View Full Version : Magic and Sources
Hi all-
I've been thinking. The source for all arcane magic is mebhaighl, correct? Should wizards and magicians (and even bards) have more difficulty casting spells regions of a low source? I don't mean realm spells, i mean regular spells.
Consider, a Source(7) province should have plenty of magical energy available, meaning the wizard should have plenty of power at his disposal. But the Imperial City of Anuire has a Source of 0. Where does a wizard in the city gain the magical energy to cast anything at all?
Thoughts?
-Fizz
Rhiannon Faramiriel
12-22-2005, 06:28 PM
I believe that there is some special condition in the Imperial City. Forget the source ( I think either the Book of Mage Craft covers it, or it was sourced in one of the write-ups that used to be on the site), but apparently there are some ley nexus beneath the city that can be tapped by the Wizards of the city.
OK, but i wasn't meaning just for the Imperial City. As a general rule, should spellcasters have a more difficult time in casting their spells in low-source regions as compared to high-source regions?
As it stands, a spellcaster is just as effective in the middle of a large developed area as he would be in the middle of an untamed forest. I'm thinking there should be some impact on the character.
-Fizz
Rhiannon Faramiriel
12-22-2005, 07:27 PM
Sorry, I saw the reference and figured that you were asking specifically about Anuire.
I will check out the Book of Mage Craft and look at the 3.5 rules. I've been playing under the 2E and another series of rules to govern other aspects of my campaign, so I'll get back to you.
It is an interesting point though.
Jenn
ConjurerDragon
12-22-2005, 08:09 PM
Fizz schrieb:
>This post was generated by the Birthright.net message forum.
>You can view the entire thread at:
>http://www.birthright.net/showthread.php?goto=newpost&t=2873
>
>Fizz wrote:
>OK, but i wasn`t meaning just for the Imperial City. As a general rule, should spellcasters have a more difficult time in casting their spells in low-source regions as compared to high-source regions?
>
>As it stands, a spellcaster is just as effective in the middle of a large developed area as he would be in the middle of an untamed forest. I`m thinking there should be some impact on the character.
>
Would you by the same logic say, that Druids are handicaped casting
normal spells in large cities or clerics in areas where there is no
temple of their deity? Then you ought also apply penaltys for
city-rogues when stealing apples from a farmhouse or whenever else some
character is not in his natural environment.
bye
Michael
DanMcSorley
12-22-2005, 08:09 PM
> Fizz wrote:
> OK, but i wasn`t meaning just for the Imperial City. As a general rule,
> should spellcasters have a more difficult time in casting their spells in
> low-source regions as compared to high-source regions?
>
> As it stands, a spellcaster is just as effective in the middle of a large
> developed area as he would be in the middle of an untamed forest. I`m
> thinking there should be some impact on the character.
This has been discussed in the past. Not just in provinces with low
magical levels, but in provinces with claimed source levels, a true wizard
might have a hard time casting spells. For instance, say a province has a
source 5. The Sword Mage controls 3 of those levels, and 2 are
uncontrolled.
By one version, any mage in the province can cast up to a level 5 spell.
By another, the SM can cast up to level 3 spells, and anyone else can cast
up to level 2 spells due to the two uncontrolled levels.
Both of these rules would make exceptions for the lesser magics like
illusion and divination, which would be available anywhere.
It is a very flavorful idea. Ties wizards very strongly to their domains.
The downside is that it makes being a source-less adventuring wizard
impossible beyond about 5th level, because your higher-level spells will
be mostly inaccessible to you. It makes it very hard for a regent wizard
to go on adventures unless he has a month`s lead time to forge a ley line
into the province he plans on adventuring in. Alternatively, they might
make a bunch of wands of spell to take adventuring with them, but that
ties the wizards even more to magical items and many people already
complain about D&D`s reliance on items.
In short, it is a bad idea if you plan on your campaign involving
adventuring.
If your domain is entirely realm-based, or you really want source holders
to be gods among wizards, then go for it, because it will definitely
emphasize the primacy of source holders.
--
Daniel McSorley
For comparison, consider the Midnight campaign setting. Here the evil god has conquered all the lands and is slowly draining the world of magic. He and his evil-doers use sinks called Black Mirrors to do this. Spellcasters that get near one of these need to spend more energy to cast a spell. Midnight uses a spellpoint system for spells, so the mechanics of this are easy- the closer to the drain, the more spell points required.
I think this same principle could be applied to Birthright. The lesser the source province you're in, the more difficult it is to cast. But Birthright uses a classic spellcasting system, so i don't know how this could be done. Though perhaps some people already house-rule a spell point system <shrug>.
