Shop clerk: These are the wares you’re looking for.
E-Merl: These are the wares i’m looking for.
Shop clerk: You can go about your business.
E-Merl: He can go about his business.
And with such a magical smile… I am perpetually charmed by the guy…. even when he starts spouting all that hocus-pocus (he’s no wizard at explaining things).
That is interesting actually. That does rise another question, is magic very malleable? Is magic more along the lines of “Sorcery” from D&D (you can do “anything” as long as you know how) or Wizardry (fixed spells, working along strict lines and rules). And how common are these magical foci? Are they rather common? Rare? I mean, this would suggest that somebody lacking any magical skill could be capable of using powerful foci, as long as he performed the right gesture or input.
Which edition of D&D allowed sorcerers to do anything as long as they know how? I never played 4th, but 3rd Ed had them use fixed spells just like everybody else. The concept of coming up with a “spell effect” on the fly based on your level of proficiency in a particular field of magic sounds more like White Wolf’s Mage games in its myriad incarnations. (In my experience, it always looked great on paper, not so much in practice. People tend to enjoy familiar rotes more than off the cuff creativity).
I never played 4th, but 3rd Ed had them use fixed spells just like everybody else.
I don’t think they were even in the 4e core book, because the whole system (for everyone) invalidated the mechanical differences they had from wizards in 3e. Never bought any later 4e books so I don’t know if they showed up again with some flavor twist.
5e’s magic system also doesn’t work with the old split, since since a 5e wizard is basically a 3e sorcerer with the ability to change his “known spells” each day. What they did this time, is take metamagic away from wizards: it’s an exclusive sorcerer class feature. 5e Sorcerers also get to pick a power source which gives secondary benefits; PHB options are Draconic Bloodline (the 3e default) or Wild Magic (the d100 table is back!).
In any case, D&D sorcery has always been exactly the opposite of “knowing how.” Wizards are the ones who study like madmen, and with enough investment can research new spells (which other wizards can then learn). Sorcerers do magic half-instinctively and often have no idea how any of it works.
Sorcerers were in the 4e PHB2. All PHBs were intended to be considered core for 4e, hence why they stretched out the normally “core” classes across all three books. Sorcerers still used instinctual magic as they always have, but there wasn’t a substantial mechanical difference between them and wizards, at least not in a way anyone coming from 3.PF would understand.
No edition of D&D truly had “do anything” magic. Everything had spell descriptions that had to be followed to the letter, because making a truly freeform magic system (in rules heavy games anyway) is hard. Fluffwise it’s supposed to be vancian magic, where spells are independent semi-sentient things that live in your head until you spit one out and forget it. I suppose sorcerers were technically using some other kind of magic since they never had to prepare or forget spells, but spells were still built more or less the same system wide so the division was just sort of fluff.
The way I remember the differences of D&D’s 3.0/3.5 wizard and sorcerers was the spell configuration and flavor wise. The wizard had a brainy fluff and a smaller spell pool to use, but a nearly limitless options to switch around with. The sorcerer had a forceful or powerful personality to ‘command’ the magic with a down right huge spell pool to tap, but with a locked in and darn near inflexible spell selection.
GURPS has a different approach to magic & its use. They have lists of spells & general principles of magic outlined for a “default-level” magic system, but they also discuss concepts such as wild magic, random effects magic, improvisational magic, ritual magic & so forth. This is so a GM can set the type, style & genre for magic as it fits his/her own gaming style.
Yeah, it really is a (G)eneric (U)niversal (R)ole (P)laying System.”
:D
Perhaps he’s talking about that thing where wizards had to choose each and every spell they were going to use the next game period before resting but sorcerers just got so many spells/levels they could cast each day and could just go to sleep without choosing anything cause the next day they could choose on the fly? ( I just played the computer game version [Neverwinter Nights] but I think that was how it goes?)
So basically the Sorcerer in those games could cast any spell they knew until they used up all their spell/slots for that day/period as opposed to the wizard who had to guess about everything the day before according to much more strict rules. Maybe that is what they meant by they could, ‘you can do “anything” as long as you know how’.
