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| + | ====== Magicien ====== | ||
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| + | En tant que magicien, vous êtes un scientifique arcanique et, comme n' | ||
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| + | **École de pensée et Philosophie arcanique actuel dans Khorvaire (D6)** | ||
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| + | - **Consensualiste** | ||
| + | - Théorie du Dominion. (Dominioniste) | ||
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| + | École de pensée et Philosophie arcanique actuel dans Khorvaire (D6) | ||
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| + | 1 Consensualiste. La réalité est définie par la pensée et les croyances des mortels. Les praticiens de cette théorie croit aux principes de la magie arcanique est possible quand suffisamment de gens croient en ces principes établis, mais une telle magie pourrait être sujet à changelment au fil du temps. | ||
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| + | 2 Théorie du Dominion. (Dominioniste) Toute magie est un don des Souverains et des Six. Les rituels et les incantations sont de lemballage et il n'y a pas de différence fondamentale entre la magie arcane et la magie divine. Les partisans de cette théorie sont souvent appelés «loyalistes» ou «fous» par certains, car ils décrétent que la «magie arcanique» est une illusion. | ||
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| + | 3 Externaliste. Toute magie implique de canaliser les énergies des différents plans. Une boule de feu tire l' | ||
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| + | 4 Principes prophétiques. (Prophetiste) Beaucoup croient que la magie fonctionne en apportant de minuscules modifications à la prophétie draconique - le plan fondamental qui définit la réalité. | ||
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| + | 5 Théorie Siberienne. L' | ||
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| + | 6 Sympathisant. Toute étincelle produite peut être agrandie, il suffit de connaître les bons matériaux. Même à distance, les objets matériels une fois en contact les uns avec les autres maintiennent une connexion, et la magie coule le long de cette connexion, permettant à un véritable magicien d' | ||
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| + | Formation Arcanique Selon les mythes de la Légion Souveraine, le dieu Aureon fut le premier à maîtriser la magie arcane. La version la plus courante de l' | ||
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| + | Considérez où vous pourriez avoir obtenu les instructions et les conseils nécessaires pour maîtriser les arcanes. Vous avez peut-être fréquenté l'une des prestigieuses écoles de Khorvaire, ou peut-être avez-vous maîtrisé les principes par vous-même au cours de décennies d' | ||
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| + | Formation arcanique (D8) | ||
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| + | 1 Tradition familiale. Votre famille a une longue histoire de talent arcanique et vous êtes le plus prometteur étudiant depuis plusieurs générations, | ||
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| + | 2 Magicien ??? (Hedge wizard) Vous avez peut-être étudié dans l'une des académies mais avez trouvé leurs méthodes et leurs limites irritantes. Malgré les risques, vous avez appris par vous mêmes, même si cela signifiait de voler des textes pour reconstituer les mystères des arcanes. Vos méthodes semblent probablement étrangels, voire horribles aux magiciens de formation classique. | ||
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| + | 3 Entrainement militaire. Vous avez servi pendant la dernière guerre et vos capacités mystiques sont le résultat de votre entraînement militaire. Vous avez peut-être été un Franc-Lanceur (franc-casteur) sur les lignes de front, opéré de l' | ||
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| + | 4 Mentor mystique. Vous n'avez pas de formation formelle, mais vous avez appris les arts de la magie grâce à une étude individuelle avec un professeur exceptionnel. Peut-être que votre mentor était un officier lors d'un grand conflit comme la dernière guerre, un étRanger qui espérait offrir ce qu'il avait reçut, ou un mage qui parcourait les routes et les villes frontalières après avoir été expulsés de l'un des principaux instituts en raison dde ses méthodes peu orthodoxe ou interdites. | ||
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| + | 5 Éducation prestigieuse. Vous avez obtenu votre diplôme avec mention dans l'une des meilleures institutions des arcanes. Selon votre origine nationale, vos études pourraient avoir eu lieu à Arcanix, Korranberg, l' | ||
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| + | 6 Étude religieuse. Vous êtes un acolyte de la légion souveraine et êtes dévoué à Aureon. Vous avez perfectionné une aptitude à la magie dans l'un des grands temples de la légion et croyez qu' | ||
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| + | 7 Orientation surnaturelle. Orientation surnaturelle. Vous avez appris les principes de base de la magie avec un certain encadrement d'une entité surnaturelle, | ||
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| + | 8 Éducation économique. Vous avez appris les arts des arcanes dans l'une des académies les moins prestigieuses, | ||