Hope that clarifies my question a little bit.
-Fizz
> Fizz wrote:
This has been discussed in the past. Not just in provinces with low
magical levels, but in provinces with claimed source levels, a true wizard
might have a hard time casting spells. For instance, say a province has a
source 5. The Sword Mage controls 3 of those levels, and 2 are
uncontrolled.
By one version, any mage in the province can cast up to a level 5 spell.
By another, the SM can cast up to level 3 spells, and anyone else can cast
up to level 2 spells due to the two uncontrolled levels.
Both of these rules would make exceptions for the lesser magics like
illusion and divination, which would be available anywhere.
It is a very flavorful idea. Ties wizards very strongly to their domains.
Though this also gets into the question of `what is a source'? Is a source a physical location that you can physically control. Or is it just a term to quantify the inherent amount of magic a given patch of land has?
True magic doesn't require a source. Only realm magic does. True magic still draws upon mebhaighl however. If mebhaighl is all around, a property of the untamed land, then how does a wizard who controls a source control the magic? Mebhaighl is everywhere, just not uniformly distributed.
For comparison, conquering the tallest mountain doesn't mean you can prevent people from breathing.
-Fizz
geeman
12-22-2005, 09:34 PM
At 10:17 AM 12/22/2005, Fizz wrote:
>I`ve been thinking. The source for all arcane magic is mebhaighl,
>correct? Should wizards and magicians (and even bards) have more
>difficulty casting spells regions of a low source? I don`t mean
>realm spells, i mean regular spells.
>
>Consider, a Source(7) province should have plenty of magical energy
>available, meaning the wizard should have plenty of power at his
>disposal. But the Imperial City of Anuire has a Source of 0. Where
>does a wizard in the city gain the magical energy to cast anything at all?
I`m not personally inclined to think a lack of mebhaighl should
necessarily hamper "conventional" spellcasting. Mebhaighl is the
(a?) source of true or high magic, but not necessarily the source of
all arcane magic. Illusion, divination and bard magic are unaffected
by the presence (or lack) of mebhaighl in most of the campaign
materials. It might be reasonable to assume that the effect had some
sort of impact, but since there`s nothing to indicate that mebhaighl
was necessary before Deismaar it seems to me that those kinds of
spells should remain unaltered by it.
I have, however, long been a proponent of _benefits_ to conventional
spellcasting for wizards who control sources while they in their
"home" provinces or ones that they have ley lines to. Increases in
effective spellcaster level, for instance, by source level and
various effects having to do with their ability to interact with the
natural environment like bonuses to checks dealing with "wild"
animals in their demesne. Things like that.
Gary
It might be reasonable to assume that the effect had some
sort of impact, but since there`s nothing to indicate that mebhaighl
was necessary before Deismaar it seems to me that those kinds of
spells should remain unaltered by it.
What does Deismaar have to do with mebhaighl? Mebhaighl has always been in the land, even before Deismaar.
-Fizz
geeman
12-22-2005, 10:18 PM
At 01:44 PM 12/22/2005, Fizz wrote:
>>It might be reasonable to assume that the effect had some
>>sort of impact, but since there`s nothing to indicate that mebhaighl
>>was necessary before Deismaar it seems to me that those kinds of
>>spells should remain unaltered by it.
>
>What does Deismaar have to do with mebhaighl? Mebhaighl has always
>been in the land, even before Deismaar.
Deismaar is what gave (non-elven) scions the ability to connect to
cast true (conventional) magic spells, while mebhaighl is really more
related to realm magic and sources than to either lesser or true
(conventional) magic in the BoM and the RB. Take a look at the
"Fundamentals of Cerilian Magic" BoM p4 and "Magic and Realm Spells"
RB p81 to see what I mean. In both those sections the discussion of
true magic is associated with bloodline while realm magic and sources
are associated with mebhaighl. Fundamentally, bloodline = access to
true magic, mebhaighl = sources and the power of realm magic.
The lesser magic of illusion, divination and that of bards, on the
other hand, isn`t really explained or associated with something
campaign-specific at all. They don`t have any direct connection to
mebhaighl, bloodline or anything else in particular other than the
bard association with elven magic. At least, there`s nothing in the
original materials that I can recall reading that connects them in any way.
So if the argument is that all arcane spellcasters should be
penalized in some way when casting spells in provinces with low
source holdings (or where the source potential has been lowered by
population or other effects) then I`d say the original materials
don`t necessarily support that idea. It`s not an unreasonable thing
to do (and as has been noted that kind of thing isn`t uncommon in
other fantasy worlds) but I think it goes a step or two beyond the
original ideas expressed in BR.
