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Quintessential 2: Wizard

Produkttyp: Quellenmaterial ¸ Softcover mit 128 Seiten für [D20-System]

Sprache: Englisch

Verlag: Mongoose Publishing [HP]

Preis: 27 Euro / $22 (ca. Preis, unverbindlich, ggf. gerundet)

Erstveröffentlichung: 2004

Rezension: keine vorhanden

Hinweis: Alle Angaben ohne Gewähr auf Richtigkeit oder Vollständigkeit!
Bezugsquellen für Bücher und Rollenspielprodukte sind die Rollenspiel-Händler Tellurian, NewWorlds,
Info-Text:
Like fighters¸ wizards are the other side of the genre’s coin; one of the elements of ‘sword and sorcery¸’ and creating options not yet explored by other sources proved a little difficult. I had not only to complement the excellent material in the original The Quintessential Wizard¸ but I also had to manage not to step on the toes of three years’ worth of Encyclopaedia Arcane. Luckily¸ magic is a vast field¸ and there will still be scores of books that can be written about it; even if dealing with ‘Advanced Tactics¸’ I still feel like I only scratched the surface of the subject of wizards and their craft. Spell Research was something I had wanted to do for some time as I noted the similarities and apparent structure beneath the game’s magic system. As I delved deeper¸ I discovered that such structure is very shaky and depends on many judgement calls about what ‘game balance’ is. I took the main features of most of the existing spells and distributed them along a framework which could be used to draw equivalents to truly unique effects that would create equally unique spells. I must admit I am a fan of toolkits¸ and I could not resist the temptation to make this chapter into one. Another of the interesting chapter was Magic Schools¸ which gave me the chance to honour a classic in fantastic literature¸ where a hot shot young wizard learns about magic and must deal with dark forces he unwittingly unleashed. I am not talking about the bespectacled kid with the lightning-shaped scar¸ but about Ged¸ also known as Sparrowhawk from Ursula K. LeGuin’s Earthsea series. The school of magic depicted there was not a whimsical place to have all sort of exciting adventures; it was a mysterious and foreboding place where young men and women were taught to mess with the fabric or reality. With that in mind (and yes¸ also with that other school of witchcraft and wizardry)¸ the chapter flowed pretty consistently¸ until new things began to pop up in my mind and I had to go back to previous sections and write them in before I forgot about them. All in all¸ I hope this becomes a useful tool or even a temporary crutch for Games Masters who want to answer the question of who taught magic to his campaign’s wizards. Of the rest of the chapters¸ Tricks of the Trade gave me the chance to write about some of my pet ideas regarding a world that functions with magic¸ but are in and of themselves too small and disconnected to be made into a full Encyclopaedia Arcane sourcebook. I had to generalise a lot in order to make the material as generic as possible¸ but also as open as I could make it so that Games Masters could tailor it to their own campaign¸ as the constellations and exact geographical features are not something that worries Games Masters much when they have to deal with half a dozen adventurers wrecking every other plan. All in all¸ this book was an interesting experience that helped me get reacquainted with the original magic-user after a rather long binge of playing fighter types.

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