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Old 12-06-2018, 10:14 AM   #40
bert
 
Join Date: Dec 2016
Location: Southern Sweden, possibly on an Alternate Earth
Default Re: DF Implied Cosmology

Quote:
Originally Posted by Kromm View Post
Pretty much the only reason why the Dungeon Fantasy Roleplaying Game doesn't have casters who are more powerful in town or only powerful in town is that – unlike the GURPS Dungeon Fantasy series and more generally the GURPS Fantasy series – the Dungeon Fantasy RPG offers next-to-no support for urban adventures. It treats town as a "black box" to visit between quests.

But even then . . . Things are possible for magic-using NPCs in town that aren't possible for caster PCs: recharging power items (Adventurers, p. 115) and rechargeable magic items (Magic Items, p. 15), working the most potent curative magic under Yes, The Temple Is Open! (Exploits, pp. 62-63), and of course manufacturing magic items. There are also hints that the Wizards' Guild deals in "forbidden" spells (Adventurers, p. 4, and Exploits, p. 94).

In light of that, it seems probable that there town-based casters whose spells work only in town . . . in effect, cities have the equivalent of normal mana/sanctity for this magic, while everywhere else has the equivalent of no mana/sanctity. Those spells are clearly very powerful, so settlements probably act as gigantic Energy Reserves or power items for such casters, too. Of course, magic-users of this kind wouldn't make good delvers, because all their abilities would be nigh unto useless in wilderness, dungeons, or other dimensions; that explains why such powerful people hire delvers for quests instead of going out and doing those jobs themselves.

As to whether these casters are highly specialized clerics and magic-users or in fact a whole other species of magician ("anti-druids" in a sense) would be up to the GM. Players of full-on GURPS might prefer wizards who have limited Magery, or clerics of city gods. Myself, I kind of like the idea of urban magicians who are their own profession, with its own template, and who have a distinct spellcasting talent, supernatural energy type, and spell list. Call them "sages" or whatever.
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