|
Post by bestialwarlust on Jun 17, 2011 10:37:42 GMT -6
So I've been obsessing over this game since I bought it . I've been house ruling, steal......errr borrrowing from other OD&D clones and forums. And one thing I was thinking is that elfin magic should be different from normal wizards. And as humans can learn elfin magic this is where the druid can come in. Humans that cast via elfin magic are referred to as druids. Just taking a druid spell list and using it for elfin magic: 1st level Detect Snares & Pits Detect Magic 3. Faerie Fire Locate Animals Locate Plants Predict Weather Purify Water 2nd Create Water Heat Metal Obscurement Produce Flame Speak with Animals Warp Wood etc.... To me it would make sense that elfin magic would be more nature oriented. I'd drop the ability for them to cast the lighting bolt, fireball per the class description as at third they'd get the call lighting spell.
|
|
|
Post by aldarron on Jun 17, 2011 20:15:18 GMT -6
Great way to do it. I didn't really have a choice in the matter in that spells were spells back in the day, but Arneson himself, along with Richard Snider, developed a very different kind of song spell lists for elves in Adventures in Fantasy.
|
|
|
Post by bestialwarlust on Jun 17, 2011 20:35:02 GMT -6
That's why I really like OD&D so much you can really make it your own. It's a great frame work to build on and seeing your book with Dave Arnesons rules and mind set really bring alot to the table.
|
|
|
Post by bluskreem on Jun 17, 2011 21:38:22 GMT -6
Ooh, I really like that. I already use the Spellcraft and Swordplay magic system for Sorcerers (those who get their magic from pacts and bargains with fickle demons and fae spirits,) Elfin Magic is a great fit for druidic magic.
|
|