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<blockquote data-quote="JohnSnow" data-source="post: 2314571" data-attributes="member: 32164"><p>In Fantasy Flight's <em>Midnight</em> campaign setting, magic works slightly different than in "generic" D&D. Any character can cast spells IF they take the feat "Magecraft." After that, ever school of spellcasting takes a feat. For flavor reasons, <em>Midnight</em> breaks two D&D schools (conjuration and evocation) into greater and lesser variants.</p><p></p><p>Characters casting level is equal to their character level. Characters can cast any spell of level = character level/2 (round down). In addition, spells take "spell energy" to cast equal to their level. So a 6th level character can cast 3rd-level spells, at the cost of 3 spell energy. Characters get spell energy equal to their ability score bonus in their spellcasting attribute. There are three types of spellcasters: hermetic (int-based), spiritual (wis-based), and charismatic (uh, duh!). Spells also take xp to learn. All the spells you know can be cast spontaneously if you have the spell energy.</p><p></p><p>There's a specialized spellcasting class (Channeler) that grants extra spell energy equal to your level in that class. It also gets bonus feats and some other nifty abilities, and can learn spells for less cost in XP. Finally, channelers (or multiclass characters with mostly channeler levels) add 1 to their level before dividing by 2 to determine what level spells they can cast. Or to put it another way, they round up instead of down. So while a 7th level non-channeler can only cast 3rd-level spells, a 7th level channeler (or multiclass 7th-level character with at least 4 channeler levels) can cast 4th level spells.</p><p></p><p>Two other items. If you run out of spell energy, you can cast spells by causing spell damage: temporary Con damage which can only be healed by getting a good night's sleep (8 hours). Finally, there are rituals which take extra time (10 min/level of the spell) and can be cast by any character who has the feat (a change instituted in Midnight 2e) and learns the ritual. Extra participants reduce the spell damage of performing the ritual. Any character with the Magecraft feat can participate in the casting of a ritual.</p><p></p><p>That's the basics. Pretty interesting system. And a nice change from standard D&D.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 2314571, member: 32164"] In Fantasy Flight's [i]Midnight[/i] campaign setting, magic works slightly different than in "generic" D&D. Any character can cast spells IF they take the feat "Magecraft." After that, ever school of spellcasting takes a feat. For flavor reasons, [i]Midnight[/i] breaks two D&D schools (conjuration and evocation) into greater and lesser variants. Characters casting level is equal to their character level. Characters can cast any spell of level = character level/2 (round down). In addition, spells take "spell energy" to cast equal to their level. So a 6th level character can cast 3rd-level spells, at the cost of 3 spell energy. Characters get spell energy equal to their ability score bonus in their spellcasting attribute. There are three types of spellcasters: hermetic (int-based), spiritual (wis-based), and charismatic (uh, duh!). Spells also take xp to learn. All the spells you know can be cast spontaneously if you have the spell energy. There's a specialized spellcasting class (Channeler) that grants extra spell energy equal to your level in that class. It also gets bonus feats and some other nifty abilities, and can learn spells for less cost in XP. Finally, channelers (or multiclass characters with mostly channeler levels) add 1 to their level before dividing by 2 to determine what level spells they can cast. Or to put it another way, they round up instead of down. So while a 7th level non-channeler can only cast 3rd-level spells, a 7th level channeler (or multiclass 7th-level character with at least 4 channeler levels) can cast 4th level spells. Two other items. If you run out of spell energy, you can cast spells by causing spell damage: temporary Con damage which can only be healed by getting a good night's sleep (8 hours). Finally, there are rituals which take extra time (10 min/level of the spell) and can be cast by any character who has the feat (a change instituted in Midnight 2e) and learns the ritual. Extra participants reduce the spell damage of performing the ritual. Any character with the Magecraft feat can participate in the casting of a ritual. That's the basics. Pretty interesting system. And a nice change from standard D&D. [/QUOTE]
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