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Old 04-12-2022, 07:30 AM   #1
Varyon
 
Join Date: Jun 2013
Default Re: [DF] Dragonlance

Quote:
Originally Posted by Anders View Post
Mages use "Incantation magic," which is the closest to the memorization system. The three orders of magic specialize in different magic - their knowledge of all Paths are capped by the Paths they specialize in. White robes specialize in Augury and Protection, Red robes specialize in Elementalism and Mesmerism, and Black robes specialize in Necromancy and Demonology. Mages get bonuses to spell casting and extra spell slots when their moons are in a favorable position.
I don't have the Incantation Magic book(s), but I believe with RPM, your available "spell slots" (charms/conditionals) are taken up equally by minor cantrips and world-shaking spells. Personally, I kind of like the sort of narrative where mages can "run out" of prepared heavy-hitters and be down to cantrips, but RPM largely favors going big (or at least as big as you can reliably get away with) with your charms/conditionals. If you want to implement something like spell levels, you might consider having weak spells take up a fraction of a slot, while more powerful spells take up multiple slots.
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Old 04-12-2022, 02:33 PM   #2
Fred Brackin
 
Join Date: Aug 2007
Default Re: [DF] Dragonlance

The last time I played through Dragonlance the important element appeared to be that all True Prophets must explode after they deliver their prophecies to the PCs.

Why? I don't know"why?" but it happened twice. Being a True Prophet probably counts as Terminally Ill.

Serendipity plays a major role. The only time we ever needed a lock picked we had just rescued 23 kender.

By all means have fun but don't sweat the mechanics.
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