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Quale
Master of Realmslore

1757 Posts

Posted - 22 Oct 2011 :  14:45:43  Show Profile Send Quale a Private Message  Reply with Quote
I don't like the societies of magic to be distant, I want the fantasy world to be ''saturated'' with minor utility magic and each place different in its own way.
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MrHedgehog
Senior Scribe

688 Posts

Posted - 22 Oct 2011 :  18:03:58  Show Profile  Visit MrHedgehog's Homepage Send MrHedgehog a Private Message  Reply with Quote
Why are magical empires always in the past? At some point in time people had to have been the most advanced they'd ever been = P

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Wooly Rupert
Master of Mischief
Moderator

USA
36965 Posts

Posted - 22 Oct 2011 :  19:05:08  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by MrHedgehog

Why are magical empires always in the past? At some point in time people had to have been the most advanced they'd ever been = P





Like Thay and Halruaa?

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Therise
Master of Realmslore

1272 Posts

Posted - 22 Oct 2011 :  19:23:39  Show Profile Send Therise a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

quote:
Originally posted by MrHedgehog

Why are magical empires always in the past? At some point in time people had to have been the most advanced they'd ever been = P





Like Thay and Halruaa?


Unfortunately, Halruaa is now utterly gone. And Thay's magocracy was crushed and replaced by a tyrant's dictatorship.

The difference is that it doesn't yet feel like they're in the distant past, but they were lost 100 years ago.


Female, 40-year DM of a homebrew-evolved 1E Realms, including a few added tidbits of 2E and 3E lore; played originally in AD&D, then in Rolemaster. Be a DM for your kids and grandkids, gaming is excellent for families!

Edited by - Therise on 22 Oct 2011 19:25:22
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Artemas Entreri
Great Reader

USA
3131 Posts

Posted - 22 Oct 2011 :  20:32:03  Show Profile Send Artemas Entreri a Private Message  Reply with Quote
quote:
Originally posted by Therise

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by MrHedgehog

Why are magical empires always in the past? At some point in time people had to have been the most advanced they'd ever been = P





Like Thay and Halruaa?


Unfortunately, Halruaa is now utterly gone. And Thay's magocracy was crushed and replaced by a tyrant's dictatorship.

The difference is that it doesn't yet feel like they're in the distant past, but they were lost 100 years ago.





At least Tam doesn't dress nearly as bad as Ghadafi (spelling?)

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Therise
Master of Realmslore

1272 Posts

Posted - 22 Oct 2011 :  21:56:59  Show Profile Send Therise a Private Message  Reply with Quote
quote:
Originally posted by entreri3478

At least Tam doesn't dress nearly as bad as Ghadafi (spelling?)


Just as a total aside, I actually feel a little sorry for Ghadafi. No one deserves to die that way. I know, I know, he did equally vile things or worse, but there's a real horror to seeing "eye for an eye" take place in 2011, right on your TV... when we think we've evolved as a species.

Sad, just deeply sad for all sides, including our own troops who have to see it in person. I hope we get our people out of there asap.


Female, 40-year DM of a homebrew-evolved 1E Realms, including a few added tidbits of 2E and 3E lore; played originally in AD&D, then in Rolemaster. Be a DM for your kids and grandkids, gaming is excellent for families!
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Dennis
Great Reader

9933 Posts

Posted - 22 Oct 2011 :  22:07:47  Show Profile Send Dennis a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

quote:
Originally posted by MrHedgehog

Why are magical empires always in the past? At some point in time people had to have been the most advanced they'd ever been = P




Like Thay and Halruaa?

Thay is still "alive," albeit changed. We may not be able to see an advancement in the other 7 schools of magic, but Szass Tam and the Red Wizards under his reign would no doubt explore the very limits of Necromancy, if they haven't yet.

Every beginning has an end.
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Wooly Rupert
Master of Mischief
Moderator

USA
36965 Posts

Posted - 23 Oct 2011 :  05:41:31  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
And let's not go any further with discussing anything real world, please.

