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TormakSaber
 
PostPosted: Tue, Nov 02 2010, 4:51 AM 

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MoshingChris wrote:
Nes'ek is bigger by area, but not by population, its basically Churches, a small population that maintains the churches (including PC's), and a fluid population of merchants.

Djedet on the other hand is purely a merchant town, with a population of crafts people supporting the outlying infrastructure of farmlands and miners.

Put it this way, Djedet is basically like inner city apartments with people stacked one atop the other whilst Nes'ek is pretty much estates in the country-side.


Yep.

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MoshingChris
 
PostPosted: Tue, Nov 02 2010, 6:52 AM 

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Which puts Nes'eks population at a rough guestimate at perhaps 70 - 120 people max and Djedets at 200 - 300 and the Ahnk Ruins Nomads at around 500. Add in another thousand for the Anari Oasis, Hasrabet and farmlands and I think you can call that a concise figure.

Factor in that the Minotaur and Asabi populations would be roughly 70 percent of the total human population. The Asabi would number around 700 and the Minotaurs around 500.

The Stingers would also number around 500 one would assume.

I think that takes care of most of the sentient creatures on the land

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Hrothmus
 
PostPosted: Wed, Nov 03 2010, 2:06 AM 

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I was reading something today and I am trying to sort out when it happened and if it applies to Amia. This might be incorrect but Im new to this area of lore really.

So as I understand it after Karsus's folly, the new mystra set about certain blocks to keep magic in check (i think those blocks include destroying the the ability to cast lvl 12 spells.)

I read that at some point (might be 4e, not sure) Shar and Cyric kill Mystra and after that point those magic limits were removed. Anyone know when that happened?

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Khylaria
 
PostPosted: Wed, Nov 03 2010, 2:14 AM 

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That's the beginning of 4th edition, actually. The whole Spellplague thing started because of Mystra's death.

So, in short. No, it doesn't apply to Amia. The limitations Mystra placed on higher magic (and High Magic) are still there, and will remain so unless/until the DM team decides to change it.


 
      
dayfer
 
PostPosted: Wed, Nov 03 2010, 8:06 AM 

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heres one about Amia's lore; Do anyone know who the dwarf hold Barak Tungstuk belonged to? because me and the other steelfists are supposedly the last of their clan escaping from the fall of their hold and Tungstuk looks lie the perfect place where they used to reside.


 
      
Gers
 
PostPosted: Wed, Nov 03 2010, 9:04 AM 

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I'mnot sure on the name of the clan. However, I believe that according to server lore, the Barak Tungstuk dwarves worshipped Abbathor, the dwarven god of greed. Hope that helps :)

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TormakSaber
 
PostPosted: Wed, Nov 03 2010, 10:17 AM 

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There's no clan name in the DM forums. I have a feeling it's one of those little details that didn't get added. MAybe PCs can look into it and come up with something suitable?

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MoshingChris
 
PostPosted: Wed, Nov 03 2010, 15:24 PM 

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One for Tormy. What year DR did the curse break in Nes'ek?

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IronAngel
 
PostPosted: Wed, Nov 03 2010, 15:37 PM 

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1376, it's in the timeline.
Quote:
Centuries old wards shatter in Ankh'remun in Khem, causing the desert to be engulfed in eternal night as undead ravage the region led by a mysterious cleric named "Zan'thun". Nes'ek is destroyed in the war that ensues, but adventurers manage to penetrate his lair and destroy the source of his power, bringing an end to his reign just as it reaches its first peak.

After Zan'thun's reign is ended primarily through the power of Mulhorandi gods, the faith of many worshippers in Nes'ek and the surrounding regions wane. When settlers return to Nes'ek, many of them head to Mulhorand occupied regions, and convert to the Old Faiths, who were thought to have lost and abandoned their worshippers. Many of the Lathanderans who remain convert to the Risen Sun Heresy, convinced now that Orthodox Lathander's failure must lend credence to the Risen Sun's theory.


I have no idea how I've missed the latter paragraph earlier. Or maybe I forgot about it. That's cool, anyway.

