Difference between revisions of "Talk:OAAAA Magic"

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'''GABE:''' I was thinking more lumbering smashy smashy types.  It would be a summon that I would have to rebuild if it was ever killed/destroyed.  As far as animation goes, I was thinking it would be with fluids, like magical types.  Or I was thinking clockwork, but is such a thing around?  Would that ruin the fantasy feel?  Do only dwarfs know it?  Or do I have to like bound a passing by spirit into a hollow shell?  Maybe something along the lines of scarecrows from Magic?  Perhaps a random mish-mash of hag and science know how?  I don't think I'm going to start with any, as they are expensive.
 
'''GABE:''' I was thinking more lumbering smashy smashy types.  It would be a summon that I would have to rebuild if it was ever killed/destroyed.  As far as animation goes, I was thinking it would be with fluids, like magical types.  Or I was thinking clockwork, but is such a thing around?  Would that ruin the fantasy feel?  Do only dwarfs know it?  Or do I have to like bound a passing by spirit into a hollow shell?  Maybe something along the lines of scarecrows from Magic?  Perhaps a random mish-mash of hag and science know how?  I don't think I'm going to start with any, as they are expensive.
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'''BEN''': any of that is fine.

Revision as of 15:12, 21 July 2008

--Edmiao 15:04, 19 July 2008 (MST) ben, i got the fantasy hero grimoire. i want to run some of the details it has by you and see if you like them and want to use them. Spells cannot be in a power framework but are bought at the real cost divided by 3 (this is the most major question, i'm not sure why they do this, but maybe because you run out of points really fast buying spells). it also says that unless GM exempts a spell that all spells must take: requires a skill roll, attack spells must take the "spell" limitation (cannot use combat maneuvers with them). I think any modification to requires a skill roll (like active points don't apply to skill roll) would require GM exemption. Optional, but common, are requires gestures, incantations, and OAF. Other common ones are concentation, extra time, side effect, ritual and the like. spells cost end, and spellcasters may buy an endurance reserve (ie a mana pool). when this runs out or is lost, they can cast with personal END at double cost. If a character opts to not have an endurance reserve, then he can use his normal END for spells at normal cost (and end reserve is cheaper than normal end). I am planning to buy spells early with gestures, incatations, OAF, and/or extra time, etc..., and then with xp buy off some of those disads as the spellcaster improves proficiencey depending on the spell.

GABE: Actually they said only in certain worlds are the spells divided by 3, like in high fantasy where magic is very common, if that is what we are gonna do my potions will be much cheaper... It is to make them more common, none of the spells in that book divide by 3 in their examples though.

--Edmiao 21:05, 19 July 2008 (MST) the intro states that the spells are listed as full cost, but that they could/should be. Gabe, does it say anything in the fantasy hero book about the rationale for this? seems an important point

GABE: Actually I don't own the fantasy hero book... every store never has it in and amazon is usually out... not to metion hero products aren't discounted on amazon, so might as well support a local store.

I believe, as I stated above, that the rational is that magic is so common, its cheap to study. Think D&D 3.5. Multi-Classing in that was easy, gain a level, you can pick another class to level up in. So basically with magic that common its like everyone may know a bit of it. I actually did not do the divide by 3 thing when I ran fantasy hero and it worked out okay but they were like 100 point characters.

The spell book is a pretty cool book though, lots of neat ideas.

BEN: I've got copies of the turakian age, fantasy hero and grimoires one and two borrowed from jason here. I did some reading in the fantasy hero main book and I've come to some conclusions on magic that I will put up in the rules section.

GABE: Another question about magic. What about golems or homiculi? Both of these in the spell book are the domain of alchamists, as well as a few other schools. I'm wondering if I could have some like worker type golems, or are golems even used? If so I'd imagen they'd be a influence on warfair as well. And if not golems, what about homiculi?

BEN: when you say golems, what do you mean? elementals are golem like, but are sentient and independent races. If you mean more in the sense of a familiar, you could certainly have some sort of animated servitor: this fits in very well with the Hag-magic origins of Alchemy. Do you want it to be something you can re-make, or is it a follower given to you by your late master? Obviously, such a creation could not be very dangerous or powerful.
Mindless, animated drones are under development by several races, but have not been deployed on any large scale as yet. The amount of energy and time needed to create such an army has just never been worth it, particularly given that mages skilled in counter magic (something in which some people specialize, particularly among some types of elves (Stone, Sea) and the Fae) can easily unmake such an army.

GABE: I was thinking more lumbering smashy smashy types. It would be a summon that I would have to rebuild if it was ever killed/destroyed. As far as animation goes, I was thinking it would be with fluids, like magical types. Or I was thinking clockwork, but is such a thing around? Would that ruin the fantasy feel? Do only dwarfs know it? Or do I have to like bound a passing by spirit into a hollow shell? Maybe something along the lines of scarecrows from Magic? Perhaps a random mish-mash of hag and science know how? I don't think I'm going to start with any, as they are expensive.

BEN: any of that is fine.