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Bring Back Verisimilitude, add in More Excitement!
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<blockquote data-quote="Sylrae" data-source="post: 5779048" data-attributes="member: 48520"><p>Essentially it works like this (explained in D&D3.x-ish terms): </p><p>1. No Spells/Day or PP or anything like that. </p><p>2. You have to make a Spellcasting roll to cast a spell. DCs are set by the level of the spell, though there are modifiers which apply as well. </p><p>2a. If you beat the DC, the spells works as intended. Gravy! </p><p>2b. If you fail the DC by alot, nothing happens and you just wasted a turn. </p><p>2c. If you fail the DC only by a little bit, you pulled up magical energy, but failed to control it. Bad stuff happens. </p><p>You make a roll on a table (d10+spell level), and bad stuff happens, ranging from the spell working normally (4 or less), to the spell going off late, to the caster taking damage, to hitting the wrong target, to the GM making up a dangerous backfire (16+): such as a big magical explosion, or opening a gate to another dimension for a few rounds and demons coming through, or what have you.</p><p> You have a "Magic Quality Level"; In PF it would roughly be equivalent to your highest spell level.</p><p> Spells that are less than half your highest spell level can be cast indefinitely.</p><p> Every time you cast a spell of a level higher than that, you get a cumulative -2 to future casting rolls, due to magical fatigue. The modifier applies to all casting rolls, regardless of spell level.</p><p> After 3-4 hours of resting or by spending an action point, the modifier goes away. In a low magic PF I'd probably convert this to reducing the penalty by 2 every hour. In a higher magic PF Game: maybe reduce it by 2 every 30 minutes or something.</p><p> Defensive spells don't increase the fatigue penalties, but they are affected by penalties you already have.</p><p> All casters are spontaneous.</p><p></p><p>Additionally, In unisystem (which is classless), all characters can cast spells, but only people with the "Magic Quality" can quick cast them (1 action), or do so from memory. For jim the fighter, magic is something he has to do in a library with a bunch of books; and itll take him 30 minutes to cast the thing.</p><p></p><p>The variant of this in Ghosts of Albion is my favorite, but the version in the Buffy RPG is only slightly different.</p></blockquote><p></p>
[QUOTE="Sylrae, post: 5779048, member: 48520"] Essentially it works like this (explained in D&D3.x-ish terms): 1. No Spells/Day or PP or anything like that. 2. You have to make a Spellcasting roll to cast a spell. DCs are set by the level of the spell, though there are modifiers which apply as well. 2a. If you beat the DC, the spells works as intended. Gravy! 2b. If you fail the DC by alot, nothing happens and you just wasted a turn. 2c. If you fail the DC only by a little bit, you pulled up magical energy, but failed to control it. Bad stuff happens. You make a roll on a table (d10+spell level), and bad stuff happens, ranging from the spell working normally (4 or less), to the spell going off late, to the caster taking damage, to hitting the wrong target, to the GM making up a dangerous backfire (16+): such as a big magical explosion, or opening a gate to another dimension for a few rounds and demons coming through, or what have you. You have a "Magic Quality Level"; In PF it would roughly be equivalent to your highest spell level. Spells that are less than half your highest spell level can be cast indefinitely. Every time you cast a spell of a level higher than that, you get a cumulative -2 to future casting rolls, due to magical fatigue. The modifier applies to all casting rolls, regardless of spell level. After 3-4 hours of resting or by spending an action point, the modifier goes away. In a low magic PF I'd probably convert this to reducing the penalty by 2 every hour. In a higher magic PF Game: maybe reduce it by 2 every 30 minutes or something. Defensive spells don't increase the fatigue penalties, but they are affected by penalties you already have. All casters are spontaneous. Additionally, In unisystem (which is classless), all characters can cast spells, but only people with the "Magic Quality" can quick cast them (1 action), or do so from memory. For jim the fighter, magic is something he has to do in a library with a bunch of books; and itll take him 30 minutes to cast the thing. The variant of this in Ghosts of Albion is my favorite, but the version in the Buffy RPG is only slightly different. [/QUOTE]
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