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| + | Arcane Focuses An arcane focus is a tool that allows a wizard to ignore the standard material components required for a spell, as described in chapter 10 of the Player’s Handbook. Under the standard rules, the difference between a staff or an orb is purely aesthetic and simply mitigates the need for components. | ||
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| + | In the Monde d' | ||
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| + | Like a wand, a staff is more than just an expensive piece of wood. In the Player’s Handbook, a staff can be used as an arcane focus if its value is at least 5 gp and differs from a quarterstaff in more than just cost. An arcane focus is made from specially treated wood, and is generally engraved with mystical symbols, studded with Fragments de Dragon or other mystically active substances, and sometimes both. The compact nature of the wand makes it twice as expensive as a staff, which varies based on the exotic nature of the wood, and any customization that the focus might also exhibit. For instance, a staff or cane might be fashioned to conceal a thin blade, and rods that double as umbrellas are a current fad in Sharn. A trained Mage-artisan would easily be able to identify whether a length of wood is a functioning rod, staff, or wand and a novice artificer or talented wizard would be able to fashion a nonmagical length of wood into a focus. | ||
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| + | Orbs and crystals have been used as an arcane focus for far longer than wands. It’s thought that the dragons were the first to employ these tools as arcane focuses, but they are also found in the ruins of Xen’drik and are the primary arcane focuses used in the nation of Aérénal. | ||
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| + | An orb is a sphere of metal or stone, engraved with arcane patterns and imbued with Fragments de Dragon or other mystic substances. In Eberron, orbs are typically associated with abjuration and enchantment spells, and more expensive gemstones can enhance the lucidity of divination magics. | ||
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| + | A crystal can take a wide variety of forms. The core of a crystal is typically a Siberys dragonshard, | ||
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| + | Ignoring any theoretical limitations, | ||
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| + | Variant Wands, Rods, and Staffs The Dungeon Master’s Guide and other sourcebooks present a wide variety of magical wands, staffs, and rods, but there are considerably fewer orbs and crystals in the treasure tables. As a DM, you can take an existing magic item and simply changel the form. If you’re creating an adventure set in an Aereni crypt and want the player characters to find a wand of fireballs, you can make it a crystal of fireballs to give it more distinctive Aereni flavor. In changing the form of an item, remember that all arcane focuses typically require one hand to use effectively. Arcane Institutions Arcane magic is an important part of daily life in the Cinq Nations. Basic education requires students to be tested for arcane aptitude and those that show promise are tracked to study at one of Aureon’s Academies or one of the trade schools of Les Douzes. The trade schools provide a significantly better education at a higher cost, though tuition can be waived for students who commit to a lengthy “apprenticeship” with one of the Maisons Marquées Du Dragon that many see as a form of indentured servitude. Both options are available across the Cinq Nations and are designed to produce Mage-artisans but not wizards. To learn more complex spells than simple cantrips required for municipal employment, a potential candidate would need access to one of the advanced institutions, | ||
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| + | Arcanix and the Congrès Ésotérique The Congrès Ésotérique of Aundair is the finest institute of magic in the Cinq Nations. Founded in 15 AR, the Congress was primarily focused on the domestic applications of magic until Galifar collapsed and the Congress was immediately militarized. Aundair is the smallest of the Five Nations, and arcane superiority was crucial to its strategy during La Dernière Guerre. | ||
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| + | The Congrès Ésotérique is a massive institution with campuses across Aundair. The most renowned among these is Arcanix, which serves as a center both for cutting edge research and for teaching the most advanced students. The core of Arcanix is located in a cluster of floating towers, and it was moved to its current location during La Dernière Guerre to secure territory claimed from Thrane. Arcanix isn’t merely a school, it’s also a military citadel, a testament to the arcane might of the Congrès Ésotérique and Aundair as a whole. While arcane magic plays an important role in daily life across Khorvaire, this is especially true in Aundair. Between the long-established presence of the Congrès Ésotérique and the importance of magic to the war effort, Aundair has the greatest number of Mage-artisans and wand adepts in the Cinq Nations. All schools of magic can be studied at Arcanix, but Aundair is particularly noted for abjurers, conjurers, and especially, diviners. Skilled diviners might be recruited to Aundair’s intelligence service, the Royal Eyes, which is used extensively to keep an eye on national securities at home and abroad. | ||
