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Old 10-22-2018, 02:27 PM   #11
hcobb
 
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Location: Pacheco, California
Default Re: Spell categories

Updated with wizards at tax collection.
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Old 10-29-2018, 09:37 PM   #12
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Default Re: Spell categories

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.
  • Magic User - Generic Term
  • Magician - ?
  • 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 compounds, 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
  • Elementalist - Controls Elementals
  • Necromancer - Death or Dead/Undead magic
  • Shaman - Religions that uses "Earth" spirits for magic
  • Demonologist - Uses demons to make magic [Need to alter rules for this]
  • Satanist - Religion uses corrupted witch coven to worship demon who does magic [Need to alter rules for this]
  • ? - 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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Old 10-30-2018, 07:12 PM   #13
tomc
 
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Default Re: Spell categories

You could lay out the spells in a 2D grid, with "distances" between each reflecting how similar they are to each other (basically create a self organizing map by hand), so you'd have spells in overlapping "neighborhoods". You could select a spell from each of two or three groups, and select the other spells by spending points corresponding to the "distance" between a spell and the nearest spell the wizard already knows. If you want an eclectic wizard spend a lot of distance points, and for a very focused wizard spend fewer.
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Old 10-30-2018, 10:19 PM   #14
Skarg
 
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Default Re: Spell categories

^ That is a an interesting new-to-me idea!
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Old 11-07-2018, 03:32 AM   #15
David Bofinger
 
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Location: Sydney, Australia
Default Re: Spell categories

Quote:
Originally Posted by Shadekeep View Post
Some of the general classes I use are:
Rather than making this a wizard-only thing, I think it's better to have categories that might be accessed by wizards or heroes, and then let the categories take the place of the distinction. So instead of a druid category have an outdoorsy category with Alertness, Naturalist, Woodsman, Animal Training, etc. and maybe some spells. A hunter has taken a ranged or thrown weapons category and the outdoorsy category. A druid is a character who has taken a magic category and the outdoorsy category. And so on. It might lead to more variety of characters.
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