Gary
Birthright-L
12-22-2005, 10:18 PM
As said previously, limiting a wizard based on source levels is just far too
severely limiting for an adventuring based campaign. However, in the form
of feats and presitge classes, 3e does have mechanics that at least allow us
to harness the spirit or flavor of such a change, if not the actual
limitations. For example, you couldn`t very well limit a wizard`s
spellcasting for low source levels, but you could come up with feats that
allow a wizard to benefit from them and such a thing would be in the spirit
of 3e.
It wouldn`t be recommended though if you`re overly concerned with game
balance to the point of paranoia. Random numbers and DM-controlled
circumstances and all. The fact that you could entertain such alarming
ideas, however, implies otherwise so let`s have a little fun for the sake of
flavor:
[Ley Master]
Benefit: Choose a terrain type: plains, mountains, tundra, forest, urban,
etc. When in a province of that terrain type, you recieve a bonus to the DC
of all spells you cast equal to the number of unclaimed potential source
holdings within that province.
I believe there was a prestige class in Defenders of the Faith regarding a
holy defender of a church that got bonuses and such when defending the
church. This could probably be adapted to create a wizard that defends
his own sources.
For my own campaign, however, I assume that the magical energy to power
spells comes from the wizard`s own bloodline. The wizard`s own bloodline
contains arcane and divine energy recieved in the explosion at Deismaar.
The magical energy used to power Realm Spells is a whole seperate animal
using the power of the land which I call Leythium and it is generated by
source holdings and channelled by ley lines. Leythium is both arcane and
divine, created when the gods, the Great in Magic, exploded in Deismaar.
Druids and Wizards can use source holdings to cast realm spells, but only
Wizards can use Ley Lines which the druids regard as magical abominations.
The explosion of Azrai also left a corrupting form of Leythium, resulting in
Dark Sources. Evil druids harness these magics for terrible realm spells.
Fortunately, energy from Dark Sources can`t be channelled through ley
lines.
Deismaar is what gave (non-elven) scions the ability to connect to
cast true (conventional) magic spells, while mebhaighl is really more
related to realm magic and sources than to either lesser or true
(conventional) magic in the BoM and the RB.
OK, the way it read to me in your previous post was to imply that there was no mebhaighl before Deismaar.
Take a look at the
"Fundamentals of Cerilian Magic" BoM p4 and "Magic and Realm Spells"
RB p81 to see what I mean. In both those sections the discussion of
true magic is associated with bloodline while realm magic and sources
are associated with mebhaighl. Fundamentally, bloodline = access to
true magic, mebhaighl = sources and the power of realm magic.
Ah, but a bloodline is only required if you're not an elf. Mebhaighl doesn't require a bloodline to harness. But a non-elf requires a bloodline to harness it.
The lesser magic of illusion, divination and that of bards, on the
other hand, isn`t really explained or associated with something
campaign-specific at all. They don`t have any direct connection to
mebhaighl, bloodline or anything else in particular other than the
bard association with elven magic.
I will look it up in the original materials tonight, but if you see the BRCS, chapter 3, under Arcane Magic:
"All arcane magic in Cerilia magic originates in the land itself. When arcane spell casters perform magecraft – whether simple cantrips or mighty realm spells – they marshal the wild power of the untamed wilderness and unspoiled plains to empower their mystical effects. The elves name this the magical energy that inhabits every rock, tree, and stream of Cerilia; mebhaighl (meh-VALE), but commoners often refer to this force as earthpower."
Thus, magicians and bards and even rangers harness mebhaighl. They can't harness it to the full extent of wizards, but they're still using it.
I assume the BRCS has been written it this way either from other sources or by deductive reasoning of the original sources. But for what it's worth, this has been my understanding of things ever since i bought the original boxed set.
It`s not an unreasonable thing
to do (and as has been noted that kind of thing isn`t uncommon in
other fantasy worlds) but I think it goes a step or two beyond the
original ideas expressed in BR.
Of course, another way to justify it is that True and Lesser Magic don't require nearly the amount of power than Realm Magic does. A couple AA batteries can't run your car but they can run your radio just fine. :)
-Fizz
geeman
12-23-2005, 01:05 AM
At 02:47 PM 12/22/2005, Fizz wrote:
>>Take a look at the
>>"Fundamentals of Cerilian Magic" BoM p4 and "Magic and Realm Spells"
>>RB p81 to see what I mean. In both those sections the discussion of
>>true magic is associated with bloodline while realm magic and sources
>>are associated with mebhaighl. Fundamentally, bloodline = access to
>>true magic, mebhaighl = sources and the power of realm magic.
