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General Tabletop Discussion
*Pathfinder & Starfinder
Arcane spellcasters (and spell lists) for a low-magic world
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<blockquote data-quote="A'koss" data-source="post: 1139289" data-attributes="member: 840"><p>I'm in the middle of creating just such a system... Though it would be too long to type out here I can give you some idea of where I'm taking it.</p><p> </p><p>Spell Progression is mana-based and you achieve new spell levels at roughly the rate a Bard would (0 - 6 Spell levels). However, you have the flexibility in being able to cast multiple weaker spells in a one round in leiu of a single, more powerful one.</p><p> </p><p>Damaging spells see a number of nifty changes. They are nearly all require an attack roll of some sort, depending on the spell. Individually, damaging spells are weaker than their 3e counterparts, <em>however</em> the vast majority of them have No Save (or a conditional one) and Spell Resistance has been removed from the game. Elemental Resistances still apply and spell-based protections are still valid.</p><p> </p><p>Here's an example of the new Fireball to illustrate...</p><p> </p><p>The Fireball must be hurled at a solid target in order to detonate. The wizard may target an individual or an object in his line of sight. If an individual is targeted, the wizard must make a ranged touch attack to hit. If he misses, the Fireball continues along it's path to the end of it's range (where it discorporates harmlessly) or until it hits a solid object/individual in it's path. If the Fireball connects with a target it detonates for 1d8 damage / 3 levels [max. 6d8] in a 20' radius. The target struck takes full damage, no save (and, remember, no SR). Others beings caught in the Fireball blast may make a Reflex Save for 1/2.</p><p> </p><p>Saving Throws are geared a little differently as well. Save DCs are now 10 + 1/2 class level + spell level. And because magic is quite a bit rarer, Saving Throw progressions are geared a little differently. </p><p> </p><p>Good - +14 @ 20th level, Medium +12 @ 20th level, Poor +10 @ 20th level.</p><p> </p><p>Saving Throws tend to be a somewhat easier now, but spells always have partial effects for making your save. All spells will have <em>some</em> effect when you cast them, no more, "Damn... spell resistance!" or "Damn... made his save again!" </p><p> </p><p>For example a Charm spell reduces the target's Will Save by 1 on a successful Save for 1 round per caster level. With enough Charm spells you can erode someone's will to resist it. And with the multicasting options it can add up fairly quickly.</p><p> </p><p>Some types of spells have been removed from the lists - Save or Die/Nerf spells, Teleportation (although there are a few rare gateway sites), Spell-based flight (find yourself a good flying mount if you want to go that way) and generally any of the big campaign breakers (mostly spells levels 7-9).</p><p> </p><p>Some spells require rituals to complete. There is no polymorph spell for example, but there are a few shapeshifting PrCs. There is a ritual though where a wizard can astrally project himself and take the form of another animal or monster, but of course you leave yourself in a fairly precarious position... There is no Domination in the game, but there is a form of magic jar (but riskier).</p><p> </p><p>Spells require a little extra effort to learn, but once you do, you've <strong>mastered</strong> it, and you don't need to lug around half-a-dozen spellbooks across the world (or even possess one for that matter).</p><p> </p><p>The knowledge regarding how to create permanent magic items IMC is lost. Essentially, all a wizard can create are potions, scrolls and temporary enhancements. Permanent items are relics from (IMC) Ragnarok and are highly coveted. There may be only *one* Ring of Invisibility in existance for example. Adventurers will run across items of course, but mostly they rely on very well-crafted, but mundane, items. There are a wider range of "mastercraft" items and exotic materials IMC to compensate.</p></blockquote><p></p>
[QUOTE="A'koss, post: 1139289, member: 840"] I'm in the middle of creating just such a system... Though it would be too long to type out here I can give you some idea of where I'm taking it. Spell Progression is mana-based and you achieve new spell levels at roughly the rate a Bard would (0 - 6 Spell levels). However, you have the flexibility in being able to cast multiple weaker spells in a one round in leiu of a single, more powerful one. Damaging spells see a number of nifty changes. They are nearly all require an attack roll of some sort, depending on the spell. Individually, damaging spells are weaker than their 3e counterparts, [i]however[/i] the vast majority of them have No Save (or a conditional one) and Spell Resistance has been removed from the game. Elemental Resistances still apply and spell-based protections are still valid. Here's an example of the new Fireball to illustrate... The Fireball must be hurled at a solid target in order to detonate. The wizard may target an individual or an object in his line of sight. If an individual is targeted, the wizard must make a ranged touch attack to hit. If he misses, the Fireball continues along it's path to the end of it's range (where it discorporates harmlessly) or until it hits a solid object/individual in it's path. If the Fireball connects with a target it detonates for 1d8 damage / 3 levels [max. 6d8] in a 20' radius. The target struck takes full damage, no save (and, remember, no SR). Others beings caught in the Fireball blast may make a Reflex Save for 1/2. Saving Throws are geared a little differently as well. Save DCs are now 10 + 1/2 class level + spell level. And because magic is quite a bit rarer, Saving Throw progressions are geared a little differently. Good - +14 @ 20th level, Medium +12 @ 20th level, Poor +10 @ 20th level. Saving Throws tend to be a somewhat easier now, but spells always have partial effects for making your save. All spells will have [i]some[/i] effect when you cast them, no more, "Damn... spell resistance!" or "Damn... made his save again!" For example a Charm spell reduces the target's Will Save by 1 on a successful Save for 1 round per caster level. With enough Charm spells you can erode someone's will to resist it. And with the multicasting options it can add up fairly quickly. Some types of spells have been removed from the lists - Save or Die/Nerf spells, Teleportation (although there are a few rare gateway sites), Spell-based flight (find yourself a good flying mount if you want to go that way) and generally any of the big campaign breakers (mostly spells levels 7-9). Some spells require rituals to complete. There is no polymorph spell for example, but there are a few shapeshifting PrCs. There is a ritual though where a wizard can astrally project himself and take the form of another animal or monster, but of course you leave yourself in a fairly precarious position... There is no Domination in the game, but there is a form of magic jar (but riskier). Spells require a little extra effort to learn, but once you do, you've [b]mastered[/b] it, and you don't need to lug around half-a-dozen spellbooks across the world (or even possess one for that matter). The knowledge regarding how to create permanent magic items IMC is lost. Essentially, all a wizard can create are potions, scrolls and temporary enhancements. Permanent items are relics from (IMC) Ragnarok and are highly coveted. There may be only *one* Ring of Invisibility in existance for example. Adventurers will run across items of course, but mostly they rely on very well-crafted, but mundane, items. There are a wider range of "mastercraft" items and exotic materials IMC to compensate. [/QUOTE]
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