A good one - though, I wonder. The effects caused by his wild magic are mischiefous and comical, one and all. Why is that? Would truly random manifestations of energy have sometimes serious (gasp!) results? Go to Comment
Rincewind is one of the characters that I tried to draw some flavor from when I started writing Daymen. His abilities are more linked to what would be funny / distressing, and it just so happens that oftentimes that involves organic matter. Go to Comment
Could just as easily be water, pale ale or plasma. The nature of all of his spells is that they are completely random, and if you prefer a more serious game then simply use less comic effects than what I've mentioned here. Go to Comment
This is an amazingly entertaining sub. Daymen is the ultimate bumbling wizard (better than Rincewind, dare I say? I dare, I dare!), and as such has set my brain a spinning with ideas. Thanks, Grey. 5.0. Go to Comment
Lovely piece that is well written. The effects are nicely defined and explained.
I think I know why he never returned. The item binds itself to the wearer. It draws upon the wearers natural magical strength. Normally this drain would be equal to recovery, more or less. However, if it was not, the wearer would eventually feel the effects of over expenditure of magical energy... sicken and die.
This explanation works best in worlds/ systems with power point magic systems. (To use a RQ example, the draw would be one POW point an hour, which matches the recovery.) There would be a ready made "over expenditure effect" table or rule. You could use loss of soul rules as well.
Dwarves are much less magical than other races. They don't cast spells, they enchant things. And they have some natural magical resistance. The Draw upon a Dwarf would be greater than their ability to replenish. Thus he would expire.
The gloves would change hands often enough. As long as the person was a Human, Elven, or some such, they would probably be okay. A magic users, who have access to a lot of magical resource, would be safer, as they have a bigger bucket of magical energy and better draws. The catch would be never being able to cast a spell again.
Now the "okay" is conditional. As long as nothing else effected the balance of draw. So get hit for extra power damage (i.e. by a ghostly attack or be in a low mana draw area, and you could easily over extend yourself.
I like it. As Cheka said, it has a suitably mythic origin. And as much as a curse as blessing since it cannot be removed, by either physical or magical means, making it an item that I would not want to be saddled with. It is however, an excellent way of allowing a mere mortal to challenge a powerful mage to a duel and to live to tell his tale. Certainly a must have for any warrior that specalises in ridding his masters of dangerours magic users. All in all, excellent work! Go to Comment
There have been many gods of the wilds before, and this one is acceptable. I like that he is not overtly 'evil' in the actions of his worshippers, though it would be easy to mark him as a demonic entity. So what are his real goals? What if instead of clawing civilization apart, he is preparing for a war nobody else has an idea of? You could easily turn the situation without making him a softy caring a bit for those soft-skinned weaklings. :) Go to Comment
A long time ago. Final fantasy III came out with a new approach to learing magic. The characters would be equipped with espers(magical beings) and as they fought more battles, they would learn spells from the espers. What if a similar approach to learning magic was applied to a P&P rpg?
Ideas ( System ) | December 14, 2003 |