Alternate Magic System Using Standard PHB Spells

Jeph

Explorer
This would probably be used for a Shadow Hunters-ish (emphasis on ISH) game . . .

The Basics

This system is based off of using spells from the Dungeons and Dragons 3e Players Handbook in a d20 Modern game. Characters gain access to magic via Charismatic Hero talents. The DC of a spell is based off of the caster’s Charisma modifier, and a character must have a Charisma score of at least 10 plus the spell’s level in order to cast a spell.

When a character casts a spell, they utilize their Casting Bonus. A character’s Casting Bonus is equal to their ranks in Knowledge (Arcane Lore) minus 3, plus their Charisma modifier. A character’s Caster Level is equal to their ranks in Knowledge (Arcane Lore) minus three. Bonuses to Knowledge (Arcane Lore) do not apply to a character’s Casting Bonus.

A character must know a spell before they can cast it. When a character casts a spell, they must make a Casting Check (DC 10 plus 3 times the level of the desired spell). If they succeed, the spell is cast successfully, and the caster takes 1 point of damage per level of the spell. If they fail the roll, the spell is not cast, and they take 1d6 points of damage, plus 2 more damage per spell level. You may not Take 10 or Take 20 on a Casting Check, unless you are attempting to cast a 0 level spell.

Characters may select their spells from any list, Arcane or Divine. If a spell is on multiple lists, the player may choose at which level they learn the spell. Arcane Spell Failure does not apply to any spell. However, all Casting Checks suffer an armor’s Check Penalty.

Magic Talent Tree

The Charismatic hero has discovered that they possess arcane powers. The Smart hero may augment these talents with specific feats and the Mage advanced class.

Spell Ability: You have the ability to cast 0 and 1st level spells. In addition, you may choose three 0 level spells and one 1st level spell. You learn those spells. Prerequisite: Knowledge (Arcane Lore) 4 ranks.

Improved Spell Ability: You may cast spells of a level one higher than you previously could. Thus, if you previously could only cast 0 and 1st level spells, you may now cast 0, 1st, and 2nd level spells. In addition, you may learn one spell of this new level. You may select this talent as many times as you like. Prerequisite: Spell Ability, Knowledge (Arcane Lore) 6 ranks.

Improved Casting: Increase your Casting Bonus by +2. Prerequisite: Spell Ability, Knowledge (Arcane Lore) 6 ranks.

Magic Related Feats

Talents grant a limited spell ability, but no great degree of prowess. These feats might be helpful to a character that wishes to become a more adept caster.

Elemental Focus
You are in harmony with the magical energies of a specific element.
Prerequisites: Spell Ability talent, know at least two spells with the chosen elemental descriptor (acid, cold, electricity, fire, or sonic).
Benefit: Add +2 to the DC of all your spells with the chosen descriptor.

Enhance Spell
You have an increased repertoire of spells.
Prerequisites: Spell Ability talent, Power Spell, Charisma 15.
Benefit: When you cast a spell, you may choose to increase your effective caster level. If you do, the effective level of the spell for the purposes of setting the Casting DC and amount of damage taken during casting increase by the amount by which you raise your effective caster level. The save DC of the spell does not increase. If you could not normally cast spells of this level, you may not cast the spell.

Extra Spells
You have an increased repertoire of spells.
Prerequisites: Spell Ability talent.
Benefit: Choose one spell of the highest level that you can cast, or two spells of a lower level. If you choose two spells, they do not have to be of the same level. You learn those spells. A character must know at least as many spells of a lower level as he does of a higher level. Thus, you could not know 4 1st level spells and 3 0 level spells.
Special: This feat may be taken multiple times. Each additional time that you take this feat, you may learn one additional spell of the highest level that you can cast, or two spells of a lower level.

Illusionist
Illusion is your favored school of magic.
Prerequisites: Spell Ability talent, know at least two Illusion spells.
Benefit: Add +2 to the DC of all your Illusion spells.

Manipulator
You have mastered the art of rearranging the material of the universe.
Prerequisites: Spell Ability talent, know at least two Transmutation spells.
Benefit: Add +2 to the DC of all your Transmutation spells.

Mind Bender
Bending another’s will is as easy for you as tying your shoe laces.
Prerequisites: Spell Ability talent, know at least two Mind-Affecting spells.
Benefit: Add +2 to the DC of all your Mind-Affecting spells.

Mystic Healer
You have a knack for healing magic.
Prerequisites: Spell Ability talent, know at least 2 Cure spells, Heal 4 ranks.
Benefit: When you cast a Cure spell, the target is healed of +1 points of damage. In addition, when you use an Action Point to assist the Casting Check for a Cure spell, add the result of the Action Die to the amount of damage that you heal.

Necromancer
Death magic comes naturally to you.
Prerequisites: Spell Ability talent, know at least 2 Necromancy spells.
Benefit: Add +2 to the DC of all your Necromancy spells.

