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azrooh wrote:Hi Morvar, have you played a game with these magic systems as written? They're already very powerful, and removing the restrictions keeping them in check risks rendering mundane characters useless.
axrooh wrote:Abilities and spells for magic users, clerics, and monks from Classic Fantasy might fit your game without such a sharp increase in power level.
First of all, sorry for my bad English!
In my homebrew Fantasy World are 3 different Kinds of Magic.
Two of them use “the Source” on a direct and indirect way.
Mages get Power directly from “The Source”.
People with “True Faith” get Power from the Gods, who take the Power from “The Source” and modify them with their Spirit.
The last one use their inner strength to push their body and mind over the human spectrum.
In RQ6 Terms I want to use Mysticism for the last one.
Sorcery for Mages and Theism for “True Faith”.
But here is my Problem:
Because Mages and Priest use the Same Source on different ways, it is not logically to me, that Priests are so mighty (Magnitude = Devotion/10) against Sorcerer.
And Priest only get their Pool for casting back, if they are in a holy place….
Both doesn’t fit to my world. A worshipper of the Sun God should be able to go on a quest in the darkness…
What if both (sorcerer/Priest) get the same MP Regeneration? And on the other side, Mages get Magnitude in the same way like Priests. But Priest get an additional +1 for all Miracles and +2 on holy ground?
I hope you understand what I mean. I apologize again for my bad English.
raleel wrote:The sorcerer ... (casts Wrack) ... at 1500m (20x the range of the sunspear) and he can hit 4 targets for 1d8 damage for 15 minutes. All for 2 points of magic.
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