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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Arcana Evolved + Elements of Magic: Can/Should It Be Done?
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<blockquote data-quote="Bayonet_Chris" data-source="post: 2582830" data-attributes="member: 34405"><p><strong>Eom + Au</strong></p><p></p><p>I've been working on a variant combining these two concepts, mostly because I prefer the ability to construct effects in EOM to the standard spell lists elsewhere.</p><p></p><p>Here is a basic breakdown of what I've done so far:</p><ul> <li data-xf-list-type="ul"> Spell point mechanic removed in favor of a power check</li> <li data-xf-list-type="ul"> Spell lists per level equals caster level x3, rounded down (1/2 caster level = 1 spell list)</li> <li data-xf-list-type="ul"> Simple magic is that using one spell list and general enhancements</li> <li data-xf-list-type="ul"> Complex magic is that using more than one spell list</li> <li data-xf-list-type="ul"> Exotic magic is that using any of the following lists: Force, Nature, Space, Time, Dragon, Outsider. (For my campaign, Fey will also be on this list)</li> <li data-xf-list-type="ul"> (Optional) Para-elemental, Positive, and Negative effects have a prerequisite based on what elements they are composed of. (Air+Water=Mist, Life+Earth=Crystal). Creature effects will have the same structure of dependencies (Monstrous Humanoid requires Humanoid, etc.)</li> <li data-xf-list-type="ul"> Alignment effects are removed</li> <li data-xf-list-type="ul"> Any cantrip effect can be used without the need of a signature spell (this is the "spontaneous casting" variant. Treat the MP as 0, so the caster simply rolls against the local magic rating.</li> <li data-xf-list-type="ul"> (Optional) I'm working on a way for a lower level signature spell to be prepared with the ability to add in magic as needed. This will mostly affect spells that have a directly larger effect with more magic pumped into them, like evocations. The caster can have a simple evoke 1, range x spell and decide to make it an evoke 5 if needed. This allows some variance in the spell without having to prepare 10 different versions of the same spell.</li> </ul><p></p><p><strong>Power Check and Magic Rating</strong></p><p>A caster's power is equal to his caster level. (I have toyed with it adding the wisdom modifier here)</p><p>Magic Rating for an area is between 5 (very high magic, like a ley line nexus) to 20 (dead zone)</p><p></p><p>Casting a spell is a power check roll, DC = the magic rating + the MP of the spell</p><p>Failing the roll will drain your power level on a 1:1 basis, until the spell has enough power to work. If you run out of power, the spell fails. If a spell has a higher MP rating than the local magic rating, it increases by 1. If it is double the local magic rating, it increases by 2. A local magic rating recovers over time unless there is a sustained effect preventing this.</p><p></p><p>Power is regained through rest or certain abilities (draining power from other beings). Some magical foci/items can take the power drain for you, artificially raise your power check, or accomplish other things to modify your spellcasting.</p></blockquote><p></p>
[QUOTE="Bayonet_Chris, post: 2582830, member: 34405"] [b]Eom + Au[/b] I've been working on a variant combining these two concepts, mostly because I prefer the ability to construct effects in EOM to the standard spell lists elsewhere. Here is a basic breakdown of what I've done so far: [list] [*] Spell point mechanic removed in favor of a power check [*] Spell lists per level equals caster level x3, rounded down (1/2 caster level = 1 spell list) [*] Simple magic is that using one spell list and general enhancements [*] Complex magic is that using more than one spell list [*] Exotic magic is that using any of the following lists: Force, Nature, Space, Time, Dragon, Outsider. (For my campaign, Fey will also be on this list) [*] (Optional) Para-elemental, Positive, and Negative effects have a prerequisite based on what elements they are composed of. (Air+Water=Mist, Life+Earth=Crystal). Creature effects will have the same structure of dependencies (Monstrous Humanoid requires Humanoid, etc.) [*] Alignment effects are removed [*] Any cantrip effect can be used without the need of a signature spell (this is the "spontaneous casting" variant. Treat the MP as 0, so the caster simply rolls against the local magic rating. [*] (Optional) I'm working on a way for a lower level signature spell to be prepared with the ability to add in magic as needed. This will mostly affect spells that have a directly larger effect with more magic pumped into them, like evocations. The caster can have a simple evoke 1, range x spell and decide to make it an evoke 5 if needed. This allows some variance in the spell without having to prepare 10 different versions of the same spell. [/list] [b]Power Check and Magic Rating[/b] A caster's power is equal to his caster level. (I have toyed with it adding the wisdom modifier here) Magic Rating for an area is between 5 (very high magic, like a ley line nexus) to 20 (dead zone) Casting a spell is a power check roll, DC = the magic rating + the MP of the spell Failing the roll will drain your power level on a 1:1 basis, until the spell has enough power to work. If you run out of power, the spell fails. If a spell has a higher MP rating than the local magic rating, it increases by 1. If it is double the local magic rating, it increases by 2. A local magic rating recovers over time unless there is a sustained effect preventing this. Power is regained through rest or certain abilities (draining power from other beings). Some magical foci/items can take the power drain for you, artificially raise your power check, or accomplish other things to modify your spellcasting. [/QUOTE]
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