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Dennis
Great Reader

9933 Posts

Posted - 23 Oct 2011 :  07:38:16  Show Profile Send Dennis a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

And let's not go any further with discussing anything real world, please.

Your reminder comes right after my last post, and I thought you either misread it or posted in the wrong thread. But when I scrolled up, well...my mistake.

----

I'm reading [and almost done with] A Blight of Mages by Karen Miller. In her world, only one nation, Dorana, can wield magic; the rest are practically magickless. And it's not bad. In fact, it invites some interesting conflicts between nations, and even inside Dorana itself.

Every beginning has an end.

Edited by - Dennis on 23 Oct 2011 09:58:07
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Therise
Master of Realmslore

1272 Posts

Posted - 23 Oct 2011 :  09:11:17  Show Profile Send Therise a Private Message  Reply with Quote
quote:
Originally posted by Dennis

quote:
Originally posted by Wooly Rupert

And let's not go any further with discussing anything real world, please.

Your reminder comes right after my last post, and I thought you either misread it or posted in the wrong thread. But when I scrolled up, well...my mistake.


Oh, Dennis... how delightfully passive-aggressive. Very bourgeois.

Wooly: apologies for the RW tangent. It was brief, and won't be continued.


Female, 40-year DM of a homebrew-evolved 1E Realms, including a few added tidbits of 2E and 3E lore; played originally in AD&D, then in Rolemaster. Be a DM for your kids and grandkids, gaming is excellent for families!
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Arcanus
Senior Scribe

485 Posts

Posted - 25 Oct 2011 :  00:02:04  Show Profile  Visit Arcanus's Homepage Send Arcanus a Private Message  Reply with Quote
I voted saturated. I like magic to be rich, but hard to learn.
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Markustay
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USA
15724 Posts

Posted - 25 Oct 2011 :  19:27:37  Show Profile Send Markustay a Private Message  Reply with Quote
See? Now I think many more of us would agree, if we all had the same exact concept of the choices.

I like what Arcanus said above, but I would classify that as 'scarce'.

I want the world itself to be magical, but have that magic out of the reach of most mortals. I prefer the traditions to be based in non-humans, and very hard for humans to learn.

The equalizer to that (in my own preferences) would be that those 'old races' themselves are now scarce.

So I suppose it isn't the shear amount of magic I have issue with (I love the way Toril is set-up, with it's Weave), but rather, the availability of it.

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone

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Artemas Entreri
Great Reader

USA
3131 Posts

Posted - 25 Oct 2011 :  19:36:09  Show Profile Send Artemas Entreri a Private Message  Reply with Quote
quote:
Originally posted by Markustay

See? Now I think many more of us would agree, if we all had the same exact concept of the choices.

I like what Arcanus said above, but I would classify that as 'scarce'.

I want the world itself to be magical, but have that magic out of the reach of most mortals. I prefer the traditions to be based in non-humans, and very hard for humans to learn.

The equalizer to that (in my own preferences) would be that those 'old races' themselves are now scarce.

So I suppose it isn't the shear amount of magic I have issue with (I love the way Toril is set-up, with it's Weave), but rather, the availability of it.



Agreed. For me magic loses it's luster when everyone can either cast spells or carry around 30 pounds of magical equipment. Jarlaxle for example: I love his character, but it is ridiculous how many magical items he has.

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Dennis
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9933 Posts

Posted - 25 Oct 2011 :  19:38:48  Show Profile Send Dennis a Private Message  Reply with Quote

My ideal fantasy setting: magic is available to all, but only few are qualified to be called true masters of it. [There are many Netherese mages, but very few archwizards.]

Every beginning has an end.
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Markustay
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USA
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Posted - 25 Oct 2011 :  20:09:16  Show Profile Send Markustay a Private Message  Reply with Quote
The problem arises with our preconceptions.

For instance, in the Xanth novels, EVERYONE does magic... but everyone can only cast ONE spell, and no two people ever had the same exact magic.

