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Old 10-12-2018, 10:48 AM   #1
hcobb
 
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Default 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.
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Old 10-12-2018, 11:13 AM   #2
Shadekeep
 
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Default 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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Old 10-12-2018, 03:15 PM   #3
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Default Re: Spell categories

Quote:
Originally Posted by Shadekeep View Post
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
Wow. I really like those!
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Old 10-21-2018, 07:27 PM   #4
Shadekeep
 
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Default Re: Spell categories

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Wow. I really like those!
Thanks! Warriors already have a bunch of distinct archetypes - Knight, Archer, Berserker, Assassin, Barbarian, Martial Artist, Fencer - that conjure up a typical set of skills and weapon proficiency pretty readily for most players. So I find it useful to have the same for the various wizardly types. And it gives them more "flavour" in a campaign setting, instead of just calling them all wizards.
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Old 10-21-2018, 10:22 PM   #5
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Default Re: Spell categories

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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Old 10-22-2018, 07:57 AM   #6
Shadekeep
 
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Default Re: Spell categories

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I split Tracker Wizards (who work for the Army) from Hedge Wizards (who don't).
That works for simple classification. I categorise the former as Martial Wizards, and the latter are very much in the Gandalf school of peripatetic mage. They typically have a grab-bag of various spells.

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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Old 11-07-2018, 04:32 AM   #7
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Default Re: Spell categories

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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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