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Post by sergey on Jul 12, 2012 6:39:26 GMT -5
In the rules we can read that: "A character knowing a multi-space spell automatically knows all lesser versions of that spell. Likewise, a character learning a lesser-space spell automatically knows the greater-space version when his IQ gets to the appropriate level. "
Does this mean that we can buy cheap one-space spell and enjoying the benefits of high IQ automatically learn all others, more powerful, wersions up to the limits of our IQ?
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Post by mister frau blucher on Jul 12, 2012 8:58:40 GMT -5
Yes, that is true. As I said, there are some hiccups in pricing spells. But one thing we don't want, because spells are so precious, is to make someone learn/buy the spell twice.
So there is just one spell for those like Illusion or Fire, and it upgrades automatically when you attain the necessary IQ. So if you knoe Fire-1, when your IQ becomes 12 it becomes Fire-3. Conversely, if your IQ is 12, you would buy the Fire spell at the Fire-1 IQ level, and learn it as Fire-3.
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Post by Deleted on Jul 12, 2012 9:49:13 GMT -5
hey bret, i think i remember reading in another thread...something you said about those I,III,VII, etc. spells... that, originally in TFT, there were no levels to the spells...you just doubled, tripled, quadrupled, etc. their Fatigue cost to double, triple, quadruple, etc. their areas of effect....and doing it that way made the Fatigue cost slightly higher than the way you and george broke it up into levels (I,III, etc.)
^if that's true, it could help one understand why it is the way it is. it helps reinforce the concept that SpellA-I, III, VI, etc. are really all the same spell, just different levels of mastery of that spell.
as such, really, only the level I version of a spell should ever be available for sale.
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Post by Deleted on Jul 12, 2012 10:01:20 GMT -5
on another note, for anyone designing a campaign, here's an idea i had a few years ago (with a different game) concerning how wizards/magi obtain their spells...
all mages have a magic spellbook that was given to them when they graduated from whatever magic school they attended or it was given to them by their former Master when they completed their apprenticeship or the Master died. this spellbook contains all of the spells the Master or the School knows (really, all the spells in the rules). this makes magic a rare and closely guarded secret that _most_ magi will not sell (kinda like how martial arts used to be; see bruce lee legends; if word spreads that you are selling spells, some magi council will put a bounty on your head) this removes the need to purcha$e spells but you must acquire XP (and IQ) to unlock them. the 'spellbook' could also be used in place of staves for absorbing Fatigue in LAW. they could also be used as shields in this game that i was making up.
EDIT: regarding idea about spellbooks and magic as a closely guarded secret... the spellbooks are magical. each time you use one as a shield, there is a small chance the spellbook will explode and be destroyed. also, each spellbook is guarded by a spell (password). only the owner knows the magical phrase (password) that allows the owner to cause the spellbook to self-destruct (explode). (perhaps there is also a magical phrase that causes the words to appear on the pages. otherwise, the pages appear blank). replacing a spellbook would be quite costly in terms of money.
(just ideas for future use. i haven't thought a lot about it concerning how to incorporate into LAW)
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Post by Deleted on Jul 12, 2012 10:55:10 GMT -5
oh, and bret, i think some or all of these spellbook ideas would make a really nice, rare/unique, high-level artifact in your existing campaign
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Post by mister frau blucher on Jul 12, 2012 11:23:44 GMT -5
oh, and bret, i think some or all of these spellbook ideas would make a really nice, rare/unique, high-level artifact in your existing campaign Maybe, so, amigo! In all of the adventures I have written, there are books and/or scrolls with spells on them for characters to discover. Some of these books are illustrated and heavily referenced, allowing you to buy the spell with 8xp rather than 10. Some scrolls are magic themselves, allowing a character to learn the spell by simply reading, so they do not have to pay any xp to learn. But this is good food for thought! Thanks, ewookie!
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