BryonD
Hero
I think I have decided on an easy "fix" for my issues with spell burn.
In place of STR, magical aptitude will cause spell burn to do WIS damage.
I think these has several cool effects.
For one, I have always viewed WIS as a form of mental CON.
So, once you learn to "control" magic, you can prevent it from feeding on your body, but instead it feeds on your mind.
It also gets away from wizards pumping iron to get better at magic.
And, it does really cool things with arcane vs divine magic.
A wizard or wild mage will simply become temporarily insane if they do to much magic. Right up until they burn out and crash.
A divine mage however, will have his "faith" or spiritual power or whatever drained and simply lose the ability to cast spells, thus losing the ability to do further harm to himself.
They start with more WIS, but need it just to cast spells. So once their sanity gets down to "normal" human levels, they stop casting. Of course if they mess around with powerful magics and roll badly, then they can still get blasted. Which is again cool (at least to me).
Anyway, I like it.
Also:
I'm going to add a Feat:
Versatile Magic:
Prereq: Magical Aptitude Talent
Benefit: You may spend an action point to modify the way a spell functions. For example a burst spell could be cast as a line spell, or a 3d6 fireball could persist for 3 rounds at 1d6 per round, or could make a sword flaming for the next 6 hits, etc... It can not reproduce metamagic feats.
Anyway, that gives me the flexible magic that I find fairly common in literature, where spells tend to have more adaptable effects.
It also steals a good page from Mutants and Masterminds.
What do you think?
In place of STR, magical aptitude will cause spell burn to do WIS damage.
I think these has several cool effects.
For one, I have always viewed WIS as a form of mental CON.
So, once you learn to "control" magic, you can prevent it from feeding on your body, but instead it feeds on your mind.
It also gets away from wizards pumping iron to get better at magic.
And, it does really cool things with arcane vs divine magic.
A wizard or wild mage will simply become temporarily insane if they do to much magic. Right up until they burn out and crash.
A divine mage however, will have his "faith" or spiritual power or whatever drained and simply lose the ability to cast spells, thus losing the ability to do further harm to himself.
They start with more WIS, but need it just to cast spells. So once their sanity gets down to "normal" human levels, they stop casting. Of course if they mess around with powerful magics and roll badly, then they can still get blasted. Which is again cool (at least to me).
Anyway, I like it.
Also:
I'm going to add a Feat:
Versatile Magic:
Prereq: Magical Aptitude Talent
Benefit: You may spend an action point to modify the way a spell functions. For example a burst spell could be cast as a line spell, or a 3d6 fireball could persist for 3 rounds at 1d6 per round, or could make a sword flaming for the next 6 hits, etc... It can not reproduce metamagic feats.
Anyway, that gives me the flexible magic that I find fairly common in literature, where spells tend to have more adaptable effects.
It also steals a good page from Mutants and Masterminds.
What do you think?