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MoshingChris
 
PostPosted: Wed, Nov 03 2010, 15:52 PM 

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Well that makes sense as to why Nes'ek is very nearly like the Vatican in nature. The Common people fled to the Mulhorandi controlled lands, leaving only a core faith of Lathanderites and those wandering Hoarite blokes and later them Kelly chaps.

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IronAngel
 
PostPosted: Wed, Nov 03 2010, 16:14 PM 

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Well, that's a bit of an exaggeration. "Many" settlers moved to Djedet, but I seriously doubt that "most" did. Nesekans have a distinct cultural and even ethnic identity that separates them from Djedet, even if the religious bond was weakened. I view most of Khem as a festering nest of synchretism between Faerûnian, Mulhorandi and Untheric pantheons, as well as some tribal customs. The divisions are clearer in the large towns. But yes, I think it partially explains Nes'ek's low population in comparison to Djedet, which has probably only recently experienced a population boom. I mean the Risen Sun stuff, though. That's cool.

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dayfer
 
PostPosted: Wed, Nov 03 2010, 17:55 PM 

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TormakSaber wrote:
There's no clan name in the DM forums. I have a feeling it's one of those little details that didn't get added. MAybe PCs can look into it and come up with something suitable?


well our clan's name is steelfist, if there is no current real name for them then, if possible, 'twould be a good place for the Steelfist's old wrecked, desolate, dead, e.t.c. clanhold to be


 
      
Mobile_Svensk
 
PostPosted: Sun, Nov 07 2010, 10:10 AM 

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When does manifestations appear on Planetouched?

Are we talking :
    Birth?
    Puberty?

    Or Concious/unconscious personifying of the Touched aspect?

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Glyph
 
PostPosted: Sun, Nov 07 2010, 11:25 AM 

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I haven't got any hard source to answer that one but, tieflings are mostly killed post-birth if they are noticed/the parents have some problem with it/other situations. so I would guess, pretty quickly after birth, if not at birth.

however, it could also be like dragon disciple types, where it manifests as life progresses, which specific planetouched race are we talking about here?

ed: I say DD's because its related to bloodlines, and planetouched are all in some way effected at the blood level, however gensai aasimar and tieflings are slightly different to dragonkin in this aspect.


 
      
IronAngel
 
PostPosted: Sun, Nov 07 2010, 11:31 AM 

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Not specified. Planetouched "have" traits, they don't "develop" traits and nothing else is said about the matter, so we should assume they have them at birth. It's not impossible that the traits would develop and further mature later in life, of course.

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Mobile_Svensk
 
PostPosted: Sun, Nov 07 2010, 12:01 PM 

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Up to our Imagination then. Which is sweeet.

Gonna sidetrack a little and speak about 'Traits that mature and develop later in life'.

    *I've had a theory, That depending if you really honour and acknowledge the Heritage you, As a planetouched has, it will mature more rapidly.
    Think of it as a Self-Fulfilling prophesy.
    Just like a Bullied kid acknowledges after a while, that he's no-good and pathetic, It should work the other way around?

Thoughts on that?

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Yurell
 
PostPosted: Sun, Nov 07 2010, 12:15 PM 

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I see no reason to presume they aren't born that way. The MM makes no suggestions that these traits (horns, hooves, tails ec.) gradually manifest, and it seems exceptionally difficult to imagine them not being there from birth (especially hooves in the case of Tieflings).
As for acknowledging your ancestry having an effect, I highly doubt it, otherwise the infernal/abyssal powers of good tieflings would never manifest.

If one argues that it doesn't specifically state that these traits exist from birth, I should also like to point out that it doesn't drow are born black or spiders with eight legs. While I can imagine subtler modifications not being present at birth, major bodily features should always be there. As for their powers ... well, I'd presume they'd just gradually manifest over time, like one's ability to walk. Something that you always recall just being able to do.

In this, I'm of the same opinion as Iron - there is no indication that these traits 'develop' as opposed to being ever-present, so it seems reasonable to believe that they are always there.

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Silvarus
 
PostPosted: Sun, Nov 07 2010, 12:22 PM 

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I remember having read something of bloodline manifestation in a way somewhat similar to RDD:s, but I can not make myself remember where I have seen it and what kind of manifestation was in question.

