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General Tabletop Discussion
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Best Reflavorings of Magic for OGL / 3.x
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<blockquote data-quote="Croesus" data-source="post: 5384215" data-attributes="member: 35019"><p>As far as magic systems go, my favorite was a spell point system my group came up with. The key element was that spell points were very limited, could be recovered fairly quickly (so casters could cast low-level spells often, but a high-level spell could deplete their reserves). It also had a feature where spell points used for ongoing spells, such as buffs, could not be recovered until the ongoing spell expired. Really made spellcasters consider how much of their power to invest in buffs vs. other spells. </p><p></p><p>As for flavor, here a few things I've done in the past:</p><p></p><p>-Blood as material component. Stole this from the Second Chronicles of Thomas Covernant, Unbeliever. Basically, casting any spell required a sacrifice of blood. Spellcasters often carried around a special wand which was hollow and held a small amount of blood usable for spellcasting. The blood did not have to be the casters...</p><p></p><p>-XP used for item creation could be stolen from unwilling creatures, at half strength (in other words, such XP only count 1/2 normal toward the item XP cost). There was a guild that supplied most of the minor magic items sold in the world, literally draining innocents of their life essence to power the items. I kept waiting for the players to stumble onto the fact that many of the items they were buying were actually created using evil means, but the campaign didn't get that far.</p><p></p><p>-Second level spell Death Knell. I had an evil cleric use this spell on one of his minions that was dying. The body exploded similar to the ability in Diablo II, while the cleric very obviously gained power and presence. Really freaked out the party, as they couldn't figure out what spell he was using.</p></blockquote><p></p>
[QUOTE="Croesus, post: 5384215, member: 35019"] As far as magic systems go, my favorite was a spell point system my group came up with. The key element was that spell points were very limited, could be recovered fairly quickly (so casters could cast low-level spells often, but a high-level spell could deplete their reserves). It also had a feature where spell points used for ongoing spells, such as buffs, could not be recovered until the ongoing spell expired. Really made spellcasters consider how much of their power to invest in buffs vs. other spells. As for flavor, here a few things I've done in the past: -Blood as material component. Stole this from the Second Chronicles of Thomas Covernant, Unbeliever. Basically, casting any spell required a sacrifice of blood. Spellcasters often carried around a special wand which was hollow and held a small amount of blood usable for spellcasting. The blood did not have to be the casters... -XP used for item creation could be stolen from unwilling creatures, at half strength (in other words, such XP only count 1/2 normal toward the item XP cost). There was a guild that supplied most of the minor magic items sold in the world, literally draining innocents of their life essence to power the items. I kept waiting for the players to stumble onto the fact that many of the items they were buying were actually created using evil means, but the campaign didn't get that far. -Second level spell Death Knell. I had an evil cleric use this spell on one of his minions that was dying. The body exploded similar to the ability in Diablo II, while the cleric very obviously gained power and presence. Really freaked out the party, as they couldn't figure out what spell he was using. [/QUOTE]
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