>
>Ah, but a bloodline is only required if you`re not an
>elf. Mebhaighl doesn`t require a bloodline to harness. But a
>non-elf requires a bloodline to harness it.
Right. That should be "bloodline/elven blood = access to true magic,
mebhaighl = sources and the power of realm magic."
>>The lesser magic of illusion, divination and that of bards, on the
>>other hand, isn`t really explained or associated with something
>>campaign-specific at all. They don`t have any direct connection to
>>mebhaighl, bloodline or anything else in particular other than the
>>bard association with elven magic.
>
>I will look it up in the original materials tonight, but if you see
>the BRCS, chapter 3, under Arcane Magic:
>
>"All arcane magic in Cerilia magic originates in the land itself.
>When arcane spell casters perform magecraft – whether simple
>cantrips or mighty realm spells – they marshal the wild power
>of the untamed wilderness and unspoiled plains to empower their
>mystical effects. The elves name this the magical energy that
>inhabits every rock, tree, and stream of Cerilia; mebhaighl
>(meh-VALE), but commoners often refer to this force as earthpower."
>
>Thus, magicians and bards and even rangers harness mebhaighl. They
>can`t harness it to the full extent of wizards, but they`re still using it.
>
>I assume the BRCS has been written it this way either from other
>sources or by deductive reasoning of the original sources. But for
>what it`s worth, this has been my understanding of things ever since
>i bought the original boxed set.
It is something of a vaguely defined issue in the original
materials. Like anything (BRCS Update or original BR texts) one has
to be careful with colour text. It is what gives a campaign its
flavour, but when it doesn`t necessarily correlate to game mechanics
it can be a little bit of a problem, especially when there are game
mechanics that reflect other campaign materials because of the desire
to portray campaign materials with actual game rules. The thing that
always gets me is the comments about there being so few characters
able to cast true magic--because the "six or seven score" or "150"
describe appears to ignore elves, the number of wizards actually
extolled in the published materials, and doesn`t really define what
it means by "true wizards" in that it could just be referring to
those characters with 5 levels in the wizard class since, after all,
only 5th level or higher wizards access "true" 3rd level spells from
schools other than illusion or divination. For all anybody knows it
could refer to "wizards" in the "named level" manner that 1e
used. That is, it wasn`t until a character was an 11th level
magic-user that one was a "wizard." People regularly read that text
to mean there are only than many characters with levels in the wizard
class in the whole of Cerilia, which strikes me as a reasonable
casual reading of a poorly written colour comment.
BR is particularly problematic in this regard because so much of the
original 2e material was written with a vocabulary that was poorly
defined, or had the particulars of the relationships between the
campaign dynamics were vaguely expressed. This is from what I can
tell one of those cases.
In this particular case, I`d be interested in hearing what the
inspiration for that portion of the BRCS might be. From what in the
original materials was in inspired?
Gary
Question
12-23-2005, 09:32 AM
In the vos book sources are described as having physical manifestations,be it a tree or some other natural object.Such sources are often warded by spells as well.They can be physically destroyed.
Of course this is contradictory to the rules for domain play,but DMs may use DM fiat to interpret that bit of fluff as they see fit.
irdeggman
12-23-2005, 12:30 PM
In the vos book sources are described as having physical manifestations,be it a tree or some other natural object.Such sources are often warded by spells as well.They can be physically destroyed.
Of course this is contradictory to the rules for domain play,but DMs may use DM fiat to interpret that bit of fluff as they see fit.
I'm not certain what you are talking about in reference to the Vos book (i.e., Tribes of the Heartless Wastes) but
The BRCS domain rules reflect the intent of the rules in the BoM which is the definitive source of rules for sources and manifestations in the 2nd ed rules. The BRCS did, however, attempt to expand and fill in the gaps present in the BoM text. It is consistent with the 2nd ed rules though.
BoM pg 17+ talks about them.
It talks about manifestations being resistant to normal wear and damage from the elements and from “ordinary” people. It does talk about how deliberate violence can damage a manifestation and rarely the source itself.
It also talks about natural regeneration of sources and manifestations themselves. Now, like most things in the 2nd ed rules there is a lot missing in regards to details.
BRCS:
Source manifestations usually do not require protection from ordinary people – few pass nearby. More importantly, the earthpower itself enhances the power of the manifestation and makes it largely immune to harm. Manifestations resist normal wear and damage from the elements (earth, air, fire, and water) including flooding, erosion, lightning, or forest fire. Deliberate violence, however, can harm manifestations and – rarely – even the source itself. Because of the mystical link between regent mages and their sources, they become immediately aware when a claimed manifestation is disturbed. This awareness generally ranges from a feeling of mild discomfort to actual acute physical pain.