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Dark Immolation
 
PostPosted: Sun, Nov 07 2010, 13:43 PM 

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IronAngel wrote:
Not specified. Planetouched "have" traits, they don't "develop" traits and nothing else is said about the matter, so we should assume they have them at birth. It's not impossible that the traits would develop and further mature later in life, of course.


I think it's possible for either. Personally, I assume it develops with age with my own planetouched, like sorcerous powers. In my aasimar's history, she was born looking perfectly normal for the most part(blonde hair, blue eyes, slightly androgynous), then her hair began turning white and her eyes gold after or around puberty.


 
      
Nivo
 
PostPosted: Sun, Nov 07 2010, 14:16 PM 

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As for planetouched developed traits, I would be inclined to think there are similarities with RDDs as Silavarus said. Some traits may be there at birth, some may manifest in time, and some may manifest as you live according to the ideals that guide whatever extraplanar being whose traits you inherited.

I think the idea of an aasimar gaining traits as he acts according to goodly ideals pretty awesome. Same for tieflings and ebil.

A spurt of wings or the growth of horns, or glowing eyes, to reflect an embrace of blood and ideology.

Ultimately, as it is not implicitly stated, I'd go with rule of plot. Whatever is best for the story = wins.

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IronAngel
 
PostPosted: Sun, Nov 07 2010, 14:40 PM 

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Well I wouldn't exaggerate the possibility: yes, it's feasible, but the norm is no doubt that you're born with all the traits. Growing wings or horns is a bit too drastic for my tastes, but wings have been considered possible mainly because otherwise you couldn't buy DC wings on existing PCs. When I say develop and mature, I mean that existing traits may be enhanced and latent powers (like Light or Stoneskin) may awake later in life. Remember, though, that most Planetouched have only one or two special traits. Not everything that's possible.

I disagree with Yurell that your dedication to your heritage couldn't affect the manifestation of your heritage. This is because the Outer Planes are basically the stuff of belief and fantasy. They don't exist without the mental world of the Prime Material. Gods, fiends, planes and all that are subject to change as the thoughts of mortals change. This, at least, it the classic view. If the nature of a god can change according to human belief, I don't find it hard to believe that the supernatural heritage in you can respond to your beliefs.

I bet there are also plenty of dark rituals to tap into your slumbering fiendish blood like a Dragon Disciple. None of this is the norm, though.

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Lorak
 
PostPosted: Mon, Nov 08 2010, 3:03 AM 

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I'm curious as to whether or not there are any magical methods for changing someone's appearance permanently or near permanently. I'm not talking about changing species or anything, just things like facial structure, eye color, skin tone, and especially hair color.


 
      
Dark Immolation
 
PostPosted: Mon, Nov 08 2010, 5:00 AM 

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Lorak wrote:
I'm curious as to whether or not there are any magical methods for changing someone's appearance permanently or near permanently. I'm not talking about changing species or anything, just things like facial structure, eye color, skin tone, and especially hair color.


My drow's eye color doesn't come from a spell, but exposure to specific magical void in my background for him.

I'm sure there are ways, even if there aren't specific spells listed. I bet there is though, there's spells just about for everything you can think off. The only main difference would be is it an actual shifting of the person(transmutation) or just a permanent illusion.

All it would really take though is a Transmutation spells augmented with Permanency metamagic. It's possible, in PnP at least.


 
      
Yurell
 
PostPosted: Mon, Nov 08 2010, 6:38 AM 

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Lorak wrote:
I'm curious as to whether or not there are any magical methods for changing someone's appearance permanently or near permanently. I'm not talking about changing species or anything, just things like facial structure, eye color, skin tone, and especially hair color.


Yes there are, although whether it's allowed on Amia would be the domain of a DM.

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Mobile_Svensk
 
PostPosted: Mon, Nov 08 2010, 12:57 PM 

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Next Question

    A Mythal. Is it Raw Magical Energy Stored?

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Glyph
 
PostPosted: Mon, Nov 08 2010, 14:09 PM 

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simple answer: yes

long answer: no, its the raw magical energy of 'the weave's' magic, keyword being the weave, because there are other sources, and other types of mythal. and that doesn't even touch on source, like what mythalars are, etc.

ed: there is also an epic spell:mythal, but that only effects googles aptitude to return decent lore on the previous question. no relation to the crystals.


