Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Unorthodox Mages
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="The Green Adam" data-source="post: 4447298" data-attributes="member: 50821"><p><strong>Not exactly By-The-Book</strong></p><p></p><p>The Wizards, Sorcerors and other spell casting magic users of my primary D&D world tend to be very unique largely thanks to concepts build into the milieu. As I've mentioned before in other threads, in order to graduate from apprentice level to becoming an actual first level Wizard, a character must invent their own spell. Sorcerors gain a spell they have been able to draw from an otherworldly source on their own (without the help of the arcane, demonic or related entities that are the source of their powers in my universe).</p><p> </p><p>The key components of these invented/original spells is that they can only be as powerful as other first level spells but they increase in effectiveness as the PC rises in levels. These spells therefore become the PC's 'Signature Spells' and often the player builds a theme around them.</p><p> </p><p>For example...The Grey Elf Wizard Alucai Halobright starts with a spell called Bright Fire which causes campfires or torches to generate twice as much light as normal with no change in their size or heat. Later in levels this spell can make a dying torch light up a large, auditorium sized cave. Alucai's player starts taking more and more spells that have light, blinding effects and anti-undead spells to make up for the party's lack of a cleric and to match his namesake.</p><p> </p><p>Those that learned magic through a wizard's college do not gain an original spell at the start but are trained to obtain some sort of job upon graduating and are therefore equipped somewhat differently. Most possess 1 Offensive Spell, 1 Defensive Spell and 1 Misc Spell (which can not have integral attack or defense elements - creative use later is up to the Player and DM).</p><p> </p><p>Most players in my campaigns are members of an elite order of protectors resembling a sort of Legion of Medieval Super Heroes type group. As such they (and the enemies they face) are considered exceptional and usually start with both 1 original and the 3 taught spells. Adjustments and variations are made based on the PCs place of origin, species (I despise saying race) and other story factors.</p><p> </p><p>AD</p></blockquote><p></p>
[QUOTE="The Green Adam, post: 4447298, member: 50821"] [b]Not exactly By-The-Book[/b] The Wizards, Sorcerors and other spell casting magic users of my primary D&D world tend to be very unique largely thanks to concepts build into the milieu. As I've mentioned before in other threads, in order to graduate from apprentice level to becoming an actual first level Wizard, a character must invent their own spell. Sorcerors gain a spell they have been able to draw from an otherworldly source on their own (without the help of the arcane, demonic or related entities that are the source of their powers in my universe). The key components of these invented/original spells is that they can only be as powerful as other first level spells but they increase in effectiveness as the PC rises in levels. These spells therefore become the PC's 'Signature Spells' and often the player builds a theme around them. For example...The Grey Elf Wizard Alucai Halobright starts with a spell called Bright Fire which causes campfires or torches to generate twice as much light as normal with no change in their size or heat. Later in levels this spell can make a dying torch light up a large, auditorium sized cave. Alucai's player starts taking more and more spells that have light, blinding effects and anti-undead spells to make up for the party's lack of a cleric and to match his namesake. Those that learned magic through a wizard's college do not gain an original spell at the start but are trained to obtain some sort of job upon graduating and are therefore equipped somewhat differently. Most possess 1 Offensive Spell, 1 Defensive Spell and 1 Misc Spell (which can not have integral attack or defense elements - creative use later is up to the Player and DM). Most players in my campaigns are members of an elite order of protectors resembling a sort of Legion of Medieval Super Heroes type group. As such they (and the enemies they face) are considered exceptional and usually start with both 1 original and the 3 taught spells. Adjustments and variations are made based on the PCs place of origin, species (I despise saying race) and other story factors. AD [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Unorthodox Mages
Top