Magic-based attacks and determined physical attacks can eventually destroy a manifestation. A source manifestation has spell resistance equal to 20 + 2 x source level. Furthermore, source manifestations have damage resistance (from all sources of harm) equal to 2 x source level. Finally, damaged sources regenerate damage at the rate of 1 hit point per source level / round.
Any normal harm done to a manifestation is temporary. Destruction of a manifestation temporarily disrupts the flow of mebhaighl through the source and prevents the regent mage from tapping the source to use realm magic. The source will produce a new manifestation in less than a month. Only damage to the source through realm level actions (such as contesting the source holding, casting the realm spell destroy source, or the massive destruction of a province's woodlands through specific military action) has any lasting effect.
irdeggman
12-23-2005, 12:41 PM
BoM pg 4 has the intro section which talks about mebhaighl and a vague reference to it in regards to “magic”.
“There are three types of magic in Cerilia – lesser magic, true magic and realm magic. Each has different uses and is important in its own right. They differ in the amount of knowledge of and control of mebhaighl that their practitioners must exercise.”
Then under the text for true magic it has the following “Its command requires a deeper understanding of mebhaighl than that which magicians can attain.”
So the 2nd ed material definitely had all arcane magic (3.5 terminology while 2nd ed called it "magic") using meghaighl in some manner.
Now IMO Cerilia is rich in mebhaighl and it exists almost everywhere.
Magicians and bards utilize such low levels of mebhaighl for their spells that they are unaffected by the strength of the mebhaighl in the area. Which is why their magic works well in cities and such.
They are incapable of harnessing greater amounts of mebhaighl so proximity to a source or manifestation would have little no no effect on their spellcasting abilities. If it did then, IMO, they would have a chance of burn out or being overpowered by the mebhaighl itself - must likely resulting in the death.
A case could be made based on this to have true mages have a variable ability to cast their spells due to the mebhaighl level in the area. This causes a lot of game-mechanic problems, IMO, and tends to parallel the defiling magic system of Dark Sun which is based on the strength of nature to power their spells.
I would say that the true magics require more mebhaighl than lesser magics but the amount necessary is readily accessible in almost all places in Cerilia - it just requires a greater effort ot focus, which is incorporated into the sorcerer/wizard class abilities themselves.
Realm spells, however, require such vast amounts of mebhaighl that they need the proximity to pools of mebhaighl that are sources/manifestations.
irdeggman
12-23-2005, 12:44 PM
Thus, magicians and bards and even rangers harness mebhaighl. They can't harness it to the full extent of wizards, but they're still using it.
-Fizz
Rangers do not harness mebhaighl. They are divine casters and are powered differently, even elven rangers.
Only arcane casters harness mebhaighl.
irdeggman
12-23-2005, 01:17 PM
Gary,
There are lot of topics in your last post.
What question was it that you had wanted answered?
Rangers do not harness mebhaighl. They are divine casters and are powered differently, even elven rangers.
Only arcane casters harness mebhaighl.
Hmmm... more confusion between core books and the BRCS. From Chapter one of the BRCS, Ranger:
"Unlike Cerilian clerics and druids, Cerilian rangers do not receive their spells from a patron deity. The limited spellcasting abilities of Cerilian rangers are rooted in their understanding of nature and the channeling of mebhaighl through their force of will alone."
I thought this was intentional because otherwise you could not have elven rangers.
-Fizz
irdeggman
12-23-2005, 02:57 PM
Hmmm... more confusion between core books and the BRCS. From Chapter one of the BRCS, Ranger:
"Unlike Cerilian clerics and druids, Cerilian rangers do not receive their spells from a patron deity. The limited spellcasting abilities of Cerilian rangers are rooted in their understanding of nature and the channeling of mebhaighl through their force of will alone."
I thought this was intentional because otherwise you could not have elven rangers.
-Fizz
Actually the choice of the word mebhaighl is real poor here. Mebhaighl refers to the magic of the land (i.e., arcane magic) alone. This was a carry over from the playtest version and wasn't "caught" in the revision. I'll make a note to fix it. It is important to maintain the core rules aspect that ranger magic is still divine in nature since there are a lot of game mechanics that come into play if it is reclassified as arcane (for one - arcane spell failure chance - which bards have a class ability that bypasses but rangers do not).
The text in the Behind the Curtain is actually a much better explaination of ranger magic. Elves are only limited in divine magic from deities (which includes clerics, paladins and druids since druids specifically get their spells from Eric In BR)
Behind the Curtain: Where do Cerilian rangers get the power to cast divine spells? As the default, Cerilian rangers gain the ability to cast divine spells directly from nature and not the blessing of any deity. An alternative would be to have non-elven rangers gain the ability to cast divine spells from Erik, the god of nature. Cerilian elves would still gain this power directly from nature itself since they are not attuned to the gods.