Depending on the spell/magic the person can wield is what qualifies him as a Wizard-class magic user. Much of the magic was near-useless, while the majority was utility-class stuff. Only rare individuals had an ability that was earth-shattering.

So, is that scarce, or saturated? It could be either, depending on what you like.

I like the way it worked in that setting, but I don't think I would want everyone having magic in every setting. On the flipside, for some strange reason, whenever I picture Halruaa (pre-spellpuke) I think of Xanth (because nearly all native Halruaans had some magic).

Although if any group came close to the zaniness of Xanth, it would have to be The Harpells.

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone


Edited by - Markustay on 25 Oct 2011 20:09:55
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Old Man Harpell
Senior Scribe

USA
498 Posts

Posted - 26 Oct 2011 :  13:33:33  Show Profile Send Old Man Harpell a Private Message  Reply with Quote
quote:
Originally posted by Markustay


Although if any group came close to the zaniness of Xanth, it would have to be The Harpells.


Harumph. 'Zany', indeed.

Magic is best, I think, when it is preciously rare, yet can be insanely powerful.

One of the best treatments, D&D-wise, was how they did it in Birthright. You have a fair number of arcane spellcasters, but only a tiny minority of them are actual wizards. This was Second Edition, so sorcerers had not yet come upon the TSR scene.

The actual wizards (and actual spellcasting priests) were gifted with the blood of the old gods who died at the battle of Mount Diesmaar, and were thus able to perform feats of magic beyond the ability of mere mortals (such blood also gives heroes of all classes unique abilities, but that is another tale). For those without divine blood (which does not make them divine, necessarily), they are known as 'magicians'.

Magicians cast first and second level spells normally, and they can be any kind of spell. Third level spells and higher are limited to only the schools of Divination and Illusion. There are many, many more magicians than true (blooded) wizards, needless to say. Only elves and half-elves can become true wizards without the benefit of deific bloodlines. True wizards among non-elves are as numerous as billionaires in the United States - someone somewhere has heard of them, and they almost always have power and influence far beyond what their level would afford them in other worlds, like the Realms, Krynn, Greyhawk, and so forth. In other words, very rare indeed.

Some of the best treatment of magic comes from Robert E. Howard in his Conan and Kull series. Spellcasters are known, feared, respected, and often reviled. They rarely cast great magics where anyone can see them, but when they do cast them, few people are unaware of it. This has spun off into the Age of Conan MMO, where the number of spellcasters, though far exceeding what would actually be found in Hyborea, are specialized and capable of casting some truly shocking spells.
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Artemas Entreri
Great Reader

USA
3131 Posts

Posted - 26 Oct 2011 :  13:35:35  Show Profile Send Artemas Entreri a Private Message  Reply with Quote
quote:
Originally posted by Old Man Harpell

quote:
Originally posted by Markustay


Although if any group came close to the zaniness of Xanth, it would have to be The Harpells.


Harumph. 'Zany', indeed.

Magic is best, I think, when it is preciously rare, yet can be insanely powerful.

One of the best treatments, D&D-wise, was how they did it in Birthright. You have a fair number of arcane spellcasters, but only a tiny minority of them are actual wizards. This was Second Edition, so sorcerers had not yet come upon the TSR scene.

The actual wizards (and actual spellcasting priests) were gifted with the blood of the old gods who died at the battle of Mount Diesmaar, and were thus able to perform feats of magic beyond the ability of mere mortals (such blood also gives heroes of all classes unique abilities, but that is another tale). For those without divine blood (which does not make them divine, necessarily), they are known as 'magicians'.

Magicians cast first and second level spells normally, and they can be any kind of spell. Third level spells and higher are limited to only the schools of Divination and Illusion. There are many, many more magicians than true (blooded) wizards, needless to say. Only elves and half-elves can become true wizards without the benefit of deific bloodlines. True wizards among non-elves are as numerous as billionaires in the United States - someone somewhere has heard of them, and they almost always have power and influence far beyond what their level would afford them in other worlds, like the Realms, Krynn, Greyhawk, and so forth. In other words, very rare indeed.

