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Old Apr 6th, 2013, 09:40 AM
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Training Apprentices

Learning MagicThere are three main components to learning magic
Power Origin and Channeling, Learning and Storing Spells, Casting Spells

Different casting classes deal with these differently, and the similarity between methods will speed the rate at which you might teach another.

Arcane
 Power Origin and ChannelingLearning and Storing SpellsCasting Spells
BardVery similar to a Sorcerer, these spellcasters often have a similar source, but less singular focus on their magic. They also draw their magic out in different ways.Internal magical reservesFor them, such knowledge simply wells to the surface when bidden.InnateAs Sorcerer
SorcererA Sorcerer draws from a magical reserve within themselves, how it got there differs from person to person.Internal magical reservesFor them, such knowledge simply wells to the surface when bidden.InnateA Sorcerer need only force their power to accomplish a task of which they are innately capable. Attempting to force an effect to which they are not attuned takes time and patience in the form of a ritual. Attempting to force such an effect as a normal spell causes an uncontrolled discharge that costs the sorcerer the spell per day for that day and harms the caster.See Text
WizardAll throughout the world magic exists for those with the knowledge to take it and shape it. The difference between this and a Sorcerer's magic is usually negligable, within an antimagic field for example both the internal and external magical reservoirs are negated, only in the truly rare location does a wizard find disadvantage to a sorcerer's internal reserve. Even this advantage is negated as well, as the sorcerer's power leaches into such a void environment over great time and does not recover. A wizard, while powerless within such an environment is only temporarily harmed.Ambient Magic FieldA Wizard records his spells in his spellbookCollecting ambient magical power takes significantly longer than drawing it from some internal reserve. Instead of spending this time at the time of casting most wizards gather the power for their spells at the beginning of each day, shaping it according to the strictures of the spells recorded in their spellbooks. One major component of all viable spells is stability, allowing the wizard to store this foreign power without doing harm to themselves, and a trigger, a part of the spell mechanism that responds to a light touch of power, small enough that a wizard draws the power in only a few seconds.See Text
MagusAll throughout the world magic exists for those with the knowledge to take it and shape it. The difference between this and a Sorcerer's magic is usually negligable, within an antimagic field for example both the internal and external magical reservoirs are negated, only in the truly rare location does a wizard find disadvantage to a sorcerer's internal reserve. Even this advantage is negated as well, as the sorcerer's power leaches into such a void environment over great time and does not recover. A wizard, while powerless within such an environment is only temporarily harmed.Ambient Magic FieldMechanically identical to a Wizards spellbookA magus makes a physical recording of the spellAs Wizard
SummonerThere exists a simple, but hazardous ritual that allows one to force the creation of an Outsider. The ritual nets it's user a powerful ally, but the bond works both ways, and the user shares their own force of existence with their Eidolon. If this is insufficient, the Summoner wastes, the lucky ones perish. The unlucky ones vanish from the material plane.Channeling Eidolon's Outsider natureFor them, such knowledge simply wells to the surface when bidden.InnateAs Sorcerer
WitchA witch draws her power drastically differently from any other arcane class as it is the only one with a sentient source. Theoretically a patron could withdraw their sponsorship, but there are no cases in living memory of this having been done. Their intentions inscruitable, it is difficult to create a hypothetical scenario in which such support would be removed. Interestingly, because the power a Witch wields is drawn from some extra-planar source (or is at least delivered extra-dimensionally) a witch is neither permanently harmed by, nor prevented from spellcasting in areas of magical void. Though areas that specifically negate magic (i.e. an Anti-Magic Field) still prevent spellcasting as normalPatron Via FamiliarA familiar stores a witches spell schema via some mysterious mechanismFamiliarA witch sustains her spells as a Wizard, differing only in preparation. A Witch does not draw their power from the ambient field, but rather their familiar. When communing with their familiar it becomes a well of power granted by their patron, they draw this power, then pass it back to their familiar, guiding the familiar to the spells the witch wants shaped before they are then returned to the witch. The familiar then severs it's link to the patron, a necessity to preserve it's life. But remains a well of power for the witch, retaining enough power to trigger their spellsSee Text

Divine
 Power Origin and ChannelingLearning and Storing SpellsCasting Spells
ClericThis caster has come to a certain degree of intuitive comprehension of some divine entity, this synergy allows the deity to grant magical power to that individual (Willing or not). Just because a person understands the deity, does not mean that their behaviour reflects this understanding, although it is rare for a deity to grant power to those whose purposes are maligned to their own. This power comes pre-packaged as spells, the cleric can neither modify this power (Except to spontaneously channel, which is a matter of releasing the energy, rather than shaping it), nor have it rescinded once granted (Though once it's used, the deity can refuse to grant further power the next day). The cleric does not necessarily know that this entity exists or is granting them spells, believing that they are empowered by their cause. But this is not the case.Synergistic (Divine)Due to the lack of direct communication a cleric may only request a spell they know exists, however, the deity has control over the spells it grants, and most endevour to grant their chosen a new spell when those clerics are not in peril, or just the right spell for a forseen challenge.Divine GrantInstinctive and temporary knowledge
OracleThese individuals are the chosen, for whatever reason they have been granted an internal reservoir of divine power, sometimes this occurs at birth, others through some divine encounter. An Oracles reservoir is almost indistinguishable from a Sorcerer's. But the power is divine, not arcane and this does close some doors, and opens others. Because Deities cannot rescind Oracular power, Deities are much more careful about granting itDivine BoonFor them, such knowledge simply wells to the surface when bidden.InnateAs Sorcerer
InquisitorInquisitors are one of the most unusual variants of divine casters. Like the Oracle they are granted a reservoir of power, but more like the cleric, the deity is capable of rescinding their boon. What few philosophers know enough to speculate have noted that all recorded Inquisitors have actually encountered their deity, and voluntarily submitted themselves to their conditions, which vary from deity to deity, before being granted their powers. Interestingly, all these inquisitors claim to have never had further contact with their deity. Although those that broke the terms of their agreement found themselves bereft of power.ContractFor them, such knowledge simply wells to the surface when bidden.InnateAs Sorcerer
PaladinA paladin functions in many ways like the inquisitor. But all paladins of a shared order draw their power from a single source, gaining a fraction of it simply by taking and maintaining the oath. Most orders have no formal record of the origin of their source.Empyreal ContractBecause their divine power is something external to themselves, they somehow gain their power, but lack the approapriate instinctive knowledge, which exists instead in the source. Paladins must draw on this knowledge, in a lengthy process to cast their spells, leading them to adopt a practice similar to a wizard, using that knowledge to shape the spell into something they can maintain, and activate through a minor channel.Divine GuidanceAs Wizard
DruidA druid's synergy functions much like a cleric. With exceptions however, nature itself is not sentient, and does not "choose" to grant spells. Granting it's magic, more vast, but no more powerful, than any one deity, to anybody who possesses this understanding. There is only one rule that can cause nature to abandon such a person "Nature's Secrets MUST be kept" Druidic, the true language of Nature is the keystone of this rule.Synergy (Nature)As Cleric, a druid requests spells they know to be possible each day. Nature simply grants these, never meddling, unlike the deities. However, a druid who asks for less magic than they could receive will often find strange new powers filling the gap.Nature's GiftAs Cleric
RangerAs DruidAs DruidAs Druid
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