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| + | Atur Academy The Karrnath based Atur Academy, within what outsiders call the “City of Night”, specializes in mystical studies shunned by other institutions. Atur is a stronghold of the Le Sang Divin, and the Academy has no equal when it comes to the study of necromancy. While its coverage of other schools of magic is unremarkable, | ||
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| + | The Bibliothèque de Korranberg The gnomes of Zilargo place great value on illusion, divination, and enchantment magic. Most of Zilargo’s many universities teach at least one of these subjects. The Bibliothèque de Korranberg is especially noteworthy, and its divination facilities rival those of Arcanix. It’s rumored that La Tutelle of Zilargo maintains a number of hidden arcane think-tanks, | ||
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| + | The Perdu Facilities of Cyre In addition to the strong presence of House Bombardier and Les Douzes, Cyrans embraced the artistic and social potential of magic. The Vermishard Academy trained promising nobles in the arts of enchantment, | ||
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| + | Université Morgrave Brelanderelies on the trade schools of Les Douzes for general magical education and Morgrave University is the best option for mystical research and private training. Morgrave’s faculty is eclectic, and its facilities are no match for Arcanix, but the University still produces an impressive number of wizards and Artificiers. This is driven by a tradition of encouraging students to personalize their techniques, shifting verbal and somatic components to find a uniquely effective approach. Aundairian and Aereni wizards find this to be revoltingly slipshod, but it has produced some impressive results over the course of generations and Breland’s wizards are well-known for their improvisation, | ||
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| + | Rekkenmark Located in the capital city of Korth, Rekkenmark is the finest military academy in Khorvaire. While its focus has always been military strategy and martial excellence, since the collapse of Galifar, it has aggressively expanded its mystical studies to augment its strategic efficiency. While still limited in scope, Rekkenmark has top-notch facilities for evokers, transmuters, | ||
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| + | Advanced Civilizations Arcane magic is a part life’s daily conveniences in the Cinq Nations, but there are other nations that are significantly more advanced than Aundair. Foremost among these is Aérénal, the island nation of the Elfes. Aereni culture is tens of thousands of years old, and arcane magic is deeply integrated into its society. Almost every citizen of [[: | ||
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| + | novice wizard from [[: | ||
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| + | ====== Dragonmarks: | ||
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| + | Posted on [[http:// | ||
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| + | It’s busy as always here. Renegade Games just announced the [[https:// | ||
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| + | Before I start I want to take a moment to address the limitations of this format. Eberron is the intellectual property of Wizards of the Coast, and at the moment, //only WotC can create new material for Eberron//. What I can do – both here and on Manifest Zone – is to //clarify //the material that does exist, as well as talk about how I use it and interpret it. But I can’t create entirely new material. So for example: I’d really like to write more about the planes, but I can’t precisely because so little has been written about them – and it’s a logical subject for an official sourcebook or series of official articles at some point in the future. This is why I’m planning to post more //Phoenix// material here in the future. I can’t create new material for the Shadow Marches, but I can create material for the Fens in // | ||
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| + | This question came up in a discussion earlier this week, and it pushes a lot of my buttons, so… | ||
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| + | **//I’ve always felt the sorcerer is a strange class. They don’t “understand magic,” but they can read scrolls, use wands, and have Spellcraft and Knowledge: Arcana in their skill list. Theoretically you could have a sorcerer with Charisma 18 and Intelligence 3, who can barely read but can still use scrolls… Finally, specifically for Eberron, do they immediately control their power or do they have the same problem as aberrant dragonmarks, | ||
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| + | The first issue here is how you view classes. Are classes a construct that exists in the world exactly as they exist in the rules? Does every member of a class have access to all the choices within that class? Or are they simply mechanical tools that allow us as GMs and players to model the characters we want to play? Does every sorcerer in the world recognize “I am a sorcerer? | ||