Some of the best treatment of magic comes from Robert E. Howard in his Conan and Kull series. Spellcasters are known, feared, respected, and often reviled. They rarely cast great magics where anyone can see them, but when they do cast them, few people are unaware of it. This has spun off into the Age of Conan MMO, where the number of spellcasters, though far exceeding what would actually be found in Hyborea, are specialized and capable of casting some truly shocking spells.



I always did enjoy the Birthright novels, War was great!

Some people have a way with words, and other people...oh, uh, not have way. -Steve Martin

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Therise
Master of Realmslore

1272 Posts

Posted - 26 Oct 2011 :  16:56:49  Show Profile Send Therise a Private Message  Reply with Quote
quote:
Originally posted by Old Man Harpell

Some of the best treatment of magic comes from Robert E. Howard in his Conan and Kull series. Spellcasters are known, feared, respected, and often reviled. They rarely cast great magics where anyone can see them, but when they do cast them, few people are unaware of it. This has spun off into the Age of Conan MMO, where the number of spellcasters, though far exceeding what would actually be found in Hyborea, are specialized and capable of casting some truly shocking spells.


If I recall correctly, don't spellcasters in Conan constantly have to worry about corruption toward evil? I've not seen the MMO, but I think that was a problem in the tabletop RPG. To me, that's a pretty big negative.

Female, 40-year DM of a homebrew-evolved 1E Realms, including a few added tidbits of 2E and 3E lore; played originally in AD&D, then in Rolemaster. Be a DM for your kids and grandkids, gaming is excellent for families!
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Artemas Entreri
Great Reader

USA
3131 Posts

Posted - 26 Oct 2011 :  17:09:01  Show Profile Send Artemas Entreri a Private Message  Reply with Quote
quote:
Originally posted by Therise

quote:
Originally posted by Old Man Harpell

Some of the best treatment of magic comes from Robert E. Howard in his Conan and Kull series. Spellcasters are known, feared, respected, and often reviled. They rarely cast great magics where anyone can see them, but when they do cast them, few people are unaware of it. This has spun off into the Age of Conan MMO, where the number of spellcasters, though far exceeding what would actually be found in Hyborea, are specialized and capable of casting some truly shocking spells.


If I recall correctly, don't spellcasters in Conan constantly have to worry about corruption toward evil? I've not seen the MMO, but I think that was a problem in the tabletop RPG. To me, that's a pretty big negative.



What's wrong with being evil??

Some people have a way with words, and other people...oh, uh, not have way. -Steve Martin

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Therise
Master of Realmslore

1272 Posts

Posted - 26 Oct 2011 :  17:21:36  Show Profile Send Therise a Private Message  Reply with Quote
quote:
Originally posted by entreri3478

quote:
Originally posted by Therise

quote:
Originally posted by Old Man Harpell

Some of the best treatment of magic comes from Robert E. Howard in his Conan and Kull series. Spellcasters are known, feared, respected, and often reviled. They rarely cast great magics where anyone can see them, but when they do cast them, few people are unaware of it. This has spun off into the Age of Conan MMO, where the number of spellcasters, though far exceeding what would actually be found in Hyborea, are specialized and capable of casting some truly shocking spells.


If I recall correctly, don't spellcasters in Conan constantly have to worry about corruption toward evil? I've not seen the MMO, but I think that was a problem in the tabletop RPG. To me, that's a pretty big negative.



What's wrong with being evil??


You usually get killed by the local barbarian.

Female, 40-year DM of a homebrew-evolved 1E Realms, including a few added tidbits of 2E and 3E lore; played originally in AD&D, then in Rolemaster. Be a DM for your kids and grandkids, gaming is excellent for families!
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Varl
Learned Scribe

USA
284 Posts

Posted - 26 Oct 2011 :  19:11:26  Show Profile Send Varl a Private Message  Reply with Quote
quote:
Originally posted by Markustay
I like the way it worked in that setting, but I don't think I would want everyone having magic in every setting. On the flipside, for some strange reason, whenever I picture Halruaa (pre-spellpuke) I think of Xanth (because nearly all native Halruaans had some magic).



