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Tell me about magic in your world.
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<blockquote data-quote="A'koss" data-source="post: 1861933" data-attributes="member: 840"><p>You have some cool stuff there Ranger Wicket... I like seeing people take the time to tailor magic to their campaigns.</p><p> </p><p>Over the years we touched upon a lot of different styles, but all with an eye on the setting. Path Magic was lots of fun and still one of my favorites styles. We had great Greyhawk campaigns with underlying political conflicts between Clerics of the various good deities and the "uncontrolled" Wizard communities. The more influential clergies argued that Wizards had too much power and no higher moral authority. There were increasing restrictions being placed on Wizards in countries like Veluna and Furyondy and they exerted pressure on Greyhawk and places like Celene to follow suit. But when the High Priests of Rao, Cuthbert and Pelor put up a united front and tried to have the Circle of Eight arrested... well, it got ugly - quick.</p><p> </p><p>In our Post-Ragnarok low(er) magic campaign we sat down and fleshed out how we wanted magic to work in the campaign and what kinds of limitations it should have. I think I had the most fun with this. We nailed down a list of what magic could and couldn't do (or, just much harder to do) and I think just doing that helped create a third of the flavor of the campaign. When the gods died in Ragnarok, their divine essence scattered across the world and suffused it with their power. Everyone has a touch of the divine in them and it has granted them the potential for greatness humanity never had before. In effect, it was that event which allowed D&D style advancement in power. In that campaign our primary spellcaster was the Talist Magi, those that had a strong connection to the essence of the great rune sorcerers like Odin and Frigga, or to the darker powers like Loki. And like them, Talists are both warriors and wizards, but with a touch of the divine as well. There is a Druid Class as well, but significantly different than D&D's. Nature is but an extension of their being and they use the earth and the air around them like we use our own arms and legs. They have no special influence over animals however, they are forbidden to use their powers to impose their will on another sentient being's free will. From there it breaks down into various prestige classes - those that have a strong connection to a particular god or magical location.</p><p> </p><p>Cheers!</p></blockquote><p></p>
[QUOTE="A'koss, post: 1861933, member: 840"] You have some cool stuff there Ranger Wicket... I like seeing people take the time to tailor magic to their campaigns. Over the years we touched upon a lot of different styles, but all with an eye on the setting. Path Magic was lots of fun and still one of my favorites styles. We had great Greyhawk campaigns with underlying political conflicts between Clerics of the various good deities and the "uncontrolled" Wizard communities. The more influential clergies argued that Wizards had too much power and no higher moral authority. There were increasing restrictions being placed on Wizards in countries like Veluna and Furyondy and they exerted pressure on Greyhawk and places like Celene to follow suit. But when the High Priests of Rao, Cuthbert and Pelor put up a united front and tried to have the Circle of Eight arrested... well, it got ugly - quick. In our Post-Ragnarok low(er) magic campaign we sat down and fleshed out how we wanted magic to work in the campaign and what kinds of limitations it should have. I think I had the most fun with this. We nailed down a list of what magic could and couldn't do (or, just much harder to do) and I think just doing that helped create a third of the flavor of the campaign. When the gods died in Ragnarok, their divine essence scattered across the world and suffused it with their power. Everyone has a touch of the divine in them and it has granted them the potential for greatness humanity never had before. In effect, it was that event which allowed D&D style advancement in power. In that campaign our primary spellcaster was the Talist Magi, those that had a strong connection to the essence of the great rune sorcerers like Odin and Frigga, or to the darker powers like Loki. And like them, Talists are both warriors and wizards, but with a touch of the divine as well. There is a Druid Class as well, but significantly different than D&D's. Nature is but an extension of their being and they use the earth and the air around them like we use our own arms and legs. They have no special influence over animals however, they are forbidden to use their powers to impose their will on another sentient being's free will. From there it breaks down into various prestige classes - those that have a strong connection to a particular god or magical location. Cheers! [/QUOTE]
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