Also, keeping in mind that this is a MMO, those foci are almost certainly class features. Meaning E-Merl can do magic with his rings, but if he gives them to, say, Bandit… all she could do is trade them in for more dagga.
E-Merl ain’t no fool. If he became a highly powered magick-user, he’d have a big bull’s eye on his back in fights (“take the wizard out first!”). Instead, the brains (Syr’Nj) and the brawn (Frigg) are the first targets (see last battle). Why go back to school to become dead meat?
The items were introduced early on, but it wasn’t until now that we got details on how they actually worked, nor what E-Merl was or was not capable of.
There ain’t no such thing as a little magic.
Everything is relative.
If they are making out b/g, then they aren’t exactly homos. E-merl isn’t even Homosapien. He is half elf.
How the heck did he buy them off Alakazamazon? He’s dead broke!
With the same Arcane Express™ he used to pay for tuition, I presume.
If he looked for better deals at Craigscrolls, he could have an extra toy or two before sinking into debt.
Then there’s always the Re-Bay-T website, for those magicians who don’t like credit cards & have a chance a low-bidding to get their items.
Conjure Credit.
Shop clerk: These are the wares you’re looking for.
E-Merl: These are the wares i’m looking for.
Shop clerk: You can go about your business.
E-Merl: He can go about his business.
Well I guess he spelled it all out for us.
Enchanting fellow, isn’t he?
And with such a magical smile… I am perpetually charmed by the guy…. even when he starts spouting all that hocus-pocus (he’s no wizard at explaining things).
But he also admits to not having a high level of skill either…Probably doesn’t win often at Spelling Bees.
This strip has dispelled my illusion over how magic worked.
Really? It’s conjured up a few ideas for me. Here’s hoping we’re left mystified.
“Interrets”
Prest-O Change-O.
as _if_ the caster
Oh, so they are foci. I was under the impression that he just used a lot of magic items as weapons (like a second-hand artificer).
That is interesting actually. That does rise another question, is magic very malleable? Is magic more along the lines of “Sorcery” from D&D (you can do “anything” as long as you know how) or Wizardry (fixed spells, working along strict lines and rules). And how common are these magical foci? Are they rather common? Rare? I mean, this would suggest that somebody lacking any magical skill could be capable of using powerful foci, as long as he performed the right gesture or input.
Which edition of D&D allowed sorcerers to do anything as long as they know how? I never played 4th, but 3rd Ed had them use fixed spells just like everybody else. The concept of coming up with a “spell effect” on the fly based on your level of proficiency in a particular field of magic sounds more like White Wolf’s Mage games in its myriad incarnations. (In my experience, it always looked great on paper, not so much in practice. People tend to enjoy familiar rotes more than off the cuff creativity).
I don’t think they were even in the 4e core book, because the whole system (for everyone) invalidated the mechanical differences they had from wizards in 3e. Never bought any later 4e books so I don’t know if they showed up again with some flavor twist.
5e’s magic system also doesn’t work with the old split, since since a 5e wizard is basically a 3e sorcerer with the ability to change his “known spells” each day. What they did this time, is take metamagic away from wizards: it’s an exclusive sorcerer class feature. 5e Sorcerers also get to pick a power source which gives secondary benefits; PHB options are Draconic Bloodline (the 3e default) or Wild Magic (the d100 table is back!).
In any case, D&D sorcery has always been exactly the opposite of “knowing how.” Wizards are the ones who study like madmen, and with enough investment can research new spells (which other wizards can then learn). Sorcerers do magic half-instinctively and often have no idea how any of it works.
Sorcerers were in the 4e PHB2. All PHBs were intended to be considered core for 4e, hence why they stretched out the normally “core” classes across all three books. Sorcerers still used instinctual magic as they always have, but there wasn’t a substantial mechanical difference between them and wizards, at least not in a way anyone coming from 3.PF would understand.
