The DiD Factory

Wednesday, February 21, 2007

God damn it

So, first off, settle on spell acquisition. Seems like Hedge and Hermetic have books that they can memorize from- i.e., they can't select from any spell on the list. Ritual magic is the same? Faith magic could be different- you can pick any spell on the entire list. (Just like 1E.) Or not, it's fine if Priests have 'prayer books'- actually, I like that (with prayerbooks) better.

Also, how are spells recovered? You just have to get some sleep?

But yeah, definitely have Faith magic be more vague. Like 'Cantrip' and 'Wish' vague.

I like two classes of healing magic- fast and slow. Many Faith spells should be augmenting and protective. Don't be afraid to let healing suck though. I think that'd be great.

The save modifier thing is fine.

...

Okay, what about Faith Magic being tethered to a god? That's the main difference- there's a direct power providing the source. You can't just go and pick up another temple's prayerbook and start casting the spells. Low circle priests, it doesn't matter so much, but certainly beyond 4th and 5th circle, it's a specific god providing the magic. How to codify Faith Magic in terms of god affinity?

Maybe the save modifier (all spells at -(your circle) instead of -(spell circle)) is good. Just like a fighter can automatically pick up weapon mastery and this translates in-game to tons of practice, buying spell circles translates to doing the good work of your god.

What about something more radical, even, though? How about we just come up with a bunch of gods, each with their own (somewhat overlapping) spell lists? All priests share the same 1st-3rd circle spells, but 4th-8th are all god-specific. I'd gladly redesign the Sarpagal deities, which is pretty much my best, tightest, and most interesting pantheon. Alternatively, just have a bunch of common spells, plus something like 1-3 special spells per god. (This is what 2E and 3E D&D do, basically.)

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