 
      
IronAngel
 
PostPosted: Mon, Nov 08 2010, 15:04 PM 

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Glyph wrote:
simple answer: yes

long answer: no, its the raw magical energy of 'the weave's' magic, keyword being the weave, because there are other sources, and other types of mythal. and that doesn't even touch on source, like what mythalars are, etc.

ed: there is also an epic spell:mythal, but that only effects googles aptitude to return decent lore on the previous question. no relation to the crystals.


The mythal crystals around Amia are the result of an extremely cold winter when Auril got pissed and the Weave literally froze. That was the original explanation, at least. Of course it's to be read as a myth and not literally as cold weather causing magic to freeze. I suppose you might suspect some godly quarrel that caused mythal crystals as a byproduct. But since they're so numerous and found in places like Khem, it's reasonable to assume Auril's Winter a few years back wasn't the only incident in history that caused this.

I'm not sure what you mean by other sources and other types of mythal. All magic on Faerûn (including divine) comes through the Weave (save that which comes through the Shadow Weave, but even that is dependent on the Weave inasfar as it's its negative image). Mythals are completely Amia-brew, Kung's original idea. Netherese Mythallars have nothing at all to do with them (or mythal spells, for that matter).

You're right in that the Mythals, Elven High Magic or human Epic Spells that cover areas with persistent effects, are unrelated to the crystals. I don't know why they're named the same, probably a brainfart.

What the mythal crystals are, then? That's up to IC theorizing. They seem to have no inherent properties of their own, and they release magical energy that can be directed and put to use upon "melting" of the crystal. Read the IC Leyline paper to see what their role might be in portal travel.

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DustSpray101
 
PostPosted: Mon, Nov 08 2010, 17:30 PM 

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This is more an adaptation query than a lore question: in Amia, can Hellball even level so much as a building? Can earthquake do more than simply knocking the good china off their displays? Is fireball more than enough to light a wooden structure on fire?

I am curious because I am in the planning stages for a character focused around spells of destruction and wish to have a guideline of spell-destructive power in relation to buildings/walls/etc.

Of course I am aware that nothing IG can be demolished without a DM overseeing it.

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Dark Immolation
 
PostPosted: Mon, Nov 08 2010, 18:10 PM 

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DustSpray101 wrote:
This is more an adaptation query than a lore question: in Amia, can Hellball even level so much as a building? Can earthquake do more than simply knocking the good china off their displays? Is fireball more than enough to light a wooden structure on fire?

I am curious because I am in the planning stages for a character focused around spells of destruction and wish to have a guideline of spell-destructive power in relation to buildings/walls/etc.

Of course I am aware that nothing IG can be demolished without a DM overseeing it.


Hellball, IIRC, is a burst of non-concussive positive and negative damage (and some meager fire). It can utterly destroy a lot of living things... but not structures. Maybe light them on fire, but nothing more than what a Fireball would do.

Fireballs are said to be non-concussive as well in PnP and I'd assume Amia. It's a fiery explosion, but little to no "destructive" force other than the burning it does. As for catching things on fire, it's been explained before that magical fire is non-lingering. As in when you cast a fire spell, the fire is "there", it burns things for a few seconds, and then the fire totally dissipates. Nothing catches fire, just burns while the fire is present.

Earthquake is exactly what it is: an earthquake. Now what magnitude and what that translates to with buildings is up to DM's. Likely if you cast Earthquake in the middle of Cordor, they'll say some buildings shake, some plates fall off shelves and maybe a window or two breaks. But in the middle of the wild I'd expect to see more leeway given with it.

For things that can specifically destroy buildings... I know I've been able to use Great Thunderclap to break through brick walls before. Magic Missile and variants supposedly aren't supposed to affect non-animate things in PnP, but that's just silly and is not respected in NWN. It's a missile of pure force. It breaks things. I'm, sure there's other fine spells to use, just depends on how you use them and who's saying what you can destroy.


