Dyson
09-23-2000, 10:43 PM
I was wondering if the specific skills related to magic were decided on yet, or if they were, if it's "set in stone."
I'd personally like to see the following:
For Wizards:
A "Five Element" system for the main "attack/summoning" spells [Necro\Aero\Pyro\Geo\Hydro]mancy, a set of "construction" skills [research formulae, enchant weapons, enchant armor, brew potion], and a set of four general "non-combat" spell schools [Divination, Abjuration, Shadow Magic, and Flux Magic]. For our purposes, Shadow is Illusion and Flux is any dimensional magic, like Teleport or Enlarge.
I just thought Shadow sounded cooler (since Illusion is the word used in most RPGs) and Flux gave Dimensional magics a bit more of a "techno" edge, since the game is based out off a society emerging from the ashes of another.
For Druids:
Access to certain elemental Spheres (Air & Earth, most likely) as well as Animal Friendship, Tracking, and general Nature-related abilities. I'd think it'd be good to make most of the Druid's spell-like powers "Abilities" so as to justify why they're kept secret. This makes sense, since most druids are either "chosen by the land" ie, self-taught, or taught by other Druids (Rather then Wizards, who learn incantations out of old books, Druids learn to channel LifeForce through their bodies).
For Clerics:
Spells related to their God's Sphere of Influence (of course) and abilities like "Channel Godly Wrath," ie, jacking up one's stats by putting divine might into your mortal frame. Extremely high levels of this could make the player a minor emodiment of the God's avatar for a short time.
For Psionicists:
Skills all the way. Psionicists don't "Cast spells" in D&D or any fantasy literature; they focus energy in their bodies. Since it's mental effort they're exerting, they don't have "incantations" to summon up energy.
Anyway, that's my take on things. How far off from the intended system have I landed? Still in the ballpark (I hope...)? :)
I'd personally like to see the following:
For Wizards:
A "Five Element" system for the main "attack/summoning" spells [Necro\Aero\Pyro\Geo\Hydro]mancy, a set of "construction" skills [research formulae, enchant weapons, enchant armor, brew potion], and a set of four general "non-combat" spell schools [Divination, Abjuration, Shadow Magic, and Flux Magic]. For our purposes, Shadow is Illusion and Flux is any dimensional magic, like Teleport or Enlarge.
I just thought Shadow sounded cooler (since Illusion is the word used in most RPGs) and Flux gave Dimensional magics a bit more of a "techno" edge, since the game is based out off a society emerging from the ashes of another.
For Druids:
Access to certain elemental Spheres (Air & Earth, most likely) as well as Animal Friendship, Tracking, and general Nature-related abilities. I'd think it'd be good to make most of the Druid's spell-like powers "Abilities" so as to justify why they're kept secret. This makes sense, since most druids are either "chosen by the land" ie, self-taught, or taught by other Druids (Rather then Wizards, who learn incantations out of old books, Druids learn to channel LifeForce through their bodies).
For Clerics:
Spells related to their God's Sphere of Influence (of course) and abilities like "Channel Godly Wrath," ie, jacking up one's stats by putting divine might into your mortal frame. Extremely high levels of this could make the player a minor emodiment of the God's avatar for a short time.
For Psionicists:
Skills all the way. Psionicists don't "Cast spells" in D&D or any fantasy literature; they focus energy in their bodies. Since it's mental effort they're exerting, they don't have "incantations" to summon up energy.
Anyway, that's my take on things. How far off from the intended system have I landed? Still in the ballpark (I hope...)? :)