TLDunn213 Posted March 29 Report Posted March 29 (edited) The most common spellcasters are Wizards and Sorcerers who use Arcane magic. Maguses, Shamans, and some Warlocks also use Arcane magic. But more on them in a bit. Arcane magic works by subtlety adjusting the balance between Order and Chaos that underlies our reality. The primary difference between Wizards and Sorcerers is in how they learn and cast their spells. Which most of you are likely already familiar with. But, for completeness and those who may not know. Wizards load spells into their minds with the mana attached and once the spell is cast it vanishes from their mind leaving room for a new spell. Sorcerers on the other hand learn spells permanently (well simi-permanently. more on this in a bit) With the mana as a pool to be taped and channeled through the spell as needed. Wizards can take a Feat called Spell mastery that allows them to permanently learn a spell the way a Sorcerer does. And likewise Sorcerers can take a Feat called Spell Flexibility which allows them to temporarily learn a spell as Wizards do. Seeing the advantages of being able to do both some adventurers tried training both ways. This proved to be quite difficult as the two ways of learning spells are almost opposites. Which puts quite a bit of strain on the mind of the student. Which eventually lead to the development of the Magus class. Which is designed specifically to address that problem. Progress is somewhat slower than for students who follow just Wizard or Sorcerer paths. But those who choose Magus say that it worth it. Anyway moving on. The next most common type of spellcaster is the Cleric or Priest. Priest are typically those who stay in Towns and Cities taking care of their congregations. While the Cleric is out with groups of adventurers keeping evil beings away from civilized lands. These spellcasters use Holy Magic provided by the Gods. Or Infernal magic provided by Demons or Devils in the case of Evil Clerics and Priests. Typically their handling of spells is much the same as Wizards. With the spells they are likely to need being provided by the Being they serve. Healing spells being a notable exception in most cases. These tend to be installed Sorcerer style and can be cast extra times by sacrificing other spells for the mana needed to do so. The difference between Good and Evil Healing spells is a side topic that I'll expound on more fully another time. Just as I will cover Warlocks, Shamans and the rest a bit later in this series. Edited March 29 by TLDunn213 Quote
TLDunn213 Posted April 27 Author Report Posted April 27 Warlocks, Shamans, and Witches. It is among these spellcasters that you are most likely to find Eldritch spells being used. The primary difference between Eldritch and Arcane magic is in where the power comes from. Which in turn dictates how that power is applied to achieve a given effect. Arcane magic works by subtlety adjusting the balance between Order and Chaos that underlies our reality, by directly interacting with those forces. Eldritch magic in contrast adjusts that balance by introducing, (and in some cases removing again), Chaos from Elsewhere. Less subtle and elegant than Arcane magic, but when Chaos and/or Destruction are the goal Eldritch magic is easily as, if not more, powerful. Now the reason that Eldritch magic is more likely with these spellcasters than others is a matter of how these casters gain their magic in the first place. Warlocks (and technically Dracons, Naze, and the like) gain their spells by forming a Pact with a Patron of one type or another. And it depends on the Patron and the circumstances, as to which mode (Wizard, Sorcerer, or Cleric) will be used. Of course there are any number of Warlocks who will try to find ways of recording the spells they are given regardless of the mode the Patron selected. Which brings us to Shamans and Witches. Unlike Warlocks, Shamans and Witches don't make an enduring pact with a single being but rather bargain with many different types of magical beings to gain the spells they need. This can lead to them becoming a Warlock, Druid, or Cleric, depending upon the type of spells they are most interested in. After all, why keep shopping around if you can get everything you're looking for in one place and for a single set of terms. The most notable difference between Shamans and Witches is that Shamans are typically members of a Barbarian tribe and so tend to be illiterate. Thus leaving them little choice but to follow the Sorcerer path for learning spells. Witches, by contrast, tend to live closer to civilization. On the edges of typically, but still, Close enough that reading is a skill that they can typically learn. 1 Quote
Snypiuer Posted April 29 Report Posted April 29 Does psionics exist and do they fall under this category, and if so, how? Or did I miss it in another post? Quote
TLDunn213 Posted May 17 Author Report Posted May 17 (edited) Psionics definitely exist in the Shard Scape. And is most notable, among the various types of "magic" available, for being the most flexible. Psi users follow the Sorcerer form in terms of how they learn their skills. It is also under the Psi format that the concept of resonance comes most fully into play. There are a number of Psi Abilities that are distinct from Powers in that they don't consume Psi energy to work. Powers consume Psi energy to manifest and are typically at a distance. Abilities simply require that the needed level of power is present and are typically enhancements to the individual using them. Exceptions do exist, and I'll try to cover those at some later time. Psi powers work equally well in high magic/low tech environments and in low magic/high tech environments. Psi is of course just as negatively impacted as anything else when dealing with low tech/low magic/low life environments. Those places are basically hostile to everything. Synthoids and Undead fair somewhat better than average in such environments but even they struggle. As to how Psi fits in among Arcane, Eldritch, and Divine/Infernal magic it is most closely related to Arcane magic. The primary difference being that Arcane magic works by adjusting the Chaos that underlies Reality Psi works by adjusting the Order. Which is why it works in high tech environments. Technology alignes with Order and Magic typically works by manipulating Chaos. In high Tech areas Order is enhanced and Chaos is suppressed. By the time you reach a level of Chaos high enough to have a notable effect on Psi, you are dealing with Chaos levels that are approaching the limits of what most beings can deal with. At some point I will try to cover the related topics of abilities that parallel magic but are derived from Cybergrafts, Biografts and other related types of Bio-mancy and bonded equipment. Edited May 18 by TLDunn213 1 Quote
TLDunn213 Posted May 18 Author Report Posted May 18 A finally we come to Monks, Ninjas, and some prestige classes that I don't really have the resources to cover properly. While Monks/Ninjas have abilities that are magical they are not really spellcasters. The best way to fit them into the system I'm using here is to treat them as Psi users who focused almost entirely on the Abilities aspect. Only branching out to explore actual Powers after mastering the more physical Abilities side of things. Rangers typically follow the Druid path for their spells. Although there are some that take the Witch/Shaman path for various reasons. Rogues, typically don't cast spells relying on any number of magical and/or tech items to cover those needs. There are exceptions of course and any given Rogue may have followed any of the available paths to gaining whatever spellcraft they know. Paladins, typically gain their spells from whatever they have sworn allegiance to. The main details that set them apart from Warlocks are 1) The Patron they are Sworn to is typically a well-known God of a suitable type. And 2) They are typically given Abilities rather than spells. With healing spells being a notable exception to this basic rule. With other exceptions being a function of the quest they are currently on. Dark Paladins/Black Guards are of course Sworn to some Infernal Power or other. But otherwise function the same as other Paladins in terms of spells, abilities, and so on. Quote
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