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Re: [dq-rules] Idiot-Savant Assembly Line Wizardry
Steven Wiles wrote:
Most of William Hough's comments on the "Magic Shop
situation" I thought were very good ones, and can be
summarized as follows: don't forget that your Shaper
isn't operating in a vacuum.
Yep, he made some *great* points and I answered them, more or less, in
another post.
This question also got me thinking about the assembly
line grunts. Let's assume this guy (or gal) has just
been hired and trained to cast a spell. He probably
has a low MA (10 would be human average, and judging
by the non-mages in adventuring parties, more like 5).
People genetically gifted with high MA's, I feel,
would either be actively recruited or tend to
naturally gravitate to become Collegiate Adepts. In
feudal societies, becoming a wizard is one of the few
means of upward mobility. Anyway, this already put
our workman at a severe casting disadvantage Base
Change-wise. And since he only knows the spell at low
Rank, he probably has an abyssmal cast chance. This
means that said workman is going to be backfiring
relatively frequently. So, I would have to add to the
cost to train this fellow the continuing cost of
"medical care" for when he and the rest of the staff
inevitably curses themselves, backfire results on each
other, etc. I may be midjudging the magnitude of this
as a problem, I'd have to really study the magic item
creation rules again. But it seems to me another
legitimate issue.
Ah, our first technical problem. Now, keep in mind, I'm a sick, twisted
freak, okay? What if they were *really* idiot-savants? Yeah, they had
really high MA, but they could only learn two or three spells? So this
enterprising sweat-shop owner teaches them a couple of useful ones and
sets them to work. Fiendish, isn't it? Now, say they're way out on a
mountain top where no one can watch how he mistreats them.... Backfires
aren't as big a problem all of a sudden, are they? Okay, sure, the guy
is a bastard, but still, it gets the job done. After all, Andrew
Carnegie wasn't a real nice guy either!
As a final point, some comments regarding an Adept
training people in the use of only a couple of spells.
Whether a GM should allow this depends a lot on his
interpretation of what it means to belong to a
College. Adepts loose all knowledge of spells from
one College when they learn another, and part of being
an Adept is a mindset that is very particular to that
College and mutually contradictory to others. I
-think- that's stated in the books. Having that
mindset is necessary to casting the spells of the
College. Any spells. My interpretation then, is that
the time necessary to become an Adept involves not
just learning the spells, like you'd memorize an act
of Hamlet or something, but also learning to think as
an Adept, becoming thoroughly indoctrinated to the
philsophy. So, in other words, you can't cast spells
'til you learn the mindset, and you learn the mindset
by learning to cast the GK spells. Thus, my
interpretation is that learning the General Knowledge
of a College is an all or nothing proposition. That's
purely a GM interpretation, however.
Okay, so they know the Talents, the Ritual for Investment, and, say, the
Spell of Fire Resistance, or the Spell of Walking Unseen, or the Spell
of Water Breathing. That could churn out some pretty useful magic
stuff. Imagine one of those coupled with a sword, a shield, or a cloak.
Makes for some interesting possibilities, no?
Gosh, this was a good question! It really got me
thinking about what my idea of an Adept and a College
really is.
Damn. That was quite a thought provoker.
Thanks! I'd hoped it might be for other folks, too. It obviously got
me going a little!
Thanks again for your thoughts on this,
Jim
--
"What is impossible today may suddenly become possible tomorrow."
- Thomas Merton