Spell categories
I'm automating the random character generator on ITL14 and my next step is to go from "and 4 spells" to actually picking the spells.
I'm tempted to throw out the three random kinds of wizards and roll on the Jobs table on page 59 to determine type of wizard. Other than combat, non-combat, thief, what other categories do people put various spells in? ITL page 59's "spells that can (in GM’s opinion) be used to entertain an audience." leaves a lot of ground to search. |
Re: Spell categories
Some of the general classes I use are:
Summoner - Specialises in Summon spells (scout/myrmidon/giant etc) Illusionist - Specialises in Illusion spells and perception spells (Blur, Darkness) Conjurer - Specialises in Create spells (fire/wall/slippery floor etc) Necromancer - Zombie, Detect Life, Drain Strength Sorceror - Lightning, Mage Sight, Flight, Control Person Enchanter - All Staff levels, Create Magic Item, Alchemy/Chemistry talent Diabolist - Summon Demon, Pentagram, Curse Druid - Control Animal, Pathfinder, Soothe, Naturalist talent Oracle - Scrying, Insight, Eyes-Behind, Staff-to-Snake |
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I split Tracker Wizards (who work for the Army) from Hedge Wizards (who don't).
http://www.hcobb.com/tft/squad.php |
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Other wizard classes I use are Witch/Warlock, Shaman, Court Wizard, and Thaumaturge. One can go as broad or as fine as one needs to. |
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What are the spells and skills for a noble who was born a wizard and can we get them to mutter mudblood?
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Should tax collecting wizards know the Drain Strength spell? After all they do need to service a lot of clients each day.
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For defense, Turn/Reverse Missiles, Ward, Stone Flesh, Spell Shield, Reveal/Conceal, Image/Illusion, Cleanse Poison, Invisibility, Fireproofing, Dispell Illusions, Remove Thrown Spell, Pentagram, Blast Trap can all be good, but again, bodyguards can learn those and cast those on/for them. Clearheadedness, Stalwart, Duplicate Writing, but again, a good one for the servants to learn. For the noble him/herself: Detect Enemies Far Vision (for surveying their domain) Speed Movement Whisper Delete Writing Persuasiveness Friendship Great Voice Drain Strength (servants as strength batteries) Pathfinder Control Person Curse Soothe Flight Scrying Glamour Astral Projection (Long-Distance) Telepathy Unnoticeability Trance Geas Word of Command |
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Updated with wizards at tax collection.
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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.
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." |
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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^ That is a an interesting new-to-me idea!
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