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#1 |
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Join Date: Jul 2005
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From what I remember, and it’s been long and long since I read any of the original stories, wizards in the setting had to learn spells catch-as-catch-can. There used to be great libraries with thousands of spells available, but in these latter days, a wizard is doing well to have more than perhaps two dozen in his library.
I’m thinking that in addition to the use of spell slots, there should be no need for spell prerequisites to other spells, just very strict GM oversight of what spells wizard PCs start with and gain access to during play. Opinions, feedback, corrections of misrememberings? |
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#2 |
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Join Date: Jul 2007
Location: West Virginia
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What you've said fits with my memory of the book. I also remember some other things.
Different spells were harder or easier to remember. There were ranks of spells implied but not described. These ranks would involve difficulty of memorization not a power ranking. Spells had to be rememorized after each use. It took practice to remember spells and training to remember higher numbers. The progression of spell slots in D&D comes from this. Spells were somehow technological. Using spells was based on connecting with a bizarre technology. Most magic items were actually technology no longer understood. Demons and the like were extradimensional creatures brought to our reality. I hope that helped.
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Per Ardua Per Astra! Ancora Imparo |
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#3 |
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Join Date: Dec 2008
Location: I'd like to know too...
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It should be something along modular abilities with super-memorization and only spells as limitation.
Basically, in dying earth universe, spell were semi sentient beings that a wizard could commit to memory and "free" with the right words and gesture. I remember a short tale of Rhialto the marvelous that worked in this way... maybe... too many years Anyway it's the system that Gygax adapted for D&D |
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#4 |
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Join Date: Jun 2010
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Thaumatology had an entire side box about this kind of system, if memory serves.
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My blog: http://tabletoprpg333.home.blog |
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#5 | |
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Join Date: Jun 2006
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Quote:
Note the spells of this sort (with the exception of the Excellent Prismatic Spray, which does seem to be a one shot thing) mostly do not work much like GURPS spells. They tend to give you flexible controllable and fairly long term capabilities rather than one off effects - more like granting an advantage for a number of hours than producing a specific spell effect.
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-- MA Lloyd |
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| Tags |
| dying earth, setting design, spell slots |
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