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Hell's Invasion [Recruiting]
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<blockquote data-quote="perrinmiller" data-source="post: 6767515" data-attributes="member: 88649"><p>This was what I was thinking. If the spell has an attack function, then you would probably want to improve it as well. </p><p></p><p></p><p>I was assuming you were going with spontaneous type caster as you mentioned bard. If you want to go prepared like a wizard, then you would need a spellbook too (treating that like a special power and the Spell Slots would be flexible to be used for whatever spells are in the spellbook. I am fine either way… but I would prefer you decide what sort of spell caster you want Michael to model after (Bard, Sorcerer, Wizard, Cleric, etc…). </p><p></p><p></p><p>Magic Trait unlocks spell casting and features of spell casters. Spellcraft is a magic user’s skill and comes with some free cantrips/orisons (0-level) spells. So next you would need to spend points buying the 1st level spell slots.</p><p></p><p>It all balances out. This how I intend to use magic and spell casting:</p><p></p><p>[sblock=Magic and Spellcasting]Using Magic would add another trait to the list of the overall traits. Since not all characters need the trait, the character would acquire it as a skill during character generation rules. Then they record it as a Trait, listing it with other traits afterwards. </p><p></p><p>Some classes have special abilities that are in addition to casting spells (ie. Smiting Evil, Channeling Energy, etc…), those also would use the Magic Trait as pre-requisite and provide the best competency rung those abilities can achieve. Depending on the type of character, they might call the Trait something different: Divine casters could call it Faith, druids and rangers could call it Nature’s Blessing, wizards could call it Wizardry, a sorcerer could call it Sorcery, and bards might just call it Magical Music. </p><p></p><p>The Magic trait is a prerequisite to take Spellcraft and unlock spell casting. But for many classes, it also unlocks special powers too. It would provide the best competency of Powers that use the Trait as a prerequisite. For example in the case of Paladins, they need Faith to unlock Lay on Hands, Detect Evil and Smite Evil abilities. Clerics need Faith for Channeling Divine Energy. Bards need Magical Music for Inspiring Courage. Druids would use Nature’s Blessing for Animal Companions and Wildshaping.</p><p></p><p>The Spellcraft skill has a maximum competency rung is equal to the Magic Trait of the character. Both can be improved with XP expenditure as the character progresses. For every rung below d30, true spell casters (Clerics, Druids, Wizards, Bards, Sorcerers) can select a cantrip/orison at d20 for free. These come with unlimited usage per day. Some can be improved with XP to rungs below d20 as well. Improving Spellcraft will automatically award new cantrips/orisons to applicable classes. Once a character reaches Spellcraft d8, they can select Additional Cantrips/Orisons at d20 to acquire more 0-level spells if they desire.</p><p></p><p>Each spell or spell slot is treated as a Skill/Special Power in character generation or acquired later through XP. Spontaneous casters (bards, oracles, and sorcerers) would be locked into the spells chosen, but prepared spell casters can change the spells on a daily basis. Wizards are allowed to have spell books (also a Special Power) that records the known spells the wizard learned so they could switch them out on a daily basis. </p><p></p><p>Each spell or spell slot would have its own competency rung recorded, starting from d20, and any Character Generation Points/XP spent on improving a spell slot applies to whatever spell is prepared in it. The rating could be used for improving the attack with some spells, or duration for others. Some utility spells would never need to be advanced beyond d20 nor require any rolls at all to use. Some spells would last as long as the spell caster concentrated on them.</p><p></p><p>Using Magic spells have a draining effect if continued to be used without getting several hours of rest. Spells can be used freely an equal number of times per day for the number of spells slots in that given level (not counting cantrips/orisons) for Spontaneous Spell casters. Prepared spell casters only get one use per day of a Spell Slot without needing to worry about drain.</p><p></p><p>After casting allotted spells for the day, a Magic Trait check Target Number (TN) = 7-Spell Level is required each time to reuse a Spell Slot (for prepared casters) or any spell (for spontaneous casters). Success = no adverse effect. Tie or Failure = increases Magic Trait 1 rung temporarily until character can rest for the day. Each successive Magic Check needed automatically lowers the TN by 1 from 7 as well, allowing a spell caster to overcast their spell allotment a maximum of 6 times without suffering from drain.</p><p></p><p>Once the Magic Trait gets temporarily reduced in competency, it also changes the maximum rating spells can best be cast at. So any spells rated d8 will be cast at d10 if the caster’s Magic Trait was temporarily decreased to d10.</p><p></p><p>If Magic drops to d30, further failures will drop Health temporarily instead. If Health gets reduced to d30 in this fashion the character will die. Magical healing can restore the drops in Health, but not the Magic Trait drops.</p><p></p><p>Primary spell casters (those gaining spells at 1st level) would need to be able to cast 4 spells at their current available level, where secondary casters (paladins, rangers) would need to know 3 spells of their current highest level before acquiring spells the next level up. [/sblock]</p><p></p><p>I was not a fan of d20 Moderns spell casting, so I am fine following Pathfinder versions if you want. I play a lot of PF so I am much more familiar with that too. But I am not really particular what source you pull the spell from as long as you tell me where so I can reference it to translate how it will be used in this similar system.</p></blockquote><p></p>
