Editing Samsara:Settings

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[[Category:Settings]]
 
[[Category:Al-Qadim]]
 
[[Category:Al-Qadim]]
 
=APPENDIX B: SETTINGS=
 
=APPENDIX B: SETTINGS=
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In order to distinguish sha’ir and sorcerers better, I’m thinking it might be a good idea to retain the spell idea for sorcerer but dump the “spell fetching” for sha’ir, replacing it with services from the djinn. The effect would be that sha’ir have access to a greater range of effects, but through more complex (and potentially dangerous) means, while sorcerers will be somewhat limited to those spells which they know, but will have a generally easier (and quicker) time producing them. Sorcerers are craftsmen and (at the higher levels of learning) scientists; sha’ir are artists.  
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In order to distinguish sha’ir and sorcerers better, I’m thinking it might be a good idea to retain the spell idea for sorcerer but dump the “spell fetching” for sha’ir, replacing it with services from the djinn (as I mentioned in my earlier post). The effect would be that sha’ir have access to a greater range of effects, but through more complex (and potentially dangerous) means, while sorcerers will be somewhat limited to those spells which they know, but will have a generally easier (and quicker) time producing them. Sorcerers are craftsmen and (at the higher levels of learning) scientists; sha’ir are artists.  
  
 
====Sorcerers====
 
====Sorcerers====
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To cast a spell, the digitologist rolls INT + PER + Sorcery + the individual spell bonus. This gives them a larger bonus than most sorcerers and means that they may attempt higher level spells earlier. Because digitalogists understand a basic unity to magic, they need not specialize in any elemental provinces to cast higher level spells (they regard the Theory of Conceptual Incompatibilities as the product of lazy minds and the Theory of Provincial Obeisance as scarcely worthy of serous discussion). Casting takes time, however, as the mathemagician must draw out the formulae of the spells for it to take effect; all digitalogy spells take 2 turns to activate.
 
To cast a spell, the digitologist rolls INT + PER + Sorcery + the individual spell bonus. This gives them a larger bonus than most sorcerers and means that they may attempt higher level spells earlier. Because digitalogists understand a basic unity to magic, they need not specialize in any elemental provinces to cast higher level spells (they regard the Theory of Conceptual Incompatibilities as the product of lazy minds and the Theory of Provincial Obeisance as scarcely worthy of serous discussion). Casting takes time, however, as the mathemagician must draw out the formulae of the spells for it to take effect; all digitalogy spells take 2 turns to activate.
  
 
[[Samsara:Main Page|Main Page]]
 
  
 
1.[[Samsara:Fundamentals|Fundamentals]]
 
1.[[Samsara:Fundamentals|Fundamentals]]

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