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Basic 20: An OGL experiment
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<blockquote data-quote="Meatboy" data-source="post: 5842214" data-attributes="member: 40857"><p><span style="font-size: 12px">[FONT=&quot]B20 Spells and Magic[/FONT]</span></p><p> <span style="font-size: 12px">[FONT=&quot]Spells in Basic 20, unlike regular D20, are divided into just 2 levels. The first, weaker spells, are called cantrips and the more powerful are just called spells. Both spells and cantrips occupy a spell slot. Once a spell is cast it is lost from the memory of the caster. Cantrips however may be cast as many times as a caster wishes.[/FONT]</span></p><p> <span style="font-size: 12px">[FONT=&quot]Some cantrips also have a quality known as sustainable. A sustainable spell allows a caster to continue the effects of the cantrip indefinitely unless they take damage in combat, are rendered unconscious or are otherwise agitated, this forces them to make a concentration check to maintain their spell.[/FONT]</span></p><p> </p><p> <span style="font-size: 12px"><strong>[FONT=&quot]Preparing Spells[/FONT]</strong></span></p><p> <span style="font-size: 12px">[FONT=&quot]Whether arcane or divine magic both mages and clerics need to spend time everyday to prepare their spells. It takes at least an hour of study or prayer in a restful, somewhat private area to prepare spells. [/FONT]</span></p><p> <span style="font-size: 12px">[FONT=&quot]A mage must have their arcane focus, spell book and various pouches of ingredients to prepare their magic. A cleric on the other hand needs their holy symbol as well as prayer scrolls or some other religious relics to help in their preparations.[/FONT]</span></p><p> </p><p> <span style="font-size: 12px"><strong>[FONT=&quot]Casting spells and Casting times[/FONT]</strong></span></p><p> <span style="font-size: 12px">[FONT=&quot] When a caster wishes to cast their spell they must take a small amount of time to focus themselves and invoke the power of their magic. For mages this generally involves mumbling arcane words and tracing eldritch patterns in the air and for Clerics they call out to their deity and hold aloft their holy symbol. To cast their spells mages must be wielding their arcane focus and clerics must have a hand free enough to access their holy symbol.[/FONT]</span></p><p> <span style="font-size: 12px">[FONT=&quot] Cantrips always require a standard action to cast. Full spells on the other hand need an entire round to cast. So once a caster begins casting their spell it will not take effect until the very beginning of their turn during the next round. So they must be careful not to cast spells where they are too exposed and risk having their magic interrupted.[/FONT]</span></p><p> </p><p> <span style="font-size: 12px"><strong>[FONT=&quot]Concentration Check[/FONT]</strong></span></p><p> <span style="font-size: 12px">[FONT=&quot]A concentration check is a special Will Save that mages and clerics must make under certain circumstances in order to cast or maintain their spells. Failing to make this save means they lose their spell. The DC of the save varies as noted below. There are several times when a concentration check is necessary.[/FONT]</span></p><p> </p><p> <span style="font-size: 12px">[FONT=&quot]-When a caster attempts to cast a spell under severely adverse conditions such as in the midst of a storm, during an earthquake, while riding a runaway carriage or other any other time where their concentration would be terribly disrupted by outside conditions (DC varies depending on conditions). [/FONT]</span></p><p> <span style="font-size: 12px">[FONT=&quot]-When they take any damage while casting or sustaining a spell (DC = 10 + damage dealt + 1 for each spell they are sustaining)[/FONT]</span></p><p> <span style="font-size: 12px">[FONT=&quot]-When casting new spells while they already are sustaining a spell (DC = 10 + 2 for each spell they are sustaining)[/FONT]</span></p><p> <span style="font-size: 12px">[FONT=&quot]-When wearing armor a mage must always make a concentration check any time he casts a spell (DC= 10 + the skill penalty of the armor type) Clerics, who cast divine spells, are not subject to this check.[/FONT]</span></p><p> </p><p> <span style="font-size: 12px">[FONT=&quot]Class abilities and Spells[/FONT]</span></p><p> <span style="font-size: 12px">[FONT=&quot]Certain class abilities of the wizard and cleric have, allow them to alter or increase the power of their spells. Often these more powerful spells will occupy 2 spell slots instead of the normal 1.[/FONT]</span></p><p> </p><p> <span style="font-size: 12px">[FONT=&quot]Counter Spells[/FONT]</span></p><p> <span style="font-size: 12px">[FONT=&quot]Spell casters are able to use the raw power of the spells they wield to disrupt the spells of other casters. To do this you must first declare a readied action to counter spell and choose one of your spells to sacrifice. Then at the appropriate moment you force the enemy caster to make a will save (DC = to your spells DC) if they fail both spells are neutralized. If they succeed only your spell is lost. You can sacrifice cantrips or spells in this manner but doing so automatically un-memorizes them.[/FONT]</span></p></blockquote><p></p>