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| + | To me, what’s important is to start with an idea of who a character is and what their role is in the world. Then I will apply a class and break it down from there. Each class has a core, basic mechanical principle; the sorcerer’s is //I cast arcane magic from a very limited list of spells, but with greater flexibility in casting than a wizard//. The wizard has to memorize spells in advance, but has the ability to use any spell they can acquire; the sorcerer is limited to a very specific set of spells. Bear in mind that //arcane magic is an ambient force that exists in the world of Eberron//. The power is there, and it can be manipulated by tools, by formulas, by innate talent. A sorcerer interacts with this power in a fundamentally different way than a wizard – but within that framework // | ||
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| + | * **Harry ir’Potter. **There are people in Eberron who simply have a natural potential to channel the ambient arcane power in the world, but it’s a gift that they’ll never manifest unless they learn to harness is. Arcanix seeks out these sorcerers. By studying the principles of magic and engaging in a focused curriculum, they learn to produce specific magical effects. This character possesses both Spellcraft and Knowledge: Arcana, reflecting their disciplined study of magic. Their spells have no particular relation to one another, because they have chosen exactly what spells they want to cast as part of their studies; they // | ||
| + | * **Touched By Fire. **Irilask is a tiefling conceived in a manifest zone tied to Fernia. She is a living conduit to Fernia, and she has developed the ability to channel its eternal flames. All her spells have to do with fire; as DM, I may allow her to cosmetically shift some spells to reflect this, so maybe her //ghost armor //is made of solidified flames. She //could //know Spellcraft or Knowledge: Arcana, but it’s up to the player; her spells aren’t tied to arcane study and there’s no reason she needs to have these skills. | ||
| + | * **Dragonmarked Savant. **Haskal d’Lyrandar is a dragonmarked scion with the Mark of Storms. While he only possesses the Least Mark of Storms, he has connected to the mark in a deeper way that most heirs ever do. His mark is a lens through which he focuses arcane power related to winds and lightning; he levitate on a cushion of wind, or strike his foes with lightning or shocking grasp. Again, these are powers most heirs can never develop (and more destructive than the typical mark powers); the point is that the mark helps him understand and focus arcane power. Like Irilask, he doesn’t //need //to understand how magic works, because the mark is the tool that allows him to use it. He //could //study Spellcraft, but he doesn’t have to. | ||
| + | * **Deadly Aberrant. **Tesha possesses an aberrant mark with power not seen in centuries. Like Haskal, she has a base mark (Inflict Wounds)… but like Haskal, I’m using the sorcerer class to represent the unusually powerful and versatile nature of her mark, which does far more than simply granting a single spell-like ability once in a day. Just as in the stories, Tesha’s abilities manifested when she was young and were never under control, and she killed her family before she knew what she was doing. Even now, these powers frighten her… and yet, they continue to grow stronger (as she gains new spells). If Tesha was a PC, I might provide her with a mechanical benefit (say, +1 to save DCs) in exchange for the downside that as GM, I can trigger her abilities without her permission. Meanwhile, she knows absolutely nothing about Spellcraft or Knowledge: Arcana; she doesn’t understand her powers or CHOOSE to make them grow stronger, they simply do. | ||
| + | These are just a few concepts off the top of my head. A sorcerer could be someone twisted by the power of the Mourning. They could be the beneficiary of some sort of fey boon, or the result of mysterious magebreeding experiments. A sorcerer could have a connection to one of the Progenitor dragons, something I explored in a Dragon article back in the day. Of all these examples, Harry Potter is the only one who would think of himself as a “sorcerer” – it’s simply that *I* will use the class to mechanically represent the concepts I’ve come up with. Most likely an expert in the arcane will use the term “sorcerer” to identify “spontaneous arcane caster”, and HE might call Tesha or Irilask sorcerers, but THEY don’t identify that way. | ||
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| + | Let’s revisit a few specific points… | ||
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| + | **//They don’t “understand magic,” but they can read scrolls, use wands, and have Spellcraft and Knowledge: Arcana in their skill list.// ** | ||
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| + | First of all: a sorcerer doesn’t //have //to understand magic. That doesn’t mean they don’t. Looking to the examples I gave above, Harry Potter DEFINITELY understands magic and based on his concept he should have Spellcraft and Knowledge: Arcana. Haskal and Irilask don’t have to understand magic, but they could if you wanted to take the character in that direction – in which case they should take the skills reflecting it. Tesha definitely doesn’t understand magic and her powers have nothing to do with Spellcraft or Knowledge… so I wouldn’t give her the skills. The fact that they are on the skill list is a tool we can choose to use; but if it doesn’t make sense with the concept, //don’t give them those skills//. | ||
