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Old 02-06-2019, 01:37 AM   #11
Skarg
 
Join Date: May 2015
Default Re: Diversity of Magical Tradition

To me, the spell research system implies that there can be spell variants.

Which in turn, implies that if the GM cares to do so, they could have various versions of all the spells known or not known by different groups of people who know magic.

But that's a fairly advanced/detailed/complicated thing for a GM to get into.

But if the GM and players are into it, detailing which groups know which spells and variants can be interesting and give a lot of local color to the factions in a game world.

e.g. The idea someone here had of having a guild which monopolizes knowledge of the Gate spells.
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Old 02-06-2019, 02:59 AM   #12
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Default Re: Diversity of Magical Tradition

WG is all about a few pushing against the limits of knowledge.

Alternative traditions could be about mass indoctrination in a few spells set in rigid traditions.

Ergo add Monk or Cleric as a new class, burdened with specific talent requirements in exchange for cost breaks on a fixed spell list.
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Old 02-06-2019, 05:01 AM   #13
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Default Re: Diversity of Magical Tradition

Quote:
Originally Posted by JohnPaulB View Post
I would say magic is more like cooking. You have some formulas, you put a dash of ingredients in it, you cook it (fatigue), you take your chances (roll the die) and hope that it tastes like meringue pie.
Yeah, I like the cooking analogy... different ingredients and cooking styles. There should be several ways to bake a Fireball after all.
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Old 02-07-2019, 08:03 PM   #14
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Default Re: Diversity of Magical Tradition

Quote:
Originally Posted by TippetsTX View Post
Yeah, I like the cooking analogy... different ingredients and cooking styles. There should be several ways to bake a Fireball after all.
From Brainiac TFT Archives 13 June 2000 John Paul

I did a little pondering on fire awhile back and it led to many things. What are some of the ways to make fire in gameplay?

Real = Torch, Molotail, etc
Magic-Illusion = [many people can see and feel it.]
Magic-Image = [many people can see it.]
Magic-TFT Fireball = Fire spell via fatigue
Magic-D&D Fireball = Fire spell via eather
Magic-Alchemy = Magic Fire via potions
Psionics-Perception = [only target experiences it]
Psionics-Pyrokenisis = Agitation of molecules to combust
Chemistry = Flourine and water, etc
Lasers = Light as heat
Vibratory = Sci Fi stuff
Projector = Holograms, etc
Miracles = Divine Intervention

------------
On another bent, I thought that a Wizard's Guild Classification of Magic Users might brighten up some of the GM storylines. These aren't necessarily the "Magic" dictionary terms and its not meant to be a jobs list. (Note: This was written before the Wizard's Guild discussions.)

Magic User - Generic Term
Magician - Generalist, knows a smattering of many different spells
Warlock - Military Arts magic user
Sorcerer - Dark Arts specialist
Witch - Small time solo "hedge" magic or Big Time Group magic
Wizard - Book Learned magic user
Alchemist - Deals with the elements & the magic that is inherent in physical matter [The alchemist philosopher ultimately deals with Elementals for his Great Work]
Prestigitater - Illusion Magic
Rune master - Glyph and Rune magic
Mage - Deep knowledge of magic manipulation
Necromancer - Death or Dead/Undead magic
Shaman - Religions that uses "Earth" spirits for magic
Demonologist - Uses demons to make magic
Satanist - Religion uses corrupted witch coven to worship demon who does magic
? - Thieving Magic
? - Healing magic
? - Construction magic
? - Detective magic
? - Protection magic
? - Persuasion/Sales magic
? - Trap magic

These could be used as conversation clues: "He's strictly a warlock, has no idea how to unlock the door other than blasting it open." "Our Finder noted they have a Sorcerer and a Necromancer, but no Demonologist. Rugar our Shaman, should be able to handle the Necro, and the Mage will need some time to set up defense against the Sorcerer."
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