Renamed: Poll What magic do you allow (or are allowed)?
Posted: Tue Dec 04, 2012 12:32 pm
We are given a few cross class spells, but is there a compilation of all? Is there actually a restriction besides what is listed?
Invocations: Practically everyone, x2 cost to cast for specialists (like necromancers)
Temporal Magic: Can be learned by shifters past L10. "Not commonly available to other casters of magic" (other than the T-Wizard, T-Raider, T-Warrior)
Nazca Line Magic: 1-2 'Line magics' can be learned by other casters but cost double PPE.
Necromancer Specific magic: Any (learned) caster can learn them, but double PPE to cast.
Space Magic: (depends on campaign?) x2 cast cost if not 'familiar' with 3G.
Dolphin Magic: Exclusive to Dolphins/Whales & porpoises.
Cloud Magic: Exclusive to Lyn-Srial & good characters of the Cloudweaver or Sky Knights class.
Blue Flame Magic: Any can learn, but only taught is a remote location.
Tattoo magic: difficult to acquire, limit to how many a caster can acquire & remain a caster.
Whale singer Spellsongs: 10% Range, an must be cast as a ritual (1d6x10 min) for non-whales/dolphins/porpoises
T.M.N.T. Wizard and Temporal Magic: Campaign specific, but not uncommon when it exists at all.
PFRPG Circle Magic: Summoner exclusive (Used to be learnable at great expense by diabolist, not sure why this was removed, particularly as wizards get summon entity spells to call all the same crap without the expensive components)
PFRPG Diabolist: Unique form of written magic requiring creative usage (and a lenient GM) to be effective away from a 'home base'
I'm also curious what all would be learned by the 'being staked to the tree of knowledge' (in Norse Mythology, whatever its name was)
The V1 LLW had the listed ability to learn any (non-divine or warlock) spell he could get ahold of. Newer books overrode that with restrictions on types of magic.
The main questions are however for those that run campaigns:
What do you allow your basic LLW to learn?
How often do you let them gain extra spells? (beyond the 1 from list & 1 choice of new level or lower)
Do you find LLWs outshining the other PCs often? (or are they resorting to 'I shoot my gun at it')
Do you allow frequent access to Ley Lines, or are they rare (less than 1 per day of travel).
What is your opinion on allowing other tradition spells into your LLW's book perhaps as a quest reward etc...?
For PCs who want to participate I offer the following questions: (My own answers to both will be posted in a few days to try to get an unbiased sample)
What motivates your LLW/ other Caster? (& if its credits what are the credits for?)
Do you find your spells are all frequently used, or is there only 1 or 2 that get used alot & the rest are too situational?
Do you often find yourself out of PPE during a battle? Before a Battle?
What method do you rely on to do the most damage in a fight: Weapons, Spells, TW-Weapons
Have you ever been granted a spell not "traditionally" on the LLWs list of invocations?
Invocations: Practically everyone, x2 cost to cast for specialists (like necromancers)
Temporal Magic: Can be learned by shifters past L10. "Not commonly available to other casters of magic" (other than the T-Wizard, T-Raider, T-Warrior)
Nazca Line Magic: 1-2 'Line magics' can be learned by other casters but cost double PPE.
Necromancer Specific magic: Any (learned) caster can learn them, but double PPE to cast.
Space Magic: (depends on campaign?) x2 cast cost if not 'familiar' with 3G.
Dolphin Magic: Exclusive to Dolphins/Whales & porpoises.
Cloud Magic: Exclusive to Lyn-Srial & good characters of the Cloudweaver or Sky Knights class.
Blue Flame Magic: Any can learn, but only taught is a remote location.
Tattoo magic: difficult to acquire, limit to how many a caster can acquire & remain a caster.
Whale singer Spellsongs: 10% Range, an must be cast as a ritual (1d6x10 min) for non-whales/dolphins/porpoises
T.M.N.T. Wizard and Temporal Magic: Campaign specific, but not uncommon when it exists at all.
PFRPG Circle Magic: Summoner exclusive (Used to be learnable at great expense by diabolist, not sure why this was removed, particularly as wizards get summon entity spells to call all the same crap without the expensive components)
PFRPG Diabolist: Unique form of written magic requiring creative usage (and a lenient GM) to be effective away from a 'home base'
I'm also curious what all would be learned by the 'being staked to the tree of knowledge' (in Norse Mythology, whatever its name was)
The V1 LLW had the listed ability to learn any (non-divine or warlock) spell he could get ahold of. Newer books overrode that with restrictions on types of magic.
The main questions are however for those that run campaigns:
What do you allow your basic LLW to learn?
How often do you let them gain extra spells? (beyond the 1 from list & 1 choice of new level or lower)
Do you find LLWs outshining the other PCs often? (or are they resorting to 'I shoot my gun at it')
Do you allow frequent access to Ley Lines, or are they rare (less than 1 per day of travel).
What is your opinion on allowing other tradition spells into your LLW's book perhaps as a quest reward etc...?
For PCs who want to participate I offer the following questions: (My own answers to both will be posted in a few days to try to get an unbiased sample)
What motivates your LLW/ other Caster? (& if its credits what are the credits for?)
Do you find your spells are all frequently used, or is there only 1 or 2 that get used alot & the rest are too situational?
Do you often find yourself out of PPE during a battle? Before a Battle?
What method do you rely on to do the most damage in a fight: Weapons, Spells, TW-Weapons
Have you ever been granted a spell not "traditionally" on the LLWs list of invocations?