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The World of Inzeladun/Conan d20 Forum
General Discussion
Alternative magic ideas
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<blockquote data-quote="fred_jaboobi" data-source="post: 1744817" data-attributes="member: 17953"><p>Since magic seems "broken" or overpowered in 3.0 or 3.5 D&D here are some Ideas I have been kicking around to try to fix the differences between the fighters and spellcasters.</p><p></p><p>1) limit spells to 6th level</p><p></p><p>2) "corrosive magic" - for every spell level the magic user casts he looses that many hit points. Specialist may get one free casting of one spell from each spell level in their specialist class or they can cast spells from their specialized school normally. For example, if the chracter casts a 3rd level spell he looses 3 hit points that can be recovered normally. This option would used for a setting with very few clerics and druids</p><p></p><p>3) moderate sanity rules from unearthed arcana. Wisdom and intelligence both factor into the starting sanity score.</p></blockquote><p></p>
[QUOTE="fred_jaboobi, post: 1744817, member: 17953"] Since magic seems "broken" or overpowered in 3.0 or 3.5 D&D here are some Ideas I have been kicking around to try to fix the differences between the fighters and spellcasters. 1) limit spells to 6th level 2) "corrosive magic" - for every spell level the magic user casts he looses that many hit points. Specialist may get one free casting of one spell from each spell level in their specialist class or they can cast spells from their specialized school normally. For example, if the chracter casts a 3rd level spell he looses 3 hit points that can be recovered normally. This option would used for a setting with very few clerics and druids 3) moderate sanity rules from unearthed arcana. Wisdom and intelligence both factor into the starting sanity score. [/QUOTE]
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