09-02-2012, 10:52 PM | #11 | |
Join Date: Dec 2006
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Re: Inventing New Spells and the first Mage
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09-03-2012, 12:40 PM | #12 |
Join Date: Jul 2005
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Re: Inventing New Spells and the first Mage
It might interesting to see magic as just another technology.. TL0 magic would require a TL0 laboratory... probably pretty stones, water, or other things you could find in a nice grove of trees somewhere..
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09-03-2012, 03:10 PM | #13 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Inventing New Spells and the first Mage
And embarrssing for older casters if they still chanting "You missed me; You missed me; Now you got to kiss me" to cast their blocking spell ;)
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09-03-2012, 04:55 PM | #14 | |
Join Date: Feb 2009
Location: NYC
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Re: Inventing New Spells and the first Mage
Quote:
Likewise, maybe with advanced theory one could bump up their TL0 lab--instead of putting the pretty rocks out in a line, they are arranged in the Fibonacci sequence, giving a minor bonus? It's only a quirk level disadvantage though.
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-- The GM is not your Enemy. The GM is your dealer. |
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09-03-2012, 04:58 PM | #15 |
Join Date: Mar 2012
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Re: Inventing New Spells and the first Mage
Fantastic help, guys. Thanks.
And interesting side discussions! By all means, continue speculation. I'm enjoying it.
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Characters Astrid 14/14HP, 3/10FP buffs Jorin 13/13, 9/10, 0/1 ER, 24/24, 3/6, 6/6, 6/6, 6/6 Rings, 6 days since last use of WT |
09-03-2012, 06:26 PM | #16 |
Join Date: Nov 2009
Location: Oregon
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Re: Inventing New Spells and the first Mage
Since no one has mentioned it so far, I'd like to suggest taking a look at the Magic as Technological Progress article from Pyramid 3/43. It doesn't specifically address how the very first spells were developed, but it gives a suggested progression of development, and rules for inventing new spells (based largely on the existing invention rules). Even if you don't use the concept of Sorcery Levels (as a parallel to Tech Levels) the article is interesting and useful.
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chargen, magic, new spells |
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