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The "Low Magic"/"Rare Magic" Conundrum
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<blockquote data-quote="Dannyalcatraz" data-source="post: 3198632" data-attributes="member: 19675"><p>Spellcasters/magic users/wizards of fiction that I've noticed use:</p><p></p><p>1) A lot of ritual magic that would take too much time to be fun in an RPG.</p><p></p><p>2) Use a small number of effects repeatedly. This could be emulated in a Vancian system by upping the duration of certain spells so that a spell's effects could be used repeatedly against a number of targets...but with fewer spell slots. Thus, for example, a Magic Missile might have a duration of 1 hour per level, but a 20th level mage might only have 3 1st level slots. He can throw magic missiles all day long, but he won't be super flexible.</p><p></p><p>3) Instead of a bunch of spells, they also seem to have abilities that just seem to be usable at will. Minor hypnotic suggestions, seeing in the dark, seeing auras, telepathy and other powers have all been used by fictional spellcasters at will, and are not modeled by spells, but rather as supernatural abilities. This would also fit well with the modified Vancian system, above.</p><p></p><p>4) Some spellcasters have abilities that fatigue them. This could be the result of an exhausting ritual that demands fasting and long hours of wakefulness, or even permanent or temporary mystical draining of vitality...summonings and divinations are often like this, as are major spells. Sometimes, manipulating the magic of a particular spell or ritual is so draining that it may only be performed once in the caster's career- it either burns them out, drives them insane, or kills them.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 3198632, member: 19675"] Spellcasters/magic users/wizards of fiction that I've noticed use: 1) A lot of ritual magic that would take too much time to be fun in an RPG. 2) Use a small number of effects repeatedly. This could be emulated in a Vancian system by upping the duration of certain spells so that a spell's effects could be used repeatedly against a number of targets...but with fewer spell slots. Thus, for example, a Magic Missile might have a duration of 1 hour per level, but a 20th level mage might only have 3 1st level slots. He can throw magic missiles all day long, but he won't be super flexible. 3) Instead of a bunch of spells, they also seem to have abilities that just seem to be usable at will. Minor hypnotic suggestions, seeing in the dark, seeing auras, telepathy and other powers have all been used by fictional spellcasters at will, and are not modeled by spells, but rather as supernatural abilities. This would also fit well with the modified Vancian system, above. 4) Some spellcasters have abilities that fatigue them. This could be the result of an exhausting ritual that demands fasting and long hours of wakefulness, or even permanent or temporary mystical draining of vitality...summonings and divinations are often like this, as are major spells. Sometimes, manipulating the magic of a particular spell or ritual is so draining that it may only be performed once in the caster's career- it either burns them out, drives them insane, or kills them. [/QUOTE]
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