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<blockquote data-quote="Galethorn" data-source="post: 2307800" data-attributes="member: 7888"><p>Well, incantations are good, and they even manage to to hit most of the points I would want them to...but the mechanics as written don't work for what I'm going for; a system where rituals are the 'standard' sort of magic in the setting; ranging all the way from little things like starting a campfire by 'praying' for some burnt-out embers to come back to life, to big things like sacrificing virgins to unnaturally prolong one's life, or seeing the future by gazing into a cauldron pull of sacred oils and herbs. Incantations, as written, only work for 'big', rare effects...whereas I would want these rituals to be a bit more general.</p><p></p><p>Incantations would be a good place to start, though, I have to admit, and they're part of what gave me the idea in the first place.</p><p></p><p>As for combat magic...well, what I want to do is drop the whole idea of <em>spells</em> (that is, a 'thing' that you either know or don't know, that you can choose to do at whatever point you want, which succeeds if you don't get damaged and then fail a concentration check). I want combat magic to be, well, imbuing weapons with magic, and in extreme cases, throwing balls of fire and bolts of lightning--I want spellcasters to make attack rolls.</p><p></p><p>The way I see combat magic working (after thinking a bit) is like this...</p><p></p><p>Step 1: you learn a 'magic attack' by succeeding a spellcraft check (which is preceeded by a research/gather info/whatever check to find the scroll/book/teacher/spirit to learn it from)</p><p></p><p>Step 2: You spend an action point to activate a 'magic attack'.</p><p></p><p>Step 3: You can continue using the attack as many times as your BAB (or BMAB--base magic attack bonus?) allows within the duration (which would be '1d6 rounds per character level' or whatever)</p><p></p><p>The 'magic attack' could be a damage bonus on a weapon you're holding, or a ray attack, or even a 'magic defense' you could put up; like a fire-shield or somesuch. Each one's power would be balanced with the difficulty to learn it, and the really deadly ones would require making deals with unsavory spirits and demons.</p></blockquote><p></p>
[QUOTE="Galethorn, post: 2307800, member: 7888"] Well, incantations are good, and they even manage to to hit most of the points I would want them to...but the mechanics as written don't work for what I'm going for; a system where rituals are the 'standard' sort of magic in the setting; ranging all the way from little things like starting a campfire by 'praying' for some burnt-out embers to come back to life, to big things like sacrificing virgins to unnaturally prolong one's life, or seeing the future by gazing into a cauldron pull of sacred oils and herbs. Incantations, as written, only work for 'big', rare effects...whereas I would want these rituals to be a bit more general. Incantations would be a good place to start, though, I have to admit, and they're part of what gave me the idea in the first place. As for combat magic...well, what I want to do is drop the whole idea of [i]spells[/i] (that is, a 'thing' that you either know or don't know, that you can choose to do at whatever point you want, which succeeds if you don't get damaged and then fail a concentration check). I want combat magic to be, well, imbuing weapons with magic, and in extreme cases, throwing balls of fire and bolts of lightning--I want spellcasters to make attack rolls. The way I see combat magic working (after thinking a bit) is like this... Step 1: you learn a 'magic attack' by succeeding a spellcraft check (which is preceeded by a research/gather info/whatever check to find the scroll/book/teacher/spirit to learn it from) Step 2: You spend an action point to activate a 'magic attack'. Step 3: You can continue using the attack as many times as your BAB (or BMAB--base magic attack bonus?) allows within the duration (which would be '1d6 rounds per character level' or whatever) The 'magic attack' could be a damage bonus on a weapon you're holding, or a ray attack, or even a 'magic defense' you could put up; like a fire-shield or somesuch. Each one's power would be balanced with the difficulty to learn it, and the really deadly ones would require making deals with unsavory spirits and demons. [/QUOTE]
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