 
      
TormakSaber
 
PostPosted: Mon, Nov 08 2010, 20:41 PM 

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Quote:
Hellball
Evocation [Acid, Fire, Electricity, Sonic]
Spellcraft DC: 90
Components: V, S, XP
Casting Time: 1 standard action
Range: 300 ft.
Area: 40-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 810,000 gp; 17 days; 32,400 XP. Seed: energy (deals 10d6 each of acid, fire, electricity, sonic) (DC 76). Factors: double base area (+6 DC), 1-action casting time (+20 DC). Mitigating factors: 10d6 backlash (-10 DC), burn 200 XP (-2 DC).

A hellball deals 10d6 points of acid damage, 10d6 points of fire damage, 10d6 points of electricity damage, and 10d6 points of sonic damage to all creatures within the area. Unattended objects also take this damage. The character takes 10d6 points of damage upon casting (in addition to burning 200 XP). The character points his or her finger and determine the range (distance and height) at which the hellball is to detonate. A sun-bright, fist-sized globe of energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, expands into its full area.

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DustSpray101
 
PostPosted: Mon, Nov 08 2010, 20:46 PM 

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That being the case would a DM mind shooting me a PM with a list of acceptable spells to work with? To clarify I am looking at how spells work on Amia. For instance, in practice and mechanics, Hellball in Amia is not the same as Hellball ala PnP ((no matter how much I wish it were))

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PostPosted: Mon, Nov 08 2010, 20:54 PM 

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Does Umberlee sponsor rangers?

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TormakSaber
 
PostPosted: Mon, Nov 08 2010, 20:55 PM 

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yes.

Re: Spells of Destruction", I think it is something your character and you should learn rather than having a list of spells handed to you.

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dayfer
 
PostPosted: Mon, Nov 08 2010, 21:26 PM 

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just a quikie, could a NE tiefling be able to channel his power from the hells? would be fun as heck to RP


 
      
Dark Immolation
 
PostPosted: Mon, Nov 08 2010, 21:30 PM 

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TormakSaber wrote:
yes.

Re: Spells of Destruction", I think it is something your character and you should learn rather than having a list of spells handed to you.


In Dust's defense, Tormak, it's not really an intuitive thing. Even when you look IC.

You cast Fireball at a chair IC, you see the chair fly apart with the "explosion". One might garner that "Hey, fireball is a fiery explosion." But it's not, if you consider its PnP description. ICly, the chair just gets burned to ashes, and while their is a roaring sound, there is no pressure created. Unless you DMs have ever said otherwise.

When it comes down to it, I suppose anything that causes damage can be seen as "destructive". But there are arguably a few sort that are better at leveling a building. Amia's Hellball and Fireball are rarely among them, unless the building is made of wood or something with a low melting point.


 
      
Dark Immolation
 
PostPosted: Mon, Nov 08 2010, 21:34 PM 

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dayfer wrote:
just a quikie, could a NE tiefling be able to channel his power from the hells? would be fun as heck to RP


Define "channel". If you mean tap into their heritage, well yeah, that's what cleric, BG, and Sorcerer are there for. But if you mean conjure some sort of energy from the Hells off the basis that they are tiefling alone, no. Not innately, at least. The same way an Aasimar doesn't get Smite Evil just off of the basis of being an aasimar.


 
      
dayfer
 
PostPosted: Mon, Nov 08 2010, 22:21 PM 

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Hmm well the idea is that he would be he treats the hells like any druid would their forest, that sort o' thing, allthough a Sorc/BG may make more IC sense


 
      
IronAngel
 
PostPosted: Mon, Nov 08 2010, 22:31 PM 

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Be specific. What do you mean by channeling? What happens in practice, what is the theoretical basis, and why would he do this? A druid doesn't "channel" his forest, after all, and certainly doesn't have the heritage of leaves and dirt in his veins like the tiefling has that of the Hells and/or its infernal inhabitants. And considering the relation of a druid to his forest is that he lives in it, as one with it, and for it, that doesn't seem like a viable analogy for a tiefling on the Prime Material Plane.

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Mobile_Svensk
 
PostPosted: Mon, Nov 08 2010, 22:48 PM 

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IronAngel wrote:

I'm not sure what you mean by other sources and other types of mythal. All magic on Faerûn (including divine) comes through the Weave (save that which comes through the Shadow Weave, but even that is dependent on the Weave inasfar as it's its negative image).


