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<blockquote data-quote="AnotherGuy" data-source="post: 9337186" data-attributes="member: 7029930"><p>In arguably the best or 2nd best Mystaran gazetteer, <em>The Principalities of Glantri, </em>the secret of the Radiance as well as the Seven Secret Crafts (think specialist arcane schools) exist and are not known by the common man <strong>(or the player at character creation)</strong></p><p>In the gazetteer, <em>Minrothad Guilds</em>, the Merchant Princes who are at the pinnacle of the caste system within that land, are masters of the sea and sail have their very own spell list (<strong>players would not have access to this spell list</strong> as the primary goal of that setting is rising through the ranks of the caste and guilds and attaining that title of Merchant Prince)</p><p></p><p>I could go on....</p><p></p><p>[USER=6790260]@EzekielRaiden[/USER] and [USER=22779]@Hussar[/USER] - to address your questions to me as to how I would deploy/inform my players re alternate magic:</p><p>If the chraracters say where to start off in Karameikos, a knightly kingdom, and they were wizards they would know</p><ul> <li data-xf-list-type="ul">That the PHB spells are the commonly traded spells (at least the low level ones), magical formulas and rituals that have been revealed;</li> <li data-xf-list-type="ul">Of the magocracies of Glantri and the Empire of Alphatia and of the powerful Merchant Princes that exist in the Minrothad Guilds and may have heard of the powerful druidic powers of the elves of the Alfheim forest...etc;</li> <li data-xf-list-type="ul">That the wizards of those magocracies are have alternate spells or variation of certain spells due to their specialisation of that craft within the land;</li> <li data-xf-list-type="ul">That generally wizards everywhere do not share their spell variations easily and if they do its likely at a premium;</li> <li data-xf-list-type="ul">That all of this magic is available to the characters through the fiction; AND</li> <li data-xf-list-type="ul">That the DM may have all the spells or may create more spells during the campaign as the story and location dictate.</li> </ul><p>Spell creation rules exist within the world of Mystara for players, with collaborative discussion with the DM.</p><p></p><p>If all of these secret arcane schools/spells happen within a published line of D&D, why is it so foreign for a DM to do this for their own table. Why the pushback?</p><p></p><p></p><p>Different Immortals, different Spheres (domains).</p><p>The priests of the <em>Atruaghin Clans</em> may have different powers than clerics within <em>Karameikos</em>.</p></blockquote><p></p>
[QUOTE="AnotherGuy, post: 9337186, member: 7029930"] In arguably the best or 2nd best Mystaran gazetteer, [I]The Principalities of Glantri, [/I]the secret of the Radiance as well as the Seven Secret Crafts (think specialist arcane schools) exist and are not known by the common man [B](or the player at character creation)[/B] In the gazetteer, [I]Minrothad Guilds[/I], the Merchant Princes who are at the pinnacle of the caste system within that land, are masters of the sea and sail have their very own spell list ([B]players would not have access to this spell list[/B] as the primary goal of that setting is rising through the ranks of the caste and guilds and attaining that title of Merchant Prince) I could go on.... [USER=6790260]@EzekielRaiden[/USER] and [USER=22779]@Hussar[/USER] - to address your questions to me as to how I would deploy/inform my players re alternate magic: If the chraracters say where to start off in Karameikos, a knightly kingdom, and they were wizards they would know [LIST] [*]That the PHB spells are the commonly traded spells (at least the low level ones), magical formulas and rituals that have been revealed; [*]Of the magocracies of Glantri and the Empire of Alphatia and of the powerful Merchant Princes that exist in the Minrothad Guilds and may have heard of the powerful druidic powers of the elves of the Alfheim forest...etc; [*]That the wizards of those magocracies are have alternate spells or variation of certain spells due to their specialisation of that craft within the land; [*]That generally wizards everywhere do not share their spell variations easily and if they do its likely at a premium; [*]That all of this magic is available to the characters through the fiction; AND [*]That the DM may have all the spells or may create more spells during the campaign as the story and location dictate. [/LIST] Spell creation rules exist within the world of Mystara for players, with collaborative discussion with the DM. If all of these secret arcane schools/spells happen within a published line of D&D, why is it so foreign for a DM to do this for their own table. Why the pushback? Different Immortals, different Spheres (domains). The priests of the [I]Atruaghin Clans[/I] may have different powers than clerics within [I]Karameikos[/I]. [/QUOTE]
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