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Post by 1000buffalo on May 31, 2009 20:31:03 GMT -5
It wasn't until reading Jason's response on an earlier (page 2) thread that I caught on that Wizards in S&S don't forget their memorized spells unless they botch a casting (or fail to refresh their memory each morning). If you want to remove the chance of losing all spells, I'd suggest a counter-houserule: wizards and clerics only forget spells on a roll of 2. Any other failure is just that: a failure, but the spell still remains to use later. That goes a long way (with or without the above house rule suggestion) towards making Vancian magic work for me.
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Post by bluskreem on May 31, 2009 23:35:36 GMT -5
I've got to say it's the spellcraft portion of this game that really shines for me. I really like the optional rule as well.
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Post by 1000buffalo on May 31, 2009 23:57:14 GMT -5
I've got to say it's the spellcraft portion of this game that really shines for me. I really like the optional rule as well. I also find the scroll making rules to be very handy and easy to access (and extend Wizard flexibility).
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Post by drsamsara on Jun 8, 2009 17:27:26 GMT -5
I also really like the magic system. Although I am thinking hard that it might require jiggering with some 1st level spells. In my Onderland game, the Wizard keeps making his roll for Sleep and just blasts everything right and left. Now, he might, of course, have blown his roll right at the first. But I'm playing with the idea of reducing the effectiveness of that spell.
In any case, I have come to think of "memorization" as something else. Wizards prepare their spells by ritually summoning and binding the forces to them. Then they can use those forces as they will for 24 hours, at which point the summoning fades. However, if they lose concentration (i.e. blow the magic roll), they lose control and the binding fades.
Two things I'm thinking about doing with this. First, saying that magic actually involves summoning and binding supernatural entities. The "spell" is actually the summoned being acting. So instead of casting a Sleep spell, the Wizard summons and binds a minor spiritling from the Dream Realms (I'm just making this up right now, obviously). The ceremony involves a pact whereby the sleep-spirit will put anyone who the caster desires to sleep. Mechanically, it's the same, but has more feel of both real-world traditions and Sword & Sorcery lit. New spells might actually be learning how to forge new pacts with the same kiond of creatures.
Second (and not necessarily to go with the first), you could say that while the Wizard has the force of the spell hovering about him, as it were, he gives off weird energies and side-effects. So, going back to every 1st level character's favourite spell, a Wizard who has summoned and bound the forces of the Sleep spell, might give make everyone standing too close to him drowsy. Maybe insects and other small animals actually fall to sleep in his presence.
Just some thoughts.
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Post by Jason Vey on Jun 8, 2009 21:26:50 GMT -5
Excellent thoughts, Samsara. As for Sleep, are you giving the enemies saving throws? Even a 1-HD monster should get a +2 to a save vs. Sleep (which granted means he's still got to roll a 9 or better on 2d6, but it's something). That's one way to make sure there's a balancing factor there. Also remember that it's normal sleep, just magically induced. You are well within your rights as a Referee to decree that the sounds of combat are not "normal" noise, which would be more akin to someone walking around, talking, etc....the sounds of battle are LOUD. Just some ideas .
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Post by 1000buffalo on Jun 9, 2009 19:33:46 GMT -5
First, saying that magic actually involves summoning and binding supernatural entities. The "spell" is actually the summoned being acting. So instead of casting a Sleep spell, the Wizard summons and binds a minor spiritling from the Dream Realms (I'm just making this up right now, obviously). The ceremony involves a pact whereby the sleep-spirit will put anyone who the caster desires to sleep. Mechanically, it's the same, but has more feel of both real-world traditions and Sword & Sorcery lit. New spells might actually be learning how to forge new pacts with the same kiond of creatures. This so reminds me of early editions of Chaosium's Stormbringer. I like the trappings.
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Post by drsamsara on Jun 9, 2009 20:22:00 GMT -5
Just a bit simpler.
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jeffb
New Member
Posts: 9
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Post by jeffb on Jun 9, 2009 20:37:30 GMT -5
Yes, excellent, and similar to what I was thinking for a new homebrew setting I've been working on. It is heavily steeped in spirit/rune magic similar to Glorantha- Magic weapons will have bound spirits that make them ..err...magic (and characters will have to at times win a battle of wills with the spirit in order to use the weapon) Priest spells are actually aid given via spirits/servants of the god. That sort of thing.
Magic Users (Sorcerers) spells are in the form of "rogue" spirits- those not tied to the deities or elemental in nature, etc.
Its mostly fluff though, just "explanation" rather than reams of new rules.
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Post by drsamsara on Jun 10, 2009 15:02:35 GMT -5
I find as I get older, that fluff can accomplish a great deal more than crunch.
Very Daoist. Or something.
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Post by drsamsara on Jun 10, 2009 15:05:27 GMT -5
Magic weapons will have bound spirits that make them ..err...magic (and characters will have to at times win a battle of wills with the spirit in order to use the weapon) Do you ever read The Savage Swords of Athanor? We had some good first discussions on just this.
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