Seriously? I was under the impression that it was another type of Magic.

How come all Divine spells are handed to you straight away, while arcane spells gotta be researched and learned?

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DustSpray101
 
PostPosted: Mon, Nov 08 2010, 22:56 PM 

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Dark Immolation wrote:

You cast Fireball at a chair IC, you see the chair fly apart with the "explosion". One might garner that "Hey, fireball is a fiery explosion." But it's not, if you consider its PnP description. ICly, the chair just gets burned to ashes, and while their is a roaring sound, there is no pressure created. Unless you DMs have ever said otherwise.

Thank you Dark, that is a much better way of explaining what I am looking for. I also can see why any DM would be wary.

DMs get to say what does and doesn't destroy things, but, I feel that should be a unified answer each time. IE: if say 3 different DMs ran 3 different plots to destroy the same wooden shack. DM 1's response to an inquiry about if burning hands will light the shack on fire should be uniform with the rest of the DM team (DMs 2&3 in this case) if circumstances are identical. That being said, such a list generally should exist unless the DM team in actuality is less unified than they otherwise appear to be.

I can shoot you a PM, Tormak, if you would like to see the character concept and the reasons why such a list would be relevant to it.

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Nivo
 
PostPosted: Tue, Nov 09 2010, 0:00 AM 

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Very_Svensk wrote:
IronAngel wrote:

I'm not sure what you mean by other sources and other types of mythal. All magic on Faerûn (including divine) comes through the Weave (save that which comes through the Shadow Weave, but even that is dependent on the Weave inasfar as it's its negative image).


Seriously? I was under the impression that it was another type of Magic.

How come all Divine spells are handed to you straight away, while arcane spells gotta be researched and learned?


Yup. Magic from the gods is granted through the Weave. Clerics. Paladins. Rangers.

It is not really granted straight away, either. Just as a wizard studies his magic, and just as a sorcerer must become in tune and delve within for his magic, so must a cleric's faith and devotion be strong enough to be granted theirs.

Different methodologies and different paradigms for working magic. Same source.

Except for the pesky Shadow Weave. But, if you ignore it long enough, it'll go away. :wink:

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Yurell
 
PostPosted: Tue, Nov 09 2010, 0:06 AM 

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Very_Svensk wrote:
Seriously? I was under the impression that it was another type of Magic.

How come all Divine spells are handed to you straight away, while arcane spells gotta be researched and learned?


It's a god-given gift. You pray to your god, asking for the spells you want for that day, and they give them to you. You still manipulate the Weave to cast them, but you don't necessarily (IMO) know the mechanics behind the spell - imagine it as clerics getting a GUI while wizards need to use the straight-up text based system.

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Gers
 
PostPosted: Tue, Nov 09 2010, 0:33 AM 

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As far as divine magic is concerned, I recall reading in the novels that prayers function as a sort of formalized, ritual conduit for a specific power/ability. I.E., there's a specific prayer/ritual for Bless, Divine Favor, Storm of Vengeance, etc. The deity channels the Weave into the cleric as an intermediary, and the prayers are standardized, which means they can be easily and quickly taught, compared to Arcane Magic, which is much more personalized.

Also, the ritualization serves another purpose: standard form prayers don't distract a deity from more important things. This is why asking for a miracle over something relatively minor is a sure way to piss off a god: they don't have infinite omniscience or limitless ability to focus on everything at once. They can be distracted and miss things, as well as actively blocked.

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Dark Immolation
 
PostPosted: Tue, Nov 09 2010, 1:13 AM 

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To elaborate on divine spell preparation and casting:

Cleric spells, like stated before, are given by the god. Think of it as the god doing most of the work in the situation. All the cleric does is pray something like "Please, give me the power to smite my enemies with your cleansing divinity. Let my blade catch fire with your righteousness and may you give me protection from the cold grip of Death." Bam. Hammer of the Gods, Darkfire, and Death Ward slotted.

When it comes to casting, it's been said a few times in the past that the casting of divine prayers is similar-looking and -sounding to prayers said aloud. "My blade is bathed in your fire! Smite yon orge with thy might, Targus! Save me from death, my Lord!". Darkfire, HotG, Deathward casted. As for the somatic component, imagine a very animated evangelical preacher. The words of faith said and the motions made tell the god which spell you're asking him/her to perform.