Power Spell
You can cast more powerful versions of your spells.
Prerequisites: Spell Ability talent, Charisma 13.
Benefit: When you spend an Action Point to enhance a Casting Check, add the result of the Action Die to the spell’s save DC, in addition to your Casting Bonus.

Spell Focus
You have an increased repertoire of spells.
Prerequisites: Spell Ability talent.
Benefit: Choose a spell that you know. When casting that spell, your Casting Bonus and Caster Level are effectively increased by +1, and the DC to resist the spell is also increased by +1.
Special: This feat may be taken multiple times. Its effects do not stack. Each additional time that you select this feat, it applies to a different spell.

Summoner
Calling beings to do your bidding is an art form, to you.
Prerequisites: Spell Ability talent, know at least two Summon Monster spells.
Benefit: Creatures that you Summon or Call have one additional hit point per hit die, and gain a +1 bonus to attack and damage rolls.

Summon Familiar
You enchant a small animal to be your eyes and ears.
Prerequisites: Spell Ability talent.
Benefit: You may enchant a small animal, such as a cat, a rat, or a raven, to be your magical companion. You and this animal share a unique link, that grants both of you many benefits, depending on your caster level. See page 51 of the PHB for more information on Familiars.

Advanced Class: The Mage

Mages are characters who focus on magical ability to the exclusion of other talents. They are masters of the arcane, dealers with demons, blood-servants of dark deities.

Requirements
To qualify to become a Mage, a character must fulfill the following criteria.
Skills: Knowledge (Arcane Lore) 6 ranks, Research 3 ranks.
Talents: Spell Ability, Improved Spell Ability

Hit Die
The Mage gains 1d6 hit points per level. The character’s Constitution modifier applies.

Action Points
The Mage gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.

Table 1: The Mage
Lvl Atk Def Rep Fort Ref Will Special

1 +0 +1 +1 +0 +0 +2 Research Spells, Specialty
2 +1 +2 +1 +0 +0 +3 Improved Spell Ability
3 +1 +2 +1 +1 +1 +3 Bonus Feat
4 +2 +2 +2 +1 +1 +4 Improved Spell Ability
5 +2 +3 +2 +1 +1 +4 Combat Casting
6 +3 +3 +2 +2 +2 +5 Bonus Feat, Improved Spell Ability
7 +3 +4 +3 +2 +2 +5 Spell Resistance
8 +4 +4 +3 +2 +2 +6 Improved Spell Ability
9 +4 +4 +3 +3 +3 +6 Bonus Feat
10 +5 +5 +4 +3 +3 +7 Improved Spell Ability

Class Skills
The Mage’s class skills are as follows.
Bluff (Cha), Computer Use (Int), Concentration (Con), Craft (Chemical, Pharmeceutical, Visual Art, Writing) (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Investigate (Int), Knowledge (Arcane Lore, Art, Current Events, Earth and Life Sciences, Physical Sciences, Popular Culture, Technology) (Int), Profession (Wis), Read/Write Language (None), Research (Int), Speak Language (None).

Skill Points at Each Level: 7 + Int modifier.

Research Spells
At each odd numbered level of Mage, you may select one spell for your character of a level that they can learn. They learn that spell.

Specialty
At 1st level, the Mage may select one of the following feats as a bonus feat: Elemental Focus, Illusionist, Manipulator, Mind Bender, Mystic Healer, Necromancer, Spell Focus, Summoner, Summon Familiar.

Improved Spell Ability
At every even numbered Mage level, your character gains the Improved Spell Ability talent. This talent is identical in every way to the Charismatic Hero talent of the same name.

Bonus Feats
At 3rd, 6th, and 9th level, the Mage gets a bonus feat. The bonus feat must be selected from the following list, and the Mage must meet all prerequisites of the feat to select it.
Attentive, Archaic Weapons Proficiency, Combat Expertise, Educated, Frightful Presence, Low Profile, Nimble, Studious, any of the feats presented earlier in this document.

Combat Casting
Starting at 5th level, the Mage gains a +4 bonus on all Concentration checks made to cast on the defensive.

Spell Resistance
At 7th level, the Mage gains Spell Resistance equal to ten plus their Mage class level plus their Charisma modifier.
 

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I started out having them as Smart Hero talents, since the Wizard is based off of Int, and the Smart Hero has only 5 talents. But I really think that most modern-day magic (such as evil cultists ala CoC, and stuff) really use their presence and commanding power more than their intelligence for magic. But then there's Indiana Jones style magic, and Tim Powers . . . should I make the talents available to the Smart Hero, too? Or to all three of the mental ability classes?
 

I like the idea a lot. It is a good idea to make for all mental stats a spellcaster. Like you said you have evil clerics ->Wis. Spells like CoC -> Int and the Natural "i don't know how i got it probaly my mother slept with a dragon type" -> charisma(the dealers with demons you spoke of)

But all seems very good I was trying to make something of that sort to but you helpt me thanx
 

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