Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts
Tuesday, July 5, 2011
Magic in DQ
Having played Dragonquest over the years I am often prone to think that the designers envisioned everyone having some magic ability and attempting spell casting. Unlike D & D, when one entered a magical college they were able to choose a number of spells from that college limited only by their magical aptitude. Beginning adepts started off with a variety of general knowledge spells that were often helpful. Special knowledge spells often aided combat or helped in more profound ways. One’s MA not only determined the number of spells one could memorize, it also effected the casting percentage and cost to learn a given spell. As I kick around the idea of magic in a new campaign I am tempted to abolish colleges and go with a more generalized practitioner of magics. In my current campaign there are 24 different colleges which are all exclusive. It’s one of the things I like about DQ, but also one of the limitations of going with a focused practitioner of magic. I am thinking of breaking down the colleges into various groups of magic from which an adept can choose spells. Right now I am thinking of five general practitioners: Elementalist - Psychic - Magician - Necromancer – Sorcerer. Hopefully with those titles the basic focus is self explanatory, the one real difference would be sorcerers who could learn any type of spell but are more limited in the number of spells they can learn.
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