Again, unlike arcane casting, it's mostly the god doing the work, not the caster.


 
      
Selvec Darkon
 
PostPosted: Tue, Nov 09 2010, 1:22 AM 

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I just had an image of Whoopi Goldberg as the worlds most powerful cleric O.o

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Dark Immolation
 
PostPosted: Tue, Nov 09 2010, 1:57 AM 

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What I find more interesting is the concept of arcane casting and components for sorcerers.

The verbal and somatic components of spells come naturally to them, but it's never said for arcane spells as a whole what these components look/sound like. This is likely to leave it as open as possible to individual flavor. A lot of the times I think it's said that the words spoken are draconic, elven, thoras, etc.

But I like to think that, for sorcerers at least, it really doesn't matter what language is spoken or really what is said. There's little innately magical about the draconic script, elven, or any other language except for the runes and true-naming. I always figure the caster can just say things that emotionally move them and the somatic components would follow that too. "Sizzle, you basterd!*motions like he is pitching a fastball*" = Scintillating Sphere. And I wonder if it even needs to be definite words. Like would screaming at the top of your lungs and making the proper motions count as a viable verbal component? It's all very open, and these are just my interpretations of it.

Anyone else have some ideas/insight on this?


 
      
Yurell
 
PostPosted: Tue, Nov 09 2010, 2:29 AM 

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I should imagine that the verbal components are very specific words that need to be said in order for the spell to be cast, and the somatic specific gestures. Otherwise being gagged wouldn't stop you - you could choose your words of power to be in a language that consists mostly of grunts, and being bound wouldn't stop you - you'd choose appropriate gestures.

I've always imagined the verbal components to be words of power said in a specific language (depending on who your teacher is, it could be a different language ... for example, a human wizard is taught the draconic words to make a fireball, while an elven is taught the elven) in order to create the spell's effects. The somatic components I always took to be manually weaving the Weave, guiding it with your body as an innate part of how you learned the spell, and not having the skill to cast without the gestures (which is why Still Spell is possible, but takes a long time to learn and spells are harder to cast with it).

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Dark Immolation
 
PostPosted: Tue, Nov 09 2010, 3:30 AM 

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But it's never said what words have to be spoken.

And gagging would still stop you from casting if you could make up your own words. I recall that you just have to be able to speak in a relatively loud and clear voice. Even if you made a language of mumbles and grunts, you'd still have to mumble and grunt loudly and clearly for it to work. Something that would be inhibited by a gag.

Try it. Say "GrumbleGrumbleGrumble" out loud.

Now put your fist in your mouth. Say the same thing without moving your tongue or your jaw. Not half as loud. And not nearly as articulated.


 
      
Yurell
 
PostPosted: Tue, Nov 09 2010, 3:44 AM 

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If only the pitch and duration of grunts matter, then you can say it just as clearly with a gag.

And no, it doesn't say what words have to be spoken, but that doesn't mean that the logical conclusion is that any words can be spoken. The fact that it's an incantation and the rules specify that it can be stopped with a gag tells us immediately that such a language, while it could exist, would be incapable of casting spells. This implies that any words being adequate is clearly wrong, since we found an entire language that doesn't work.

From this we can probably conclude that there are specific words, or at least specific languages, that have to be used.

Edit: As an example of a 'language' that could be utilised through a gag, try humming with your mouth closed at different pitches and different durations. It wouldn't be hard to turn that into an intricate language.

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Dark Immolation
 
PostPosted: Tue, Nov 09 2010, 3:57 AM 

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Usually things left vague in D&D are for the purpose are leaving room for flavor.

And your "I can create a language that's not inhibited by a gag" seems more like an invention just to break something that was left open to things within reason. Like saying "I create a system of somatics where I only have to bend my elbow 5% and swivel my wrist." The more likely case is that it can be a multitude of things, so long as you can make a good range of motion, unhindered.

You can ruin just about anything in D&D left vague by reducing and over-analyzing things beyond their parameters. See: Pun-Pun.


 
      
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