So, that means that the land/nature itself gives off two kinds of magic, arcane (maebhaighl) and divine.
But in that case, why can't there exist clerics and paladins who don't have a specific deity, and worship `concepts' instead? I mean, ranger spells go up to 4th level, so a cleric without a deity should be able to get to that level of spellcasting too. And a paladin too, both drawing from the divine essense of Cerilia directly.
This was much easier in 2nd Ed of course, which didn't have the explicit dichotomy of arcane vs divine magic. I find the explanations that need to be written into 3E Birthright rather awkward.
So really there are 3 kinds of magic. Arcane, divine from Aebrynis and divine from the gods.
Wouldn't it be easier to call ranger magic arcane, and give them that special kind of armor ability that bards have? Heck, rangers are supposed to wear light armor anyways, right?
Mind you, i use a non-spellcasting variant of rangers anyways, so it doesn't matter that much to me. :) Maybe it's just me, but i find the current description unwieldly, awkward and problematic.
-Fizz
In a message dated 12/22/05 1:18:15 PM Eastern Standard Time,
brnetboard@BIRTHRIGHT.NET writes:
<< I`ve been thinking. The source for all arcane magic is mebhaighl,
correct? Should wizards and magicians (and even bards) have more difficulty casting
spells regions of a low source? I don`t mean realm spells, i mean regular
spells.
Consider, a Source(7) province should have plenty of magical energy
available, meaning the wizard should have plenty of power at his disposal. But the
Imperial City of Anuire has a Source of 0. Where does a wizard in the city gain
the magical energy to cast anything at all?
Thoughts? >>
An interesting concept. While capping spells/day or maximum levels
available to a true wizard, with weaker limits to a lesser-caster, seems
interesting, it might be too much of a hassle without a spell-points system in play.
You might be better off by boosting the caster level of a wizard who holds
sources in a province, or is ley-linked to his home. In uncontrolled-source
provinces, it might be a weaker effect?
This ability could be tied to a feat, like an Improved Arcane Sanctum
(original in C. Arcane?), which is only available to ICS graduates or those
taught it by others. Elves might get it naturally? Maybe a metamagic feat,
allowing one to add the source level to caster level, but costing a higher-level
spell slot?
Lee.
irdeggman
12-23-2005, 03:49 PM
So, that means that the land/nature itself gives off two kinds of magic, arcane (maebhaighl) and divine.
But in that case, why can't there exist clerics and paladins who don't have a specific deity, and worship `concepts' instead? I mean, ranger spells go up to 4th level, so a cleric without a deity should be able to get to that level of spellcasting too. And a paladin too, both drawing from the divine essense of Cerilia directly.
This was much easier in 2nd Ed of course, which didn't have the explicit dichotomy of arcane vs divine magic. I find the explanations that need to be written into 3E Birthright rather awkward.
Actually in 2nd ed the text for rangers and druids said they could get their powers from either a diety or directly from nature itself.
The 3.5 PHB also has the same text.
BR in 2nd ed specified for the setting that all clerical magic came from deities. This was a campaign specification. Much like Dark Sun that specified it came from the elements.
So really there are 3 kinds of magic. Arcane, divine from Aebrynis and divine from the gods.
Wouldn't it be easier to call ranger magic arcane, and give them that special kind of armor ability that bards have? Heck, rangers are supposed to wear light armor anyways, right?
Mind you, i use a non-spellcasting variant of rangers anyways, so it doesn't matter that much to me. :) Maybe it's just me, but i find the current description unwieldly, awkward and problematic.
-Fizz
If you think of divine magic for rangers coming from the "spirit" of the land instead of the magical essence of the land it still works. That is to say that Aebryinnis is a "force" of its own.
Now many people will start into the "why can't elves be druids?" discussion.
This has been talked to death and the setting itself was set up with certain parameters and that is one of them.
See Bloodspawn and the explanation of the Sie and seelie faeries/elven relationship. IMO this fits extremely well into the concept.
In the SW the Sie were masters of both divine and arcane magics when the race split into 2 the Sie mastered divine while the elves mastered arcane. I se the ranger spellcasting as being a hold over from this split.
Now many people will start into the "why can't elves be druids?" discussion.
This has been talked to death and the setting itself was set up with certain parameters and that is one of them.
See Bloodspawn and the explanation of the Sie and seelie faeries/elven relationship. IMO this fits extremely well into the concept.
