choose, on the fly, whatever spells they want to, so long as they have knowledge of the spell (i.e., it's in their spell book). The same holds true for priests: if you have access to the sphere, then you can cast the spell. No more memorizing spells.</p><p></p><p>In terms of game mechanics, this makes spellcasters much more powerful (which, to me, is a just compansation for the fact that low-level spellcasters suck in 2E). Wizards and priests are flexible: no more "I would cast detect magic, but I only memorized Magic Missiles today" or, conversely, "I don't have any Magic Missiles, I was studying at home and memorized Read Magic and Copy." </p><p></p><p>This sytem is reaching towards a mana-point system, but game balance issues within the spell level structure make that a dangerous option in D&D. This is a compromise between the shackles of memorizing spells, and the unbalanced freedom of a mana point system. Only time will tell, and I'll let you guys know how it goes...</p></blockquote><p></p>
[QUOTE="Vartan, post: 1861780, member: 26155"] Ranger Wickett: your magic is very cool. Tell the barbarian that this is a good thing. It makes me think of my old days playing Mage: The Ascension: highly stylized, and with deep ties to the game world that enhance role-playing. I'm in the process of resurrecting my 2E campaign, the one that we played from 1993 (9th Grade) to 1996 (start of college). Two of the three players were the main cogs in that campaign and--after a three year layover from RPGS--we're stoked. Sunday is D-Day, the first session. This campaign in Forgotten Realms, so the metaphysics of magic are tied up in Mystra. In my view, she is the source of raw magical energy which ebbs and flows (wild magic v. dead magic) throughout Faerun. She is the source, and wizards learn to shape her energies (praise be to Azuth ;) ) . In game terms we're trying out a radical (for D&D) mechanic. A wizard doesn't "memorize" a set of spells which are expelled as they are cast, and remembered or re-memorized the next day--every day, a wizard rests to re-energize the number of spells that they can cast. In clearer terms, this means that a third level wizard can cast three first level, two second level and one first level spells per day. They can choose, on the fly, whatever spells they want to, so long as they have knowledge of the spell (i.e., it's in their spell book). The same holds true for priests: if you have access to the sphere, then you can cast the spell. No more memorizing spells. In terms of game mechanics, this makes spellcasters much more powerful (which, to me, is a just compansation for the fact that low-level spellcasters suck in 2E). Wizards and priests are flexible: no more "I would cast detect magic, but I only memorized Magic Missiles today" or, conversely, "I don't have any Magic Missiles, I was studying at home and memorized Read Magic and Copy." This sytem is reaching towards a mana-point system, but game balance issues within the spell level structure make that a dangerous option in D&D. This is a compromise between the shackles of memorizing spells, and the unbalanced freedom of a mana point system. Only time will tell, and I'll let you guys know how it goes... [/QUOTE]
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