[QUOTE="perrinmiller, post: 6767515, member: 88649"] This was what I was thinking. If the spell has an attack function, then you would probably want to improve it as well. I was assuming you were going with spontaneous type caster as you mentioned bard. If you want to go prepared like a wizard, then you would need a spellbook too (treating that like a special power and the Spell Slots would be flexible to be used for whatever spells are in the spellbook. I am fine either way… but I would prefer you decide what sort of spell caster you want Michael to model after (Bard, Sorcerer, Wizard, Cleric, etc…). Magic Trait unlocks spell casting and features of spell casters. Spellcraft is a magic user’s skill and comes with some free cantrips/orisons (0-level) spells. So next you would need to spend points buying the 1st level spell slots. It all balances out. This how I intend to use magic and spell casting: [sblock=Magic and Spellcasting]Using Magic would add another trait to the list of the overall traits. Since not all characters need the trait, the character would acquire it as a skill during character generation rules. Then they record it as a Trait, listing it with other traits afterwards. Some classes have special abilities that are in addition to casting spells (ie. Smiting Evil, Channeling Energy, etc…), those also would use the Magic Trait as pre-requisite and provide the best competency rung those abilities can achieve. Depending on the type of character, they might call the Trait something different: Divine casters could call it Faith, druids and rangers could call it Nature’s Blessing, wizards could call it Wizardry, a sorcerer could call it Sorcery, and bards might just call it Magical Music. The Magic trait is a prerequisite to take Spellcraft and unlock spell casting. But for many classes, it also unlocks special powers too. It would provide the best competency of Powers that use the Trait as a prerequisite. For example in the case of Paladins, they need Faith to unlock Lay on Hands, Detect Evil and Smite Evil abilities. Clerics need Faith for Channeling Divine Energy. Bards need Magical Music for Inspiring Courage. Druids would use Nature’s Blessing for Animal Companions and Wildshaping. The Spellcraft skill has a maximum competency rung is equal to the Magic Trait of the character. Both can be improved with XP expenditure as the character progresses. For every rung below d30, true spell casters (Clerics, Druids, Wizards, Bards, Sorcerers) can select a cantrip/orison at d20 for free. These come with unlimited usage per day. Some can be improved with XP to rungs below d20 as well. Improving Spellcraft will automatically award new cantrips/orisons to applicable classes. Once a character reaches Spellcraft d8, they can select Additional Cantrips/Orisons at d20 to acquire more 0-level spells if they desire. Each spell or spell slot is treated as a Skill/Special Power in character generation or acquired later through XP. Spontaneous casters (bards, oracles, and sorcerers) would be locked into the spells chosen, but prepared spell casters can change the spells on a daily basis. Wizards are allowed to have spell books (also a Special Power) that records the known spells the wizard learned so they could switch them out on a daily basis. Each spell or spell slot would have its own competency rung recorded, starting from d20, and any Character Generation Points/XP spent on improving a spell slot applies to whatever spell is prepared in it. The rating could be used for improving the attack with some spells, or duration for others. Some utility spells would never need to be advanced beyond d20 nor require any rolls at all to use. Some spells would last as long as the spell caster concentrated on them. Using Magic spells have a draining effect if continued to be used without getting several hours of rest. Spells can be used freely an equal number of times per day for the number of spells slots in that given level (not counting cantrips/orisons) for Spontaneous Spell casters. Prepared spell casters only get one use per day of a Spell Slot without needing to worry about drain. After casting allotted spells for the day, a Magic Trait check Target Number (TN) = 7-Spell Level is required each time to reuse a Spell Slot (for prepared casters) or any spell (for spontaneous casters). Success = no adverse effect. Tie or Failure = increases Magic Trait 1 rung temporarily until character can rest for the day. Each successive Magic Check needed automatically lowers the TN by 1 from 7 as well, allowing a spell caster to overcast their spell allotment a maximum of 6 times without suffering from drain. Once the Magic Trait gets temporarily reduced in competency, it also changes the maximum rating spells can best be cast at. So any spells rated d8 will be cast at d10 if the caster’s Magic Trait was temporarily decreased to d10. If Magic drops to d30, further failures will drop Health temporarily instead. If Health gets reduced to d30 in this fashion the character will die. Magical healing can restore the drops in Health, but not the Magic Trait drops. Primary spell casters (those gaining spells at 1st level) would need to be able to cast 4 spells at their current available level, where secondary casters (paladins, rangers) would need to know 3 spells of their current highest level before acquiring spells the next level up. [/sblock] I was not a fan of d20 Moderns spell casting, so I am fine following Pathfinder versions if you want. I play a lot of PF so I am much more familiar with that too. But I am not really particular what source you pull the spell from as long as you tell me where so I can reference it to translate how it will be used in this similar system. [/QUOTE]
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