I play 2e Realms, so Halruaa is still there, alive and magically well. I've always liked the idea of Halruaa anyway, where magic is commonplace, but not in everyone's hands, in a sort of 'magic convenience' way. Magical globe lamplights at night, unseen servants opening doors at the approach of shop patrons, cleaning golems, and magical lifts in inns that lift you to your floor instead of having to climb stairs.

Halruaa also allows me to have a location in my Realms where magic is commonplace enough that it can be much less so everywhere else.

I'm on a permanent vacation to the soul. -Tash Sultana
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Therise
Master of Realmslore

1272 Posts

Posted - 26 Oct 2011 :  19:32:46  Show Profile Send Therise a Private Message  Reply with Quote
quote:
Originally posted by Varl

quote:
Originally posted by Markustay
I like the way it worked in that setting, but I don't think I would want everyone having magic in every setting. On the flipside, for some strange reason, whenever I picture Halruaa (pre-spellpuke) I think of Xanth (because nearly all native Halruaans had some magic).



I play 2e Realms, so Halruaa is still there, alive and magically well. I've always liked the idea of Halruaa anyway, where magic is commonplace, but not in everyone's hands, in a sort of 'magic convenience' way. Magical globe lamplights at night, unseen servants opening doors at the approach of shop patrons, cleaning golems, and magical lifts in inns that lift you to your floor instead of having to climb stairs.

Halruaa also allows me to have a location in my Realms where magic is commonplace enough that it can be much less so everywhere else.


I loved that about Halruaa, as it made their realm a unique place for PCs to visit. An actually friendly realm, at least not an evil or corrupted realm, where magic was used to improve the lives of everyday citizens. It was different, really different, and yet there were still plenty of opportunities for adventure.

Frankly, if it is necessary to accept 4E Realms along the way to getting a repair in 5E, I'd hope at least one day that we learn Mystra saved Halruaa in a similar way to Shar "saving" the city of Shade.


Female, 40-year DM of a homebrew-evolved 1E Realms, including a few added tidbits of 2E and 3E lore; played originally in AD&D, then in Rolemaster. Be a DM for your kids and grandkids, gaming is excellent for families!
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Artemas Entreri
Great Reader

USA
3131 Posts

Posted - 26 Oct 2011 :  20:22:51  Show Profile Send Artemas Entreri a Private Message  Reply with Quote
quote:
Originally posted by Therise

quote:
Originally posted by Varl

quote:
Originally posted by Markustay
I like the way it worked in that setting, but I don't think I would want everyone having magic in every setting. On the flipside, for some strange reason, whenever I picture Halruaa (pre-spellpuke) I think of Xanth (because nearly all native Halruaans had some magic).



I play 2e Realms, so Halruaa is still there, alive and magically well. I've always liked the idea of Halruaa anyway, where magic is commonplace, but not in everyone's hands, in a sort of 'magic convenience' way. Magical globe lamplights at night, unseen servants opening doors at the approach of shop patrons, cleaning golems, and magical lifts in inns that lift you to your floor instead of having to climb stairs.

Halruaa also allows me to have a location in my Realms where magic is commonplace enough that it can be much less so everywhere else.


I loved that about Halruaa, as it made their realm a unique place for PCs to visit. An actually friendly realm, at least not an evil or corrupted realm, where magic was used to improve the lives of everyday citizens. It was different, really different, and yet there were still plenty of opportunities for adventure.

Frankly, if it is necessary to accept 4E Realms along the way to getting a repair in 5E, I'd hope at least one day that we learn Mystra saved Halruaa in a similar way to Shar "saving" the city of Shade.