[QUOTE="Meatboy, post: 5842214, member: 40857"] [SIZE=3][FONT="]B20 Spells and Magic[/FONT][/SIZE] [SIZE=3][FONT="]Spells in Basic 20, unlike regular D20, are divided into just 2 levels. The first, weaker spells, are called cantrips and the more powerful are just called spells. Both spells and cantrips occupy a spell slot. Once a spell is cast it is lost from the memory of the caster. Cantrips however may be cast as many times as a caster wishes.[/FONT][/SIZE] [SIZE=3][FONT="]Some cantrips also have a quality known as sustainable. A sustainable spell allows a caster to continue the effects of the cantrip indefinitely unless they take damage in combat, are rendered unconscious or are otherwise agitated, this forces them to make a concentration check to maintain their spell.[/FONT][/SIZE] [SIZE=3][B][FONT="]Preparing Spells[/FONT][/B][/SIZE] [SIZE=3][FONT="]Whether arcane or divine magic both mages and clerics need to spend time everyday to prepare their spells. It takes at least an hour of study or prayer in a restful, somewhat private area to prepare spells. [/FONT][/SIZE] [SIZE=3][FONT="]A mage must have their arcane focus, spell book and various pouches of ingredients to prepare their magic. A cleric on the other hand needs their holy symbol as well as prayer scrolls or some other religious relics to help in their preparations.[/FONT][/SIZE] [SIZE=3][B][FONT="]Casting spells and Casting times[/FONT][/B][/SIZE] [SIZE=3][FONT="] When a caster wishes to cast their spell they must take a small amount of time to focus themselves and invoke the power of their magic. For mages this generally involves mumbling arcane words and tracing eldritch patterns in the air and for Clerics they call out to their deity and hold aloft their holy symbol. To cast their spells mages must be wielding their arcane focus and clerics must have a hand free enough to access their holy symbol.[/FONT][/SIZE] [SIZE=3][FONT="] Cantrips always require a standard action to cast. Full spells on the other hand need an entire round to cast. So once a caster begins casting their spell it will not take effect until the very beginning of their turn during the next round. So they must be careful not to cast spells where they are too exposed and risk having their magic interrupted.[/FONT][/SIZE] [SIZE=3][B][FONT="]Concentration Check[/FONT][/B][/SIZE] [SIZE=3][FONT="]A concentration check is a special Will Save that mages and clerics must make under certain circumstances in order to cast or maintain their spells. Failing to make this save means they lose their spell. The DC of the save varies as noted below. There are several times when a concentration check is necessary.[/FONT][/SIZE] [SIZE=3][FONT="]-When a caster attempts to cast a spell under severely adverse conditions such as in the midst of a storm, during an earthquake, while riding a runaway carriage or other any other time where their concentration would be terribly disrupted by outside conditions (DC varies depending on conditions). [/FONT][/SIZE] [SIZE=3][FONT="]-When they take any damage while casting or sustaining a spell (DC = 10 + damage dealt + 1 for each spell they are sustaining)[/FONT][/SIZE] [SIZE=3][FONT="]-When casting new spells while they already are sustaining a spell (DC = 10 + 2 for each spell they are sustaining)[/FONT][/SIZE] [SIZE=3][FONT="]-When wearing armor a mage must always make a concentration check any time he casts a spell (DC= 10 + the skill penalty of the armor type) Clerics, who cast divine spells, are not subject to this check.[/FONT][/SIZE] [SIZE=3][FONT="]Class abilities and Spells[/FONT][/SIZE] [SIZE=3][FONT="]Certain class abilities of the wizard and cleric have, allow them to alter or increase the power of their spells. Often these more powerful spells will occupy 2 spell slots instead of the normal 1.[/FONT][/SIZE] [SIZE=3][FONT="]Counter Spells[/FONT][/SIZE] [SIZE=3][FONT="]Spell casters are able to use the raw power of the spells they wield to disrupt the spells of other casters. To do this you must first declare a readied action to counter spell and choose one of your spells to sacrifice. Then at the appropriate moment you force the enemy caster to make a will save (DC = to your spells DC) if they fail both spells are neutralized. If they succeed only your spell is lost. You can sacrifice cantrips or spells in this manner but doing so automatically un-memorizes them.[/FONT][/SIZE] [/QUOTE]
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