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Structured Freeform Magic System

blaster219

Explorer
I've been working on a "structured" freeform magic system for D20 Modern. The idea is that players can pick and choose effects from a list to custom build their own spells. These spells are then cast using a skill check and by spending mana points. I've included a VERY rough draft of the system so far.

There's still a few things to work out namely Saving Throw DC's and how Spell Resistence interacts with the system.

The file is a 5 page Word file (first page is contents).

I would appreciate any comments.

Notes:
The system is geared towards allowing extremely powerful spells while at the same time making them extremely difficult to pull off. This is why there are limitation effects that can reduce mana costs and casting DC's.

The system is also meant to allow any character regardless of class or level access to magic through the use of a one feat and one skill as long as he as Wis and Con of 12+

Also, I've yet to get my copy of D20 Modern (Damn you to hell supplier!), so if it does'n't exactly follow D20 modern rules conventions forgive me. As soon as I get D20m i'll re-write the system to make it conform.
 

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Randolpho

First Post
I really, *really* like this idea. I even tried to do something similar for psionics before it was announced that there would be a PsiHB way back when, but I eventually gave up.

What you have is a great start.

Some constructive criticism:

The DC to cast a spell as simple as Magic Missile (Mage Bolt) in your system is 19, and only that low because it offers a save for half damage! I'm not sure if that was intentional for the equivalent of a 1st level spell, but I'd suggest trying to gear your cast DCs toward the normal ranges. At the rate indicated, an equivalent 9th level spell would have a DC in the 50s. Skills become meaningless when your modifier has to be higher than the die you roll to succeed.

What needs to be done? Obviously some tweaking on the balance side. Tons of playtesting. More expansion of the effects list. Rules to handle the expansion of the list. Etc.

Still, this is a good start, and I like the approach you're taking to it. :)
 


Xylix

First Post
Foul Microsoft user!!!

** How dare you profane this holy sanctum with the spawn of microsoft! Foolish knave remove the offensive proprietary format at once and come to the righteouness of opensource and openformat!! **


;) If you put it in .rft I will take a look, however I don't like dealing with .doc formates with my Linux computer.
 

Broken Fang

First Post
I really like this as well. Something I always liked in RuneQuests sorcery system (you could change Duration, Range, and something else...memory is going). I have always wanted to do this in a magic system but could never find the time. Going to look it over and post again. A quick question on your examples:

Mage Armor provides +4 AC bonus....mana cost is description of Defensive armor bonus is +1 mana per point, in the spell description you have it as +8. Which would be correct? This would change the cost from 11 to 7.

CLW lists 2 dice...but only one d8 is rolled?

I don't know, but it seems like Ranged Attack incements are to expensive at 5' per point...need to look more.

I like it but like I said the above were quick looks. How many spells have you tried to convert? Are tehy of similar level/difficulty to cast?
 

Broken Fang

First Post
Does Effect Specialization apply to each major category (Damage, Saving Throws, Targets, etc.) or to the individual effects (Die Type, Negates, Self)?

Maybe change Ranged Attack to:
Short - base 25'
Medium - 100'
Long - 200'
 

blaster219

Explorer
Re: Foul Microsoft user!!!

Although I would like to point out that I am a Mac User (all hail the holy fruit!) I am forces to use Microshaft at work.

But just for you, here's an RTF copy.

Xylix said:
** How dare you profane this holy sanctum with the spawn of microsoft! Foolish knave remove the offensive proprietary format at once and come to the righteouness of opensource and openformat!! **


;) If you put it in .rft I will take a look, however I don't like dealing with .doc formates with my Linux computer.
 

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blaster219

Explorer
Broken Fang said:
I really like this as well. Something I always liked in RuneQuests sorcery system (you could change Duration, Range, and something else...memory is going). I have always wanted to do this in a magic system but could never find the time. Going to look it over and post again. A quick question on your examples:


Fire away.

Mage Armor provides +4 AC bonus....mana cost is description of Defensive armor bonus is +1 mana per point, in the spell description you have it as +8. Which would be correct? This would change the cost from 11 to 7.


Good catch. See this is what editors are for. I think originally, I had AC improvement on a 2 mana for each +1. Somewhere along the line it got changed. I think it would be more balanced if it was a 2 for 1. As 11 mana and DC 16 sound more appropriate.

CLW lists 2 dice...but only one d8 is rolled?

CLW does positive energy damage, which like normal HP damage reduces the dice rolled by one. So to roll one dice healing, you have to purchase two.

Positive Energy Damage: Spell causes positive energy damage which heals the living a damages the undead. Mana cost is +4. This effect also reduces the number of damage dice by 1.

I don't know, but it seems like Ranged Attack incements are to expensive at 5' per point...need to look more.

I like it but like I said the above were quick looks. How many spells have you tried to convert? Are tehy of similar level/difficulty to cast?

I've got at the moment:

Stun Bolt (14/19)
Mage Armour (11/16)
Cure Light Wounds (15/20)
Team Cloak (18/23)
Fire Bolt (12/17)
Mage Bolt (14/19)
 

blaster219

Explorer
Broken Fang said:
Does Effect Specialization apply to each major category (Damage, Saving Throws, Targets, etc.) or to the individual effects (Die Type, Negates, Self)?

At the moment, it applys to specific effects. However, that may change to choose one catagory and get a reduction on the DC of spells using the catagory of effects.

This would allow a "Greater Specialisation" feat where you get bonuses to using specific effects.

Maybe change Ranged Attack to:
Short - base 25'
Medium - 100'
Long - 200'

Sounds interesting. Let me see how that works.
 

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