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Alternate Wizard Spell Rules.
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<blockquote data-quote="JohnSnow" data-source="post: 3238851" data-attributes="member: 32164"><p>Actually, I like the magic in <em>Thieves' World</em> a lot. Conceptually, that is, as I haven't tried it out in actual play (my gaming group kinda dissolved last year). I'll give the short and sweet synopsis.</p><p></p><p>The system has three sorcerous "techniques" (magic, prayer and witchcraft), and two casting methods (ritual casting and spellcasting). They rebuild the spellcasting classes, creating a specialist in each type (mages, witches, and priests, respectively) and a couple lesser practitioners. Each class gets a casting bonus in spellcasting and ritual casting. When you cast a spell, you roll a d20 and add your casting bonus, ability bonus and other appropriate modifiers, and then compare it to the mana threshold of the spell. If you meet the mana threshold, the spell is cast, if you don't, you put the result in your mana pool. Spells can (often) take more than one round to cast.</p><p></p><p>Mana threshold is equal to 10 + (spell level x 10). So the mana threshold to cast a 1st level spell is 20, 3rd is 40, 4th is 50, etc.</p><p></p><p>The mana level of an area determines how risky spellcasting is. In an area of Normal Mana, you fail on a roll of 1-5 and succeed spectacularly on a roll of 19-20. If you fail, you subtract the unmodified die roll from your mana pool. If the pool goes negative, you suffer spectacular failure (this is VERY bad). If you fail a concentration check, your mana pool drops in half; if you change spells mid-casting, your mana pool drops in half.</p><p></p><p>If the spell is cast successfully, you suffer drain = spell level in nonlethal damage when casting is complete. If the spell is not in your "safe spell limit," the damage is LETHAL instead.</p><p></p><p>There's a LOT more to it. An even more intriguing option might be to grab the variant spell system from <em>True Sorcery</em> (also by Green Ronin), which has an appendix for adapting the system to <em>Thieves' World</em>.</p><p></p><p>Hope that helps. But IMO, <em>Thieves' World</em> is definitely worth a look.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 3238851, member: 32164"] Actually, I like the magic in [i]Thieves' World[/i] a lot. Conceptually, that is, as I haven't tried it out in actual play (my gaming group kinda dissolved last year). I'll give the short and sweet synopsis. The system has three sorcerous "techniques" (magic, prayer and witchcraft), and two casting methods (ritual casting and spellcasting). They rebuild the spellcasting classes, creating a specialist in each type (mages, witches, and priests, respectively) and a couple lesser practitioners. Each class gets a casting bonus in spellcasting and ritual casting. When you cast a spell, you roll a d20 and add your casting bonus, ability bonus and other appropriate modifiers, and then compare it to the mana threshold of the spell. If you meet the mana threshold, the spell is cast, if you don't, you put the result in your mana pool. Spells can (often) take more than one round to cast. Mana threshold is equal to 10 + (spell level x 10). So the mana threshold to cast a 1st level spell is 20, 3rd is 40, 4th is 50, etc. The mana level of an area determines how risky spellcasting is. In an area of Normal Mana, you fail on a roll of 1-5 and succeed spectacularly on a roll of 19-20. If you fail, you subtract the unmodified die roll from your mana pool. If the pool goes negative, you suffer spectacular failure (this is VERY bad). If you fail a concentration check, your mana pool drops in half; if you change spells mid-casting, your mana pool drops in half. If the spell is cast successfully, you suffer drain = spell level in nonlethal damage when casting is complete. If the spell is not in your "safe spell limit," the damage is LETHAL instead. There's a LOT more to it. An even more intriguing option might be to grab the variant spell system from [i]True Sorcery[/i] (also by Green Ronin), which has an appendix for adapting the system to [i]Thieves' World[/i]. Hope that helps. But IMO, [i]Thieves' World[/i] is definitely worth a look. [/QUOTE]
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