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<blockquote data-quote="Tsyr" data-source="post: 733358" data-attributes="member: 354"><p>Slaine's magic system: Characters gain rank in a small amount of magical skills (such as Bless, Divination, and Sorcery), which determine their magical abilities. Any character can learn magic, provided they are willing to spend skill points on it, though the two magic using classes provided (Druid and Witch) get numerous bonuses related to magic. Spells are learned via the Sorcery skill... as you put points into it, you can learn more spells. Spells are fueled by "Earth Power", a sort of mana system. Every being has some earth power, once again, the magic using classes have more. Nobody has tons of it, though, so to get more quickly, ritual sacrifice, the taping of Dolmen Stones (basicly magic batteries), etc, are used. A bit more low magic than the DnD norm, but very enjoyable. If you want your magic to be a bit more earthy, ritualistic, and yet at the same time a bit more accessable, this is your bag. It works very well for a magic system where magic is just a set of rules that the world follows... Anyone can, theoreticly, do magic, if they have been taught how, and if they are strong enough. </p><p></p><p>Fading Suns: Technicly it's a sci-fi game, but the magic system would port easily. Again, it's a skill based system, with a form of "power points". You learn magic in a sort of "chain" system... You learn one core ability (such as an ability that gives assorted protection effects), then you slowly learn more abilities from that core ability. You can learn multiple core abilities. Split up into two systems (Basicly it would be arcane magic and psionics, as near as I can figure, in DnD terms...). Casting a spell requires skill checks to determine how well the spell succeeds, what you can do with it, etc, if it works at all. </p><p></p><p>Sov. Stone: Sov. Stone uses a system that is comfortably similar to DnD, yet new and unique at the same time. Magic is still very "arcane"... Book learning and all that. You still learn set spells, etc. Instead of spell slots, when you go to cast a spell, you begin channeling power (Using D20 checks), building up power each turn until you have enough to cast the spell you want. Each turn you don't get enough power to cast the spell, the strain of casting tires you out (subdual damage). An interesting side effect of this is that a high-level wizards can cast effectivly an unlimited number of minor spells (since they get so high a bonus to their channeling roll it's basicly impossible for them to fail it), while a low level wizard can theoreticly throw around some mighty mojo... If they want to chance it. It's an elemental magic system... Earth, Air, Fire, Water, four composite elements from those four, and Void. Void is risky... It causes real damage, not subdual, among other things. No skills involved (That is, no skill points) other than what default DnD uses. Casters have a number of spells that they know by heart, a number that they can cast with only glancing at a spellbook to refresh their memory, and the rest they basicly have to study for ahead of time.</p></blockquote><p></p>
[QUOTE="Tsyr, post: 733358, member: 354"] Slaine's magic system: Characters gain rank in a small amount of magical skills (such as Bless, Divination, and Sorcery), which determine their magical abilities. Any character can learn magic, provided they are willing to spend skill points on it, though the two magic using classes provided (Druid and Witch) get numerous bonuses related to magic. Spells are learned via the Sorcery skill... as you put points into it, you can learn more spells. Spells are fueled by "Earth Power", a sort of mana system. Every being has some earth power, once again, the magic using classes have more. Nobody has tons of it, though, so to get more quickly, ritual sacrifice, the taping of Dolmen Stones (basicly magic batteries), etc, are used. A bit more low magic than the DnD norm, but very enjoyable. If you want your magic to be a bit more earthy, ritualistic, and yet at the same time a bit more accessable, this is your bag. It works very well for a magic system where magic is just a set of rules that the world follows... Anyone can, theoreticly, do magic, if they have been taught how, and if they are strong enough. Fading Suns: Technicly it's a sci-fi game, but the magic system would port easily. Again, it's a skill based system, with a form of "power points". You learn magic in a sort of "chain" system... You learn one core ability (such as an ability that gives assorted protection effects), then you slowly learn more abilities from that core ability. You can learn multiple core abilities. Split up into two systems (Basicly it would be arcane magic and psionics, as near as I can figure, in DnD terms...). Casting a spell requires skill checks to determine how well the spell succeeds, what you can do with it, etc, if it works at all. Sov. Stone: Sov. Stone uses a system that is comfortably similar to DnD, yet new and unique at the same time. Magic is still very "arcane"... Book learning and all that. You still learn set spells, etc. Instead of spell slots, when you go to cast a spell, you begin channeling power (Using D20 checks), building up power each turn until you have enough to cast the spell you want. Each turn you don't get enough power to cast the spell, the strain of casting tires you out (subdual damage). An interesting side effect of this is that a high-level wizards can cast effectivly an unlimited number of minor spells (since they get so high a bonus to their channeling roll it's basicly impossible for them to fail it), while a low level wizard can theoreticly throw around some mighty mojo... If they want to chance it. It's an elemental magic system... Earth, Air, Fire, Water, four composite elements from those four, and Void. Void is risky... It causes real damage, not subdual, among other things. No skills involved (That is, no skill points) other than what default DnD uses. Casters have a number of spells that they know by heart, a number that they can cast with only glancing at a spellbook to refresh their memory, and the rest they basicly have to study for ahead of time. [/QUOTE]
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