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The effects of time travel?
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<blockquote data-quote="Umbran" data-source="post: 2049627" data-attributes="member: 177"><p>Hm. I'm not aware that the general methods of arcane magic use in the Realms have changed all that much over time. You wave your hands in a particular manner, intone the particular words, and have the right components and magic happens. The basic rules are still the same, so newer arcane magic spells and items should still function in the past. </p><p></p><p>I recall reading that the Weave was somewhat easier to use in the past of FR. That's a vague description. I might simply interpret it as saying that the system was more error tolerant in the past - not so picky about <em>exactly</em> how you waved your hands, pronounced syllables, and so forth. Which means that travelling into the past has very little impact upon your PCs.</p><p></p><p></p><p></p><p>That's a darned good question. This'll depend a bit on the particulars fo the metaphysics. If spells come from the act/state of worship, without active intercession by the god, then your clerics are still fine. If it requires s9ome form of act on the aprt of the deity to grant spells, then the god(s) in question are going to instantly become aware that something funny is up, as a higher-level spellcaster suddenly stars asking for things where none existed before.</p><p></p><p>It gets really odd for characters who worship gods who have had a fairly stable portfolio, but for whom the personage has changed. The god of magic being perhaps the greatest offender here. Darned that Time of Troubles!</p><p></p><p>Actually, that also depends upon the gods' perception of time. If they live in a human-style timeline, then time travel will cause as much confusion for them as for any human. If their consciousness is not as temporally localized, though, they won't be thrown for a loop by this.</p></blockquote><p></p>
[QUOTE="Umbran, post: 2049627, member: 177"] Hm. I'm not aware that the general methods of arcane magic use in the Realms have changed all that much over time. You wave your hands in a particular manner, intone the particular words, and have the right components and magic happens. The basic rules are still the same, so newer arcane magic spells and items should still function in the past. I recall reading that the Weave was somewhat easier to use in the past of FR. That's a vague description. I might simply interpret it as saying that the system was more error tolerant in the past - not so picky about [i]exactly[/i] how you waved your hands, pronounced syllables, and so forth. Which means that travelling into the past has very little impact upon your PCs. That's a darned good question. This'll depend a bit on the particulars fo the metaphysics. If spells come from the act/state of worship, without active intercession by the god, then your clerics are still fine. If it requires s9ome form of act on the aprt of the deity to grant spells, then the god(s) in question are going to instantly become aware that something funny is up, as a higher-level spellcaster suddenly stars asking for things where none existed before. It gets really odd for characters who worship gods who have had a fairly stable portfolio, but for whom the personage has changed. The god of magic being perhaps the greatest offender here. Darned that Time of Troubles! Actually, that also depends upon the gods' perception of time. If they live in a human-style timeline, then time travel will cause as much confusion for them as for any human. If their consciousness is not as temporally localized, though, they won't be thrown for a loop by this. [/QUOTE]
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