Halruaa was always a fun place to visit. I got stuck with a DM for a year or so who only wanted to adventure in Cormyr or the Dalelands. It got a little dry there for awhile

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Alystra Illianniis
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Posted - 26 Oct 2011 :  23:40:49  Show Profile Send Alystra Illianniis a Private Message  Reply with Quote
I'm voting for "saturated", though I think I prefer the term "heavy magic". To me, magic is much like tech in the RW- once it is understood, even by a few, someone will figure out a way to profit from it and make it available to others for utilitarian purposes, even if only to make a fortune, if not for the "greater good". Naturally, that would lead to a lot of magical innovations over time. Magical equivalents of escalators, TV, cell phones, fax machines (one was created in Krynn, I believe, by a gnomish inventor who worked for the Chronicler, and was in use by a kender field "reporter"...) and the like seem like natural extensions of a world with high magic.

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Old Man Harpell
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USA
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Posted - 29 Oct 2011 :  07:27:11  Show Profile Send Old Man Harpell a Private Message  Reply with Quote
quote:
Originally posted by Therise

quote:
Originally posted by entreri3478

quote:
Originally posted by Therise

quote:
Originally posted by Old Man Harpell

Some of the best treatment of magic comes from Robert E. Howard in his Conan and Kull series. Spellcasters are known, feared, respected, and often reviled. They rarely cast great magics where anyone can see them, but when they do cast them, few people are unaware of it. This has spun off into the Age of Conan MMO, where the number of spellcasters, though far exceeding what would actually be found in Hyborea, are specialized and capable of casting some truly shocking spells.


If I recall correctly, don't spellcasters in Conan constantly have to worry about corruption toward evil? I've not seen the MMO, but I think that was a problem in the tabletop RPG. To me, that's a pretty big negative.



What's wrong with being evil??

You usually get killed by the local barbarian.


To answer Therise, yes, although 'corrupt' does not necessarily imply 'evil' (although already-evil sorcerers tend to defend against, deal with, or ignore corruption much more easily).

Considering some of the truly amazing (or horrifying) things Hyborean magic is capable of, however, it's usually worth it.

All characters in the MMO, for example, start out with a brand called the 'Mark of Acheron' - they were once intended to be part of a brain-fried slave army under the control of the Stygian sorcerer Thoth-Amon. While the Acheronian spirit suppressing one's own consciousness is now gone when you start the game, the Mark remains, and one of the big storylines is getting rid of it, and this is made possible only through Atlantean magic (the diametric opposite of the ancient Acheronian sorcery used by the Stygian archmagi).

In my opinion, that's a pretty hefty helping of mojo. Summon spirit, force spirit into (usually unwilling) host, brand host, seal spirit inside host, send spirit/host servitor out to do your bidding in perpetuity. Yeah...I could handle being able to do that.
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Joran Nobleheart
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Posted - 29 Oct 2011 :  08:51:08  Show Profile  Visit Joran Nobleheart's Homepage Send Joran Nobleheart a Private Message  Reply with Quote
I went with 'even', though I agree with Wooly that it depends on the setting. For example, Ravenloft is a low-magic setting, making each piece found one with a background, story, rich history, and a much more valuable find than the standard magic item of other settings. A player of mine in the Domain of Dread finally found a pistol with his character that had magic about it, and it's become a favorite item that he cherishes, especially after hearing the story I crafted for that piece. And on a side note, I'd like to add that 'Possessions' loses out over 'Signature Items' as they are called in Ravenloft.

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Edited by - Joran Nobleheart on 29 Oct 2011 10:16:36
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Artemas Entreri
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USA
3131 Posts

Posted - 29 Oct 2011 :  14:51:54  Show Profile Send Artemas Entreri a Private Message  Reply with Quote
quote:
Originally posted by Joran Nobleheart

I went with 'even', though I agree with Wooly that it depends on the setting. For example, Ravenloft is a low-magic setting, making each piece found one with a background, story, rich history, and a much more valuable find than the standard magic item of other settings. A player of mine in the Domain of Dread finally found a pistol with his character that had magic about it, and it's become a favorite item that he cherishes, especially after hearing the story I crafted for that piece. And on a side note, I'd like to add that 'Possessions' loses out over 'Signature Items' as they are called in Ravenloft.