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| + | The second question does follow, though: Tesha could be an illiterate peasant. So how is it that she can use a scroll? | ||
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| + | The question you have to ask here is //what is a scroll? //Being literate doesn’t allow you to use it; a normal person can’t read a scroll and produce a magical effect. A scroll isn’t written in any sort of normal language, hence the existence of the //read magic //spell. Instead, a scroll is about sigils and symbols that contain pure arcane magic… and once you activate the scroll, the magic is GONE. So again, it’s not simply about words; a scroll is a spell that’s been frozen midcast and bound to paper. In my opinion, the ability of a sorcerer to use a scroll doesn’t represent them literally reading it the way you might read a book; it represents them connecting with the magic, //feeling //the locked progress, and having the power to unlock it and release the power inside. The same principle holds true for a wand. A wand doesn’t have a button; you have to understand how arcane magic works. A wizard may have a disciplined, | ||
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| + | Because they approach it technically, | ||
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| + | **// | ||
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| + | As outlined above, this entirely depends on the story of your sorcerer. Harry ir’Potter will never manifest magic if he doesn’t get training. Irilask is in some ways like an aberrant, having the ability to spontaneously produce fire, but the fact that it IS entirely under her control and has no negative consequences is what makes her NOT an aberrant. Meanwhile, Tesha IS an aberrant, and her sorcerer levels are simply a reflection of her aberrant power; and it’s part of her story that these powers are dangerous, and thus she WILL be persecuted. | ||
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| + | Bear in mind that people with PC class levels are rare in Eberron, and add to that the idea that there is no one set of rules governing how a sorcerer’s abilities manifest. Even with aberrant dragon marks, it’s STORY that says that they are dangerous to the bearer and those around them. Mechanically nothing says an aberrant mark can trigger on its own; it’s a choice we ENCOURAGE because it’s part of the flavor of the setting, and that STORY is why aberrants are feared. | ||
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| + | //**I almost always have low level NPCs call their spells by other names, until some bookish wizard gets a chance to correct them. ** // | ||
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| + | At my table, the spell the sorcerer casts may not BE the same “spell” that the wizard uses. In the examples above, the way Irilask casts her fireball will be quite different to what Harry would do, let alone a wizard. These spells have to have the same // | ||
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| + | This ties to my idea that Aereni arcane magic presents very differently from Aundair’s path. At my table the idea is that the Aereni use a definitive lexicon of magical incantations, | ||
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| + | //**With planes like Lamannia and Thelanis, is it possible that “sorcerer druids” would appear in the Eldeen Reaches and similar places, essentially treating primal magic like normal sorcerers would arcane?** // | ||
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| + | I have no object to the concept of a spontaneous primal caster. The point of the sorcerer vs the wizard is that arcane energy exists in the world waiting to be manipulated, | ||
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| + | //**How do you conceptualize progress as a wizard (i.e. levelling up) versus society’s progress in arcane magic as a whole in a world where magic is a scientific discipline? | ||
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| + | Good question. Check out [[http:// | ||
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| + | So first of all: It is certainly the case that if you go to Arcanix, they have a library of spells that //almost no one can cast//. They’ve had high-level wizards (like Mordain) in the past. And there are a few 12th level wizards floating around Aundair over the course of the war. They know this power exists, but most people simply cannot perform these spells. And you can be sure that they’re researching ways to make that possible. | ||
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| + | **WITH ALL OF THAT SAID: **A fundamental pillar of Eberron is that **player characters are exceptional**. This is reflected by action points, by the fact that they use player character classes, and by the fact that they can both quickly advance in level and attain levels far beyond the masses. So if a wizard is a scientist, your PC //IS //Tesla or Einstein. The fact that YOUR wizard can create new spells doesn’t mean that EVERY wizard in the world can do it so easily; your character may make arcane breakthroughs people have been struggling with for centuries. | ||