In the SW the Sie were masters of both divine and arcane magics when the race split into 2 the Sie mastered divine while the elves mastered arcane. I se the ranger spellcasting as being a hold over from this split.
Actually, i was pretty sure in the core BR rulebook it said druids were specialty priests of Erik. I don't recall any references to druids existing without Erik. I'll have to look that up.
But don't get me wrong. I love that elves don't have gods and can't be priests. In 2nd Ed, druids were specialty priests, therefore, no elves. Nice easy explanation.
It just takes more work to explain it in 3E because of 3E's hard line on the difference between arcane and divine. Now if rangers were simply arcane, using mebhaighl, then the other pieces fall into place without much work- you don't need a `divine energy of Aebrynis', or the Sie, at all. It's just mebhaighl, which fits with the ranger perfectly- natural magic from the land for the natural caster.
I guess i just like the simplicity of that scenario, and i have no problems with rangers being considered arcane casters.
-Fizz
irdeggman
12-23-2005, 07:39 PM
I guess i just like the simplicity of that scenario, and i have no problems with rangers being considered arcane casters.
-Fizz
Now the problem here comes into play when one considers "human" rangers. Specifically, non-blooded human rangers.
This would make ranger magic another of the "lesser" magics.
Opens up to a lot more worms to me than the other scenario.
From the 3.5 PHB.
Finally, an experienced ranger has such a tie to nature that he can actually draw upon natural power to cast divine spells, much as a druid does.
Now the problem here comes into play when one considers "human" rangers. Specifically, non-blooded human rangers.
This would make ranger magic another of the "lesser" magics.
Opens up to a lot more worms to me than the other scenario.
Regarding the text from the PH- Bah, it's only the PH. :)
But you make a good point about another form of lesser magic. If rangers were arcane casters, they'd be limited to 1st and 2nd level spells except for divinations or illusions, which aren't exactly ranger-ish. I forgot about that part.
Good thing rangers are totally non-magical IMC. ;) (I've never liked spellcasting rangers, ever.) Though i still think the concept of rangers channeling mebhaighl is nifty, even if the mechanics don't quite work as-is. Hmmm.
-Fizz
geeman
12-23-2005, 08:35 PM
At 05:17 AM 12/23/2005, irdeggman wrote:
>There are lot of topics in your last post.
>
>What question was it that you had wanted answered?
What is the source of inspiration for the text in the BRCS update
about mebhaighl being the stuff that fuels ALL arcane magics rather
than just realm magic?
Gary
geeman
12-23-2005, 08:54 PM
At 12:31 PM 12/23/2005, Gary wrote:
>>What question was it that you had wanted answered?
>
>What is the source of inspiration for the text in the BRCS update
>about mebhaighl being the stuff that fuels ALL arcane magics rather
>than just realm magic?
...but I think you`ve answered that question already....
Gary (again)
Osprey
12-24-2005, 07:49 PM
Check out the Arcane Sanctum feat in rev. Ch.1 of the BRCS. There's one example, at least, of how a mage can boost his magical power near one of his source manifestations. Still very limited, however, except very close to his source "capital."
Here are some of my house rule ideas re. sources and personal spellcasting of true magic:
- Seems to me that claimed sources tend to channel and contain most of a province's excess mebhaighal, such that there wouldn't be an excess available to other mages wandering through a province.
- Unclaimed source levels would tend to naturally manifest at certain key points within a province (as per BRCS). These manifestations are what source regents seek out and claim. Unclaimed manifestations, if found by a true mage (wiz/sor) or druid, might lend some power to spells cast by them.
Not sure what to use for a system. Is this a passive bonus (spellcasting druid/mage spells naturally draws on this energy, making things easier/more potent)? Or do mages/druids need to actively "tap in" to the unclaimed source to benefit from it? Or can both things be possible (passive = small bonus, tapping = larger bonus).
How about this:
1. Passive benefit: +1 caster level to sorcerer/wizard and druid spells, so long as the caster is no more than 10' per caster level from the unclaimed source manifestation.
2. 'Tapping In' to the unclaimed source: As a full-round action, make a Spellcraft check, DC 10 + 5 per unclaimed source level. Success forges a link from the caster to the source manifestation, which remains so long as the caster strays no further than 10' per caster level from the manifestation. In addition to the passive benefits, the caster recieves an additional +1 caster level per unclaimed source level, and +1 to spell DCs per 2 unclaimed source levels.
ex.: 12th caster linked to a Level 3 unclaimed source recieves +4 caster level, +1 spell DCs, and must remain within 120' of the source manifestation to retain these benefits.
