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Old 05-28-2021, 08:56 AM   #1
Whitewings
 
Join Date: Jul 2005
Default Re: Very variant spell magic

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Originally Posted by Varyon View Post
It seems like what you want is a world where mages primarily function by creating a spell-casting item and then just using it themselves. As things stand, that's unlikely to be what you'll get - unless being a mage is associated with desire to keep whatever they make to themselves (which is an option - perhaps Magery is strongly associated with such a personality trait), you're going to have enough of them be prolific enchanters to result in a world full of magic items, and with most "mages" likely just being folks with Magery 0 using wands they purchased from Ye Olde Magick Shoppe. If you don't want that, there certainly are fixes available (including, as Anaraxes noted, just ignoring the problem and fiating that the world works the way you want it to, Because Reasons, but that plan may not survive contact with the PCs).
It’s probably because of a preindustrial worldview and a general attitude of “that’s not how it’s done.” A “proper” magician either creates his tools or receives them as gifts from his teacher or some other individual, perhaps in trade for services (make this for me, I’ll make that for you), they shouldn’t be simply bought and sold like lengths of cloth.
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Old 05-28-2021, 10:36 AM   #2
Varyon
 
Join Date: Jun 2013
Default Re: Very variant spell magic

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Originally Posted by Whitewings View Post
It’s probably because of a preindustrial worldview and a general attitude of “that’s not how it’s done.” A “proper” magician either creates his tools or receives them as gifts from his teacher or some other individual, perhaps in trade for services (make this for me, I’ll make that for you), they shouldn’t be simply bought and sold like lengths of cloth.
Tradition can indeed be a strong force in cases like this, but you may want to come up with more substantial blocks to the kind of behavior you don't want, such as a Mage's Guild enforcing adherence to tradition. Needing skill 15+ in two skills is a major impediment to those with Magery becoming practicing mages, so you need something else blocking them from using the shortcut of convincing (i.e. paying) a proper mage to take a week or so off work to make an extra wand (or so some enterprising lord doesn't have his battlemages turn to wand production, and outfit everyone with Magery in his army with the ability to lob fireballs and the like).
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enchanting, enchantment-only magery, magic, oco (enchantment), spell, spell casting, variant rules


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