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| + | //**A 20th level wizard living in the present is going to be able to call down meteor swarms just as a 20th level wizard living in pre-Galifar Khorvaire 1,500 years earlier would be. The GM could restrict the spell list for the earlier wizard but does that still leaves us with phenomenally powerful spells available in the present (and also probably upsets the player of the ancient high level wizard)?** // | ||
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| + | There’s a few ways to look at this. In the case of non-human civilizations, | ||
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| + | //**How do NpC adepts fit into the mix, especially in 3.5 when they get familiars? If they are a healer, does their magical companion strike anyone as out of the ordinary?** // | ||
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| + | First of all: just as I’ve outlined with sorcerers, the adept is a tool you can use to represent a certain type of character. Just because it has a particular spell on its spell list or skill in its skill list doesn’t mean that EVERY adept has access to that spell in the context of the world. And looking to familiars, note that per the SRD, they **//may //** call a familiar; it doesn’t automatically appear if they never call it. So, for example, most Brunet healers are adepts. Some revere Arawai or Boldrei, while others are agnostic and draw their healing power through the lens of their dragonmark. A Brunet adept whose power is justified as coming from his mark will simply never take spells like //Burning Hands //or //Wall of Fire//; those spells are on the adept spell list, but they don’t make logical sense for THIS adept. | ||
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| + | So within the world, adepts are healers, both secular and religious. They are found in all of the major faiths as a step between the mundane priest and the full cleric; they are able to touch the divine, but not with the full power of a cleric, just as the magewright understands the principles of magic but not so well as the wizard. They can also be found in places like the Elder as a simple village healer… though I also created [[http:// | ||
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| + | As for familiars, there are wizards and sorcerers in the world. Familiars exist. And hey, in 3.5 gnomes can talk to animals… not to mention Létourneau magebreeding. Familiars may draw attention, but it’s not like people will freak out about them; it’s a recognized magical talent. | ||
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| + | //**Would 4E/5E rituals be the natural culmination of the process of greater spell acessibility at the cost of more complex spell components? It seems to me that rituals almost all but eliminate the caster themselves as a living component.** // | ||
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| + | I’ve written about rituals before. The basic CONCEPT of rituals is a far better match for Eberron’s vision of a magical economy than Vancian magic. It’s hard to imagine a magewright making a living making //arcane locks //if he can only make two per day; what’s he do for the rest of the day? This is what led to Dragonmark Focus Items in 3.5 – the point that while a Sivis Gnome can cast Whispering Wind once per day with his mark alone, what is economically important is that it lets him use a //Speaking Stone //and communicate more frequently. In addition, the idea has always been that Eberron dragonshards are the “fuel” of the magical economy. If you consider 4E’s residuum to be crushed and refined Eberron dragonshards (something I discussed in the Q’barra Dragon backdrops, IIRC) then that works. The magewright can cast arcane lock as often as he wishes during a day, provided he has the time (15 minutes per ritual) and a sufficient supply of dragonshards, | ||
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| + | So: the //basic principle //of rituals is very good for Eberron. However, what I HATE about 4E rituals is the idea that it’s all about just essentially reading them off a book. Because Magewrights and Eberron are about the idea that performing a particular ritual or set if rituals is a JOB – that you have an arcane locksmith who knows //knock //and //arcane lock//, an augur who can perform divinations, | ||
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| + | Having said all of that, how do rituals eliminate the caster as a component? The ritual can’t cast itself. It’s a pattern that produces an effect… but you still need the ritual caster to perform that ritual, channel and focus the energy, and make it happen. Even dragon mark focus items require a character with a dragonmark to operate them. | ||
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| + | Tied to “Greater Spell Accessibility”, | ||
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| + | How have you used sorcerers and magic in YOUR games? | ||
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| + | {{url> | ||
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