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<blockquote data-quote="peedy711" data-source="post: 1233132" data-attributes="member: 10822"><p>I'm not entirely satisfied with the magic system as it stands in Athas.org's 3e conversion... I don't feel that it puts enough temptation in the act of defiling, though I do like how they handle switching from being a Preserver to a Defiler and back again. Anyway, Here's my rendition of the energy gathering system for Dark Sun.</p><p></p><p>Arcane Magic</p><p></p><p>Unlike templars, who take energy for their spells from the Sorcerer-Kings, and the Clerics and Druids who take their energy from the Elemental Planes, Wizards take their energy from nearby flora as well as the weathered soil of Athas itself. Some wizards, called preservers, go to great lengths to conserve the planet and its resources. Their counterpart, the defilers, scar the land in their pursuit of power, caring not for the future. </p><p></p><p>Choosing a Path</p><p></p><p>A 1st level wizard must choose one of two paths: Path Dexter if he wants to be a preserver, and Path Sinister if he wants to be a defiler. The character's Magical Path determines how he gathers energy for his spells. A Path Dexter Wizard can change to Path Sinister at any time, without penalty. In addition, many Path Dexter Wizards can "fall from grace" by giving in to the temptation of defiling (see Gathering Energy below). A Path Sinister Wizard, on the other hand, cannot change to path Dexter without aid of a Druid to cast a <em>conversion</em> spell on him. This spell drains 100 xp per wizard level from the defiler. Druids rarely, if ever, cast this spell lightly, and often put the Defiler through a task, quest, or other punishment, usually requiring the wizard to accomplish it without the use of magic. The wizard is then free of Path Sinister, and can rejoin Path Dexter as though he had never defiled.</p><p></p><p>Gathering Energy</p><p></p><p>Wizards prepare spells as normal. However, in order to cast those spells, a wizard must first gather energy to power the spell. The number of spells he can cast depends on how long he takes to gather the energy, and what path the wizard is on. The maximum amount of spell energy the wizard can hold at one time is 2 times caster level.</p><p></p><p>Action---------------Path--------------# of spells</p><p>Free*---------------Dexter------------------1</p><p>Move------------Dexter/Sinister--------------2</p><p>Full-----------------Sinister------------------4</p><p>*A wizard can only use 1 free action per round to gather energy for spells</p><p></p><p>Action: A wizard can gather energy as a free action, a move action, or a full round action. </p><p>Path: Only a Path Dexter Wizard can take a free action to gather energy for a spell, as Preservers are used to making the most of as little spell energy as possible. Only a path Sinister wizard can take a Full Round action to gather energy, as defilers are not limited in the amount of time he can spend defiling.</p><p># of Spells: The number of spells the action can power with the energy. This energy can power a spell of any level. This number is largely simplified, as it is assumed that as a wizard gains levels, he learns to use more (In the case of defilers) or less (in the case of preservers) to power his spells.</p><p></p><p>Free Spells</p><p></p><p>As a wizard gains levels, some levels of spells become essentially "Free". As long as a wizard has spell energy, he can cast spells of these levels, without expending spell energy. Refer to the table below.</p><p></p><p>Wizard Level---------Free spell level</p><p>1st-----------------------0th</p><p>5th-----------------------1st</p><p>10th----------------------2nd</p><p>15th----------------------3rd</p><p>20th----------------------4th</p><p></p><p>Preserving</p><p></p><p>Only a Wizard on Path Dexter can choose to preserve. A preserved spell gathers less energy over a larger area. The range and radius that a preserver gathers energy is rarely important, as the effect is hard to notice by an observer. </p><p></p><p>The radius of a Preserved Gather is 60 ft. The center of the radius can be anywhere within medium range. The DC to spot the effects of a Preserved Gather is 20, or 10 for druids as they are more keenly aware of the health of their natural surroundings. A creature with the plant type takes 1 point of subdual damage for each wizard level.</p><p></p><p>Defiling</p><p></p><p>While Path Sinister Wizards must defile to cast their spells, A Path Dexter Wizard can choose to defile, but at a price. Any time a Path Dexter Wizard Defiles, He must make a Will saving throw, DC 10 + Spell Level + Number of times previously defiled. If he fails, the wizard is now a Path Sinister Wizard.</p><p></p><p>All Spells cast while defiling gain +1 caster level. However, gathering energy leaves a scar upon athas. The ground turns to ash, and becomes infertile, and all but the hardiest plant life turns black and dies. The radius of a Defiled Gather is 30 ft., and the defiler must choose the closest possible area as the center of the defile. The maximum range of the center is short range. A creature of the plant type takes 1d8 points of damage per point of spell energy gathered, but can make a fortitude save DC 10 + Level of Wizard for half damage.</p><p></p><p>I will have more later... let me know what you think so far.</p></blockquote><p></p>
