Thread: Mod Pax Malazica.
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Old June 15th, 2008, 10:12 AM

Calchet Calchet is offline
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Default Re: Pax Malazica.

As far as the cadre mages are concerned, I did start them out as completely random, but scaled their randoms down to the main elements I chose to narrow it down - F, W, E and A, or Telas, Ruse, Tennes and Serc. The astral level represents not so much them forming actual communions in the books, as the fact that they do work together as units of mages.

For now, I'm also keeping them at a rather low power level, two first-level paths, seeing as how they're cheap, recruitable anywhere, and in the late age. Real spells are left to the High Mages or full cadres cooperating.

While on the topic of magic, I'm thinking a set of unusually early teleportation spells requiring a modest number of astral levels would be thematic (the Imperial Warren) as well as useful for the Claw to move around looking for suitable victims - can anyone think of anything else they should have, thematically?
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Pax Malazica, bringing the Malazan Empire to Dominions 3.
Fate/Sprite Works, a mod including my left-over practice sprites as summonable units.
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