Ravenloft is not as magic-rich as the Realms, but i would never say that it is a low-magic setting. Afterall, we are talking about a place where the magical mists can grab anyone at anytime out of any other world and transplant them into the Domains of Dread

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The Sage
Procrastinator Most High

Australia
31799 Posts

Posted - 29 Oct 2011 :  15:14:09  Show Profile Send The Sage a Private Message  Reply with Quote
quote:
Originally posted by entreri3478

quote:
Originally posted by Joran Nobleheart

I went with 'even', though I agree with Wooly that it depends on the setting. For example, Ravenloft is a low-magic setting, making each piece found one with a background, story, rich history, and a much more valuable find than the standard magic item of other settings. A player of mine in the Domain of Dread finally found a pistol with his character that had magic about it, and it's become a favorite item that he cherishes, especially after hearing the story I crafted for that piece. And on a side note, I'd like to add that 'Possessions' loses out over 'Signature Items' as they are called in Ravenloft.



Ravenloft is not as magic-rich as the Realms, but i would never say that it is a low-magic setting. Afterall, we are talking about a place where the magical mists can grab anyone at anytime out of any other world and transplant them into the Domains of Dread

The original interpretations of RAVENLOFT, and much of its supportive 2e material, portrayed it as such. But the 3e setting published by White Wolf, introduced some rather magic-heavy elements. Not enough to warrant calling it "magic-rich," but it was certainly more inclined toward a pervasive sense of magic than was previously known.

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sleyvas
Skilled Spell Strategist

USA
12189 Posts

Posted - 29 Oct 2011 :  19:49:07  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Old Man Harpell

quote:
Originally posted by Therise

quote:
Originally posted by entreri3478

quote:
Originally posted by Therise

quote:
Originally posted by Old Man Harpell

Some of the best treatment of magic comes from Robert E. Howard in his Conan and Kull series. Spellcasters are known, feared, respected, and often reviled. They rarely cast great magics where anyone can see them, but when they do cast them, few people are unaware of it. This has spun off into the Age of Conan MMO, where the number of spellcasters, though far exceeding what would actually be found in Hyborea, are specialized and capable of casting some truly shocking spells.


If I recall correctly, don't spellcasters in Conan constantly have to worry about corruption toward evil? I've not seen the MMO, but I think that was a problem in the tabletop RPG. To me, that's a pretty big negative.



What's wrong with being evil??

You usually get killed by the local barbarian.


To answer Therise, yes, although 'corrupt' does not necessarily imply 'evil' (although already-evil sorcerers tend to defend against, deal with, or ignore corruption much more easily).

Considering some of the truly amazing (or horrifying) things Hyborean magic is capable of, however, it's usually worth it.

All characters in the MMO, for example, start out with a brand called the 'Mark of Acheron' - they were once intended to be part of a brain-fried slave army under the control of the Stygian sorcerer Thoth-Amon. While the Acheronian spirit suppressing one's own consciousness is now gone when you start the game, the Mark remains, and one of the big storylines is getting rid of it, and this is made possible only through Atlantean magic (the diametric opposite of the ancient Acheronian sorcery used by the Stygian archmagi).

In my opinion, that's a pretty hefty helping of mojo. Summon spirit, force spirit into (usually unwilling) host, brand host, seal spirit inside host, send spirit/host servitor out to do your bidding in perpetuity. Yeah...I could handle being able to do that.



I remember trying out Age of Conan about 4 years back, but I only got to level 20 before getting bored with my spellcaster because it seems like all my casting was like 3 buttons. Did it get much more complex once you got to the upper levels? I'm "into" everquest 2 where they give a lot of flexibility with your toon (or they did, they seem to be dumbing it down a whole lot lately, and I must admit to not having logged on much the past 6 months).

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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perm
Acolyte

11 Posts

Posted - 30 Oct 2011 :  09:59:06  Show Profile Send perm a Private Message  Reply with Quote
the realms would be sparse/even in most places, except thay or halruua. So I like it sparse in most places
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