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Tell me about magic in your world.
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<blockquote data-quote="Mallus" data-source="post: 1863152" data-attributes="member: 3887"><p>In the primary campaign area of my world --the 10 portal-connected cities of CITY-- they're 4 magical traditions... each with their own set of perks and quirks.</p><p></p><p><strong>Erisian Alchemists</strong> practice a mad-scientific brand of philosphical inquiry that covers everything from high-octane love potions, immortality serums, turning lead into gold, sugar into glass, and big things into their tiny, component pieces.</p><p></p><p>Rule quirks: their familiars are animated objects</p><p> their buff spells last longer [ie. they use the 3.0 2nd level buffs]</p><p> they can't Eschew Materials or Still their spells</p><p> they get all the blasty evocation spells [other traditions don't] </p><p> they're not great enchanters [spells have a range of touch/injest]</p><p> they're terrible diviners, except for the odd vial of truth serum...</p><p> their spells have either REF or FORT saves</p><p></p><p><strong>Shirac Mind-Witches</strong> are basically psionicists who excel at enchantment and illusion spells, with the occasional tele/pyro/cryo-kinetic power thrown in for good measure. The Shirac are a race of plane-wandering mystics who teach their art to any outsiders who willingly embrace their culture. However, those so taught have the nasty habit of passing the knowledge along to every no-good relative, in-law, poker buddy, etc. so what was once regarded as a pristine path to enlightment is now a highly-feared set of mind-tricks...</p><p></p><p>Rule quirks: --their familiars are spirit-imbued magical animals </p><p> --their mind-affecting spell rock [ie, invisibility at 1 hour/level]</p><p> --their physical buffs don't [produce fatigued cond. when over]</p><p> --making spells quick/still/silent is easier for them</p><p> --learning damage-producing evocation spells is hard [req's feat]</p><p> --their spells have either WILL or REF saves </p><p></p><p><strong>Brothers of the Black Worm</strong> are occultists in the employ of Erebus the fallen angel, who pays his workers in vile, otherworldly secrets that he gleaned from the ghosts of the Dead Elder Gods he was once charged with mourning for. Once paid, the Brothers are free to use their knowledge and power for whatever they choose, so long as it doesn't interfere with Erebus's schemes. Of course, Erebus is never clear about what those schemes are...</p><p></p><p>Rule quirks: --their familiars are shapechanging native outsiders with base abilities similar to quasits. Their base form is that of a long black worm which is usually found coiled around their master's heart.</p><p> --they excel at necromancy and conjuration [summoned monsters last 10 min/level and have non-combat uses]</p><p> --they normally don't use their own EXP when creating items [ie, they use sacrificed sentients]</p><p> --they get enhance familiar and inproved familiar as bonus feats.</p><p></p><p><strong>Gate Mages</strong> use the ability the innate ability of all sentient beings to fashion interdimensional gates to approximate a small number of arcane spell effects. From the obvious like Dimension Door and Teleport, to the less obvious, like Create Food and Water --which only works if the Gate Mage has a prior arrangment with a resturant open 24 hours...</p><p></p><p>Rules quirks: --they don't have familiars</p><p> --most of their spells work by first 'tagging' a target with a Gate Mark, then later, invoking it, ie: tagging a monster to summon, tagging a boulder to later drop on someone's head </p><p> --thus they have no control over summoned monsters</p><p> --thus nearly every use of their spells requires a new DM ruling</p><p> --thus they can learn just about any spell a player can justify as working via a teleportation gate</p><p> --their spells only have REF saves: either they position the Gate correctly, or they don't.</p></blockquote><p></p>
[QUOTE="Mallus, post: 1863152, member: 3887"] In the primary campaign area of my world --the 10 portal-connected cities of CITY-- they're 4 magical traditions... each with their own set of perks and quirks. [b]Erisian Alchemists[/b] practice a mad-scientific brand of philosphical inquiry that covers everything from high-octane love potions, immortality serums, turning lead into gold, sugar into glass, and big things into their tiny, component pieces. Rule quirks: their familiars are animated objects their buff spells last longer [ie. they use the 3.0 2nd level buffs] they can't Eschew Materials or Still their spells they get all the blasty evocation spells [other traditions don't] they're not great enchanters [spells have a range of touch/injest] they're terrible diviners, except for the odd vial of truth serum... their spells have either REF or FORT saves [b]Shirac Mind-Witches[/b] are basically psionicists who excel at enchantment and illusion spells, with the occasional tele/pyro/cryo-kinetic power thrown in for good measure. The Shirac are a race of plane-wandering mystics who teach their art to any outsiders who willingly embrace their culture. However, those so taught have the nasty habit of passing the knowledge along to every no-good relative, in-law, poker buddy, etc. so what was once regarded as a pristine path to enlightment is now a highly-feared set of mind-tricks... Rule quirks: --their familiars are spirit-imbued magical animals --their mind-affecting spell rock [ie, invisibility at 1 hour/level] --their physical buffs don't [produce fatigued cond. when over] --making spells quick/still/silent is easier for them --learning damage-producing evocation spells is hard [req's feat] --their spells have either WILL or REF saves [b]Brothers of the Black Worm[/b] are occultists in the employ of Erebus the fallen angel, who pays his workers in vile, otherworldly secrets that he gleaned from the ghosts of the Dead Elder Gods he was once charged with mourning for. Once paid, the Brothers are free to use their knowledge and power for whatever they choose, so long as it doesn't interfere with Erebus's schemes. Of course, Erebus is never clear about what those schemes are... Rule quirks: --their familiars are shapechanging native outsiders with base abilities similar to quasits. Their base form is that of a long black worm which is usually found coiled around their master's heart. --they excel at necromancy and conjuration [summoned monsters last 10 min/level and have non-combat uses] --they normally don't use their own EXP when creating items [ie, they use sacrificed sentients] --they get enhance familiar and inproved familiar as bonus feats. [b]Gate Mages[/b] use the ability the innate ability of all sentient beings to fashion interdimensional gates to approximate a small number of arcane spell effects. From the obvious like Dimension Door and Teleport, to the less obvious, like Create Food and Water --which only works if the Gate Mage has a prior arrangment with a resturant open 24 hours... Rules quirks: --they don't have familiars --most of their spells work by first 'tagging' a target with a Gate Mark, then later, invoking it, ie: tagging a monster to summon, tagging a boulder to later drop on someone's head --thus they have no control over summoned monsters --thus nearly every use of their spells requires a new DM ruling --thus they can learn just about any spell a player can justify as working via a teleportation gate --their spells only have REF saves: either they position the Gate correctly, or they don't. [/QUOTE]
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