- A source regent might automatically recieve the "linked" benefits when near source manifestations they control. Of course this more or less negates most of the Arcane Sanctum benefits, replacing it with a more widespread system that can apply to any province with source manifestations of any significance (1+ levels).
Just some brainstorming ideas, anyways.
Osprey
Question
01-06-2006, 07:58 PM
I read the arcane sanctum feat but consider it would be too rare to of use.......for instance the bonus isnt that great in the first place, secondly most adventures wouldnt occur in your arcane sanctum, which is msot likely your resident tower or whatever surrounded by wards, etc, etc unless there was an assassination attempt or something similar the DM was doing.
I mean most of the time where are you going to be fighting..........dungeons maybe, on the fields of battle maybe, in/near your home?Well maybe if hostile armies have penetrated that far........
Osprey
01-07-2006, 07:22 PM
I read the arcane sanctum feat but consider it would be too rare to of use.......for instance the bonus isnt that great in the first place, secondly most adventures wouldnt occur in your arcane sanctum, which is msot likely your resident tower or whatever surrounded by wards, etc, etc unless there was an assassination attempt or something similar the DM was doing.
I mean most of the time where are you going to be fighting..........dungeons maybe, on the fields of battle maybe, in/near your home?Well maybe if hostile armies have penetrated that far........
Arcane Sanctum's benefit is mostly limited to Close Range from your source manifestation...at which point it grants a bonus to spell DC's of 1 + source level! That's immense, if you're say, sitting on a level 7-9 source.
This is obviously a defensive feat for your arcane realm's "capital", and could be very significant between dueling source regents, or someone trying to physically obliterate your most vital source manifestation. Placed on a strong source, a source regent would be very powerful when defending this place. Imagine attacking such a place, and having almost no chance of saving against any of the mage's spells. Slow? Hold Person/Monster? Mass Suggestion? Illusions? Full damage from evocations (evasion no help)? Throw in a few guards to protect the mage, and he can deal with far stronger enemies than himself. Security is definitely worth something on the domain level - even a feat.
Osprey
graham anderson
01-08-2006, 12:38 AM
There are a couple of things not mentioned so far in relation to magic one being the damage caused to some area's magic by daesmar. How you would represent this other than a lower source level is up to you and the old 2nd ed and I think the 3rd ed have shown more than one type of null or wild magic.
This could cause some problems in some area's.
Then there are the crystal gazers (magicians from 2nd ed) who could channel more magic than other magicians by risking things like paralysis. You could have all kinds of problems and events not just for wizards but for magicians too. Say in a more powerful source like dragon bones or natural ley lines magicians might have their magic enhanced but with a chance of nasty side effects. They try and channel magic only for much more mabhaigl to come than they expect. In area's of damage by daesmar a wizard might not be able to channel enough mabhaigl and might be reduced to being the same as a magician.
I dont think any effect like this should be common but you could put in the odd event that would effect magic.
I tried to represent this a while ago with a crystal gazer prestige class. The class wasn't perfect but I liked the ideas involved in it and it should be on the site somewhere.
I like magicians and have written a good bit on them in the past but most of what I write does not fit with the new magician class which I was never keen on.
ausrick
01-09-2006, 03:45 PM
Osprey, about your house rules, got me thinking. You could maybe make it so that someone trying to tap into the power of a manifestation can make a spellcraft check to findout if it is claimed or unclaimed but don't automatically know. A regent who has claimed a manifestation that someone else is attempting to tap into becomes immediately aware of the intrusion and can do some sort of limited scry on the manifestation. They then have a choice as to allow it or stop it with their will . . . (and my favorite, go to the manifestation and investigate). This could add all sorts of role playing dilemas as angry Wizard NPC encounters, players protecting their source manifestation from interloper wizards. Or if you made certain rituals that needed to be cast from certain level manifestations help, you could have all sorts of fun with PC's needing to time an incursion for when a realm wizard is far away so that he can't react to them, because they need to tap into his sources to cast some sort of ritual to break some curse for the greater good or something like that. It also can cause some punishment of characters who too hastily tap into a manifestation before they investigate whether someone else uses it or not.
Another fun thing you can do, which I don't have the book infront of me but the basic rules come to mind as being appropriate, is treat them as Nodes of Faerzress from the Underdark book. These were basically geological nodes of magic in the earth that have different properties. I can't remember exactly but I thought that certain spells or save DC's are increased/affected near them, but most importantly they really screw around with the reliability of teleportation spells, even of the without error, blink, dimension door, dimensional anchor, summon, and gate variety. As much as Birthright flavor usually tries to limit/discourage teleportation, it could be a fun concept to add.
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