No edition of D&D truly had “do anything” magic. Everything had spell descriptions that had to be followed to the letter, because making a truly freeform magic system (in rules heavy games anyway) is hard. Fluffwise it’s supposed to be vancian magic, where spells are independent semi-sentient things that live in your head until you spit one out and forget it. I suppose sorcerers were technically using some other kind of magic since they never had to prepare or forget spells, but spells were still built more or less the same system wide so the division was just sort of fluff.
The way I remember the differences of D&D’s 3.0/3.5 wizard and sorcerers was the spell configuration and flavor wise. The wizard had a brainy fluff and a smaller spell pool to use, but a nearly limitless options to switch around with. The sorcerer had a forceful or powerful personality to ‘command’ the magic with a down right huge spell pool to tap, but with a locked in and darn near inflexible spell selection.
Taking anything “-magic” away from a wizard.
So, it’s now proper to consider that a sorcerer did it because, you know, a WIZARD is incapable of such sorcery?
GURPS has a different approach to magic & its use. They have lists of spells & general principles of magic outlined for a “default-level” magic system, but they also discuss concepts such as wild magic, random effects magic, improvisational magic, ritual magic & so forth. This is so a GM can set the type, style & genre for magic as it fits his/her own gaming style.
Yeah, it really is a (G)eneric (U)niversal (R)ole (P)laying System.”
:D
Nuts…I forgot the parenthesis around the capital S in System, above; (S)
Perhaps he’s talking about that thing where wizards had to choose each and every spell they were going to use the next game period before resting but sorcerers just got so many spells/levels they could cast each day and could just go to sleep without choosing anything cause the next day they could choose on the fly? ( I just played the computer game version [Neverwinter Nights] but I think that was how it goes?)
So basically the Sorcerer in those games could cast any spell they knew until they used up all their spell/slots for that day/period as opposed to the wizard who had to guess about everything the day before according to much more strict rules. Maybe that is what they meant by they could, ‘you can do “anything” as long as you know how’.
Also, keeping in mind that this is a MMO, those foci are almost certainly class features. Meaning E-Merl can do magic with his rings, but if he gives them to, say, Bandit… all she could do is trade them in for more dagga.
I wonder how much are his student loans are for the magic school. Can he apply for a deferment?
E-Merl ain’t no fool. If he became a highly powered magick-user, he’d have a big bull’s eye on his back in fights (“take the wizard out first!”). Instead, the brains (Syr’Nj) and the brawn (Frigg) are the first targets (see last battle). Why go back to school to become dead meat?
Keeping his skin IS a deferment.
E-merl needs to get an ice ring..
Then maybe he’ll be a bit cooler.
But he’s already GOT a nice ring! Oh wait…
LFG’s story line, up to te most recent major story arch break was focused on a rabit.
A rarebit!? Was it a 12 inch rarebit or a standard 6 inch rarebit? Did they fill it with mashed potatoes, or gravy?
You don’t want to know how he activates his Prince Albert of Adamantine Performance.
I know…The item-of-focus is in the form of paste. He activates it by performing a PAAP smear…
“Eat some paste” –Steven
Ala..alzaka..alakamaz..alakazamaz-…HA!
These details have been sitting under our noses the whole time! I wonder at what point the writers decided on this mechanic?
Actually, I’m fairly sure E-Merl introduced his magical artifacts really early on.
The items were introduced early on, but it wasn’t until now that we got details on how they actually worked, nor what E-Merl was or was not capable of.
The bunny needs his own storyline, next break in the chapters. :)
I think Looking For Group has already done a long bunny-oriented storyline…
Well, yeah, but he wasn’t really a bunny, was he? This is the bunny that lives in E-merl’s hat.
As long as it doesn’t go all “vorpal bunny” on us, E-Merl can keep the Holy Hand Grenade secured in a Bag of Holding.
The rabbit will be the bridge between chapters, that is, Rabbit Transit…..
TURBOPUNS
E-merl is such a cool dude.
Haha, saying that with my avatar, priceless.
I saw the Band of Summer’s Flame warming up for Jethro Tull. Helluva show.
Can anybody use these things or just folks with some basic training? (before wousing out?)