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Topic: Sorcery Concept
Started by: Rico
Started on: 12/7/2003
Board: The Riddle of Steel


On 12/7/2003 at 1:12am, Rico wrote:
Sorcery Concept

Here is another conceptual question rather than a rule question:

When casting a spell do you first think about what your going to do and then release the spell and let it go itself. Or do you activate a vagary and then do what you want with it (assuming you have a duration)
For Example: Zek (my character) wants to cast a glamour spell. He figures out the TN and tells the other characters that he is going to make an illusion of one of them to run up and distract the bad guy. Zek cut out the summoning portion of his spell so he has to maintain the spell and use dice instead. Before the spell is finished the bad guy moves to a differant spot so when the spell is done Zek says that the illusion is going to run up to the bad guy, but the seneschal says that you already planned that illusion would run like this you can't change your spell at all.
Since Zek is maintaining the spell can't he move, animate, and change the illusion as much as he wants until the duration runs out as long as he stays within the perameters of the spell. or does he have to go with what he said the illusion would do at first

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On 12/7/2003 at 2:17am, Jasper the Mimbo wrote:
RE: Sorcery Concept

What's wrong with your Senechal? I always thought that the point of maintaining and controlling spells was to be able to adapt them to the situation at hand. If you have to picture the event first and hope it doesn't change, that's just plain silly. An illusionary bridge dropped across a chasm doesn't need to be maintained by the caster because the chasm isn't going to change any time soon. Sety the duration and go to lunch. Effecting a person of other unpredictable creature with an illusion almost demands constant maintenance by the caster to adapt it to whatever the target is doing. Unless you throw some Vision in there so you'll have a good idea of what the target will do before he does it, then you could probably get away with not maintaining it directly. I find it hard to believe that mage worth his salt could summon and bind a demon but couldn't alter the course of his illusions so long as it stayed within the spell's initial concept.

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On 12/7/2003 at 6:38am, Ingenious wrote:
Sorcerocity. Or something.

Okay, not having touched sorcery in gameplay myself yet, but reading on it.. and reading Paka's topic on it... it brings to mind that if the seneschal does what Paka intends.. i.e. the otherworld, making everyone in the 'real' world static, and him living out his aging effects in this otherworld... and seeing the consequences of his actions, etc etc... and merging that with my time travel and warping, distorting, bending and whatnot... could your character not be able to 'see' what the target character in this situation will do ahead of time, thus being able to manipulate the energy of the spell and modify it to counteract the future actions? Have it be then, that when creating an initial spell... and it has to be modified... the sorcerer already has seen in, pops back into the 'static' real world before the spell is finished, then everything goes back into motion... the sorcerer modifies the spell, the spell gets finished and everything happens according to what the sorcerer wanted.

This would make sorcery even that much more impressive, IMO.

-Ingenious

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On 12/7/2003 at 7:43am, Jasper the Mimbo wrote:
RE: Sorcery Concept

sounds about right to me

My one concern is if the Scorcerer can see the concequences of his actions that clearly it would make the Vision vagery less potent, and mostly unnessessary.

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On 12/7/2003 at 7:44am, Paka wrote:
Re: Sorcerocity. Or something.

Ingenious wrote: Okay, not having touched sorcery in gameplay myself yet, but reading on it.. and reading Paka's topic on it... it brings to mind that if the seneschal does what Paka intends.. i.e. the otherworld, making everyone in the 'real' world static...


Ingenious, I posted a response to this over at the other thread.

http://www.indie-rpgs.com/viewtopic.php?p=92820#92820

Forge Reference Links:
Topic 92820

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On 12/7/2003 at 9:14am, Ingenious wrote:
RE: Sorcery Concept

Okay, since I posted this in the other thread also, here it is for reference.
Because copying and pasting was faster than copying and pasting the URL and editing it should I have failed at it.
'Ingenious wrote:

Paka, I know your idea is perfect for story hooks and so forth, but I was only attempting to expand on your idea to fit a different situation. This can be a momentary thing, this seeing the consequences of his actions... more-over.. I can revise my idea by saying that the mage does not see the future actions of his targets, but he can see the future actions of his spell and the consequences of if the spell works as intended or fails. He THEN can see that, realize it, travel back to the static world and revise his spell... and then be sent BACK to the overworld because he modified his spell... sees if it works or fails, and repeats the process if it fails UNTIL IT WORKS. (It's the most brutally simple answer I could come up with in a comprimising sort of fashion for all parties involved in the idea) And it seems to work well, at least in my mind.

-Ingenious
'But, in my mind.. I am God.' '

I tried my hardest to quote myself in the fourth person... but it was too complex for me to attempt at 3:00 AM. Damned if I did, damned if I didn't.

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On 12/7/2003 at 9:20pm, Rico wrote:
RE: Sorcery Concept

Ha! In your face Krammer! I was right and finally there are people that think like me instead of thinking like D&D magic system.

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On 12/8/2003 at 2:05am, Ingenious wrote:
Sorcery, cont.

Okay, not for nothing... but TROS sorcery blows D&D's magic system or for that matter... the entire D&D system... clear out of the freaking water. Having said that, TROS sorcery has made me want to finally play a sorcerer... D&D's system was not as fun as there were chances of spell failure, spells fizzling, (depending on the DM the need for spell components etc) TROS maintains it's fluidic streamlining even with magic. It is most appealing, and quite a feat.
With my idea of being able to see if your spell does what you intended it to do or not, and then travelling back to the spell to modify it's that much more fun. However, maybe only highly intelligent and powerful uber-sorcerers would be able to repetitively modify and change their spells like that. And further, there might be a limited amount of time a sorcerer can stand in the otherworld, and also a limited amount of time that the sorceror has to modify his spell until it works. Or this might be the reverse of what streamlined magic would be like... but you can role-play it in half a second I should hope...

-Ingenious

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On 12/8/2003 at 3:05am, Jake Norwood wrote:
RE: Sorcery Concept

As a fun side-note (sorry for potential hijack in advance), in last night's game we had a player that's been carting around Movement 1 and Conquer 2 for 3 sessions finally do something with it...and completely change the direction of the game in doing so. He's stoked about magic now, after at first just buying "gifted" to see if it was any fun. Heh.

Jake

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On 12/8/2003 at 4:51am, Krammer wrote:
RE: Sorcery Concept

Uh, Rico, could you please remind me of when you that happened, and how I was thinking like the D&D magic system... (how do you even know what the D&D magic system is like, you've never played it..... but I do agree with Ingenious that D&D has a crappy magic system)

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On 12/8/2003 at 7:37pm, Rico wrote:
RE: Sorcery Concept

Krammer didn't really do any of that I just made it up to answer a question and make fun of Krammer at the same time!

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On 12/8/2003 at 7:48pm, Krammer wrote:
RE: Sorcery Concept

you have too much time, rico, far too much time.

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