What your spell casters say about your campiagn ...

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anglefish
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What your spell casters say about your campiagn ...

Post by anglefish »

So, what sort of campaigns and genres can you pull off by limiting your combination of spell casting classes?

Druids and Clerics only:
Mythical History

Spirits and gods are everywhere.You could get a lot of ambiance from having the players and DM role play how their spellcasters communicate and pray with other powers. The best way to do it would be that all the haggling takes place in "spirit time." Which may seem like 5 minutes of talking, but only takes up the usual casting time of the spell.

Providing an Exorcism rite would give the Druid a Far East feel.

Wizards (and Assassins)only:
Sword and Sorcery

With CnC as written, this might need some tweaking (but not as much as 3.x or 4.0). Daily religion is simply worship and the real power lies in those who delve into the mysteries of the universe. Healing is hard to come by and either Wizards and/or Herbal Masters (who freelance as killers) have the skills to come up with alchemical potions that help a body. (Give Wizards the ability to make Cure potions, but not cast the spell. Or tweak the Assassin class to heal as well as damage)

This doesn't discount that special rites or cults have access to rare, divine power ... or the ability to open dimensional gates better left closed.

Illusionist and Clerics:
Moses is coming, "Wise men" vs. Holy men.

The men who command power and the ear of Pharaohs and kings are but false prophets and eunuchs who use tricks to be the power behind the throne. But there are those who commune with the gods that are now on the move out in the world and in the halls of power.
The Inquisition

The opposite of that is Clerics watch and control magic. Ready to persecute tricksters who step out of line.

Illusionist Only:
The Grand Arts At A Nadir

Magic goes in cycles. At this point, magic is weaker than usual, though a savvy spellcaster has a wider breadth of spells compared the grand tales told about ages past. This could be a time after great mystical cataclysm, a steampunk future, or a arcane Dark Age.
Always Check Your Pockets When Talking To A Mystic

Illusionist have some magic, but they always use showmanship and presence to hype up the effect. Some do it give people a sense of wonder, others are just flim-flam men.
Sword and Sorcery

Same as above, but with some help in the healing department

Wizard and Illusionist
Mental Giants

Bending the outside world or the inner one, take your choice. with a little tweaking, Illusionist are stand ins for Psychics or Sorcerers who manipulate the mental plane as compared to the world around you. They could be a new path or an offshoot of Arcane study proper.

Essentially, this is more of a mental exercise on how to do more with less ...

I'm sure I missed a few, feel free to add.

serleran
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Post by serleran »

There is, of course, no spellcasters as a campaign. And, one where everyone is one. Extremes, perhaps, but possible.
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jaguar451
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Post by jaguar451 »

There was a recent thread where different races had different styles of magic.

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gideon_thorne
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Post by gideon_thorne »

There's a word for a 20th level Vancian mage in my game.

Apprentice.
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CharlieRock
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Post by CharlieRock »

hmm,

inevitably every spellcaster always utters this:

"What does this spell do?"

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