[QUOTE="peedy711, post: 1233132, member: 10822"] I'm not entirely satisfied with the magic system as it stands in Athas.org's 3e conversion... I don't feel that it puts enough temptation in the act of defiling, though I do like how they handle switching from being a Preserver to a Defiler and back again. Anyway, Here's my rendition of the energy gathering system for Dark Sun. Arcane Magic Unlike templars, who take energy for their spells from the Sorcerer-Kings, and the Clerics and Druids who take their energy from the Elemental Planes, Wizards take their energy from nearby flora as well as the weathered soil of Athas itself. Some wizards, called preservers, go to great lengths to conserve the planet and its resources. Their counterpart, the defilers, scar the land in their pursuit of power, caring not for the future. Choosing a Path A 1st level wizard must choose one of two paths: Path Dexter if he wants to be a preserver, and Path Sinister if he wants to be a defiler. The character's Magical Path determines how he gathers energy for his spells. A Path Dexter Wizard can change to Path Sinister at any time, without penalty. In addition, many Path Dexter Wizards can "fall from grace" by giving in to the temptation of defiling (see Gathering Energy below). A Path Sinister Wizard, on the other hand, cannot change to path Dexter without aid of a Druid to cast a [I]conversion[/I] spell on him. This spell drains 100 xp per wizard level from the defiler. Druids rarely, if ever, cast this spell lightly, and often put the Defiler through a task, quest, or other punishment, usually requiring the wizard to accomplish it without the use of magic. The wizard is then free of Path Sinister, and can rejoin Path Dexter as though he had never defiled. Gathering Energy Wizards prepare spells as normal. However, in order to cast those spells, a wizard must first gather energy to power the spell. The number of spells he can cast depends on how long he takes to gather the energy, and what path the wizard is on. The maximum amount of spell energy the wizard can hold at one time is 2 times caster level. Action---------------Path--------------# of spells Free*---------------Dexter------------------1 Move------------Dexter/Sinister--------------2 Full-----------------Sinister------------------4 *A wizard can only use 1 free action per round to gather energy for spells Action: A wizard can gather energy as a free action, a move action, or a full round action. Path: Only a Path Dexter Wizard can take a free action to gather energy for a spell, as Preservers are used to making the most of as little spell energy as possible. Only a path Sinister wizard can take a Full Round action to gather energy, as defilers are not limited in the amount of time he can spend defiling. # of Spells: The number of spells the action can power with the energy. This energy can power a spell of any level. This number is largely simplified, as it is assumed that as a wizard gains levels, he learns to use more (In the case of defilers) or less (in the case of preservers) to power his spells. Free Spells As a wizard gains levels, some levels of spells become essentially "Free". As long as a wizard has spell energy, he can cast spells of these levels, without expending spell energy. Refer to the table below. Wizard Level---------Free spell level 1st-----------------------0th 5th-----------------------1st 10th----------------------2nd 15th----------------------3rd 20th----------------------4th Preserving Only a Wizard on Path Dexter can choose to preserve. A preserved spell gathers less energy over a larger area. The range and radius that a preserver gathers energy is rarely important, as the effect is hard to notice by an observer. The radius of a Preserved Gather is 60 ft. The center of the radius can be anywhere within medium range. The DC to spot the effects of a Preserved Gather is 20, or 10 for druids as they are more keenly aware of the health of their natural surroundings. A creature with the plant type takes 1 point of subdual damage for each wizard level. Defiling While Path Sinister Wizards must defile to cast their spells, A Path Dexter Wizard can choose to defile, but at a price. Any time a Path Dexter Wizard Defiles, He must make a Will saving throw, DC 10 + Spell Level + Number of times previously defiled. If he fails, the wizard is now a Path Sinister Wizard. All Spells cast while defiling gain +1 caster level. However, gathering energy leaves a scar upon athas. The ground turns to ash, and becomes infertile, and all but the hardiest plant life turns black and dies. The radius of a Defiled Gather is 30 ft., and the defiler must choose the closest possible area as the center of the defile. The maximum range of the center is short range. A creature of the plant type takes 1d8 points of damage per point of spell energy gathered, but can make a fortitude save DC 10 + Level of Wizard for half damage. I will have more later... let me know what you think so far. [/QUOTE]
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