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Building a better spellcaster: Combiding priest and wizard spell lists?
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<blockquote data-quote="RangerWickett" data-source="post: 1488703" data-attributes="member: 63"><p>E.N. Publishing will be releasing <em>Elements of Magic</em> in the next week or so, which sounds like it'd be just what you're looking for. EOM is designed to be setting neutral, providing a flexible magic system where the DM and players decide what types of spells are available.</p><p></p><p>There are 11 types of spells and 4 magical skills -- Abjure, Charm, Compel, Create, Dispel Magic, Divination, Evoke, Heal, Illusion, Infuse, Move, Scry, Spellcraft, Summon, and Transform. For each type of spell, you choose a subtype, so you can have Charm Humanoid, Evoke Lightning, or Move Space. These are called spell lists. The number of spell lists you know, and the number of magic points (MP) you have to cast spells, depends on your caster level.</p><p></p><p>If you know a spell list, you can use it and other spell lists you know to create spells, costing different amounts of MP. Thus, a 5th level mage who knows Evoke Fire could cast a tiny spell for 1 MP that does just 1d6 damage, or he could cast a 5-MP spell that creates a blast of fire at range, dealing 5d6 damage. You can even combine spell lists, so that an Create Acid/Move Death spell might create a pool of acid and keep the target from moving so he slowly melts to death. (Move Death effectively 'kills' someone's movement rate; it doesn't actually move dead things)</p><p></p><p>If you want all magic to be available, that's perfectly fair. If you want some groups to have certain types of magic and others to have different ones, you just limit spell lists. Or you can put in an MP buffer so that, say, priests of a healing god trying to cast Evoke spells have to pay an extra 4 MP. It's a lot simpler than going through every spell in the book and finding which ones belong to each group.</p><p></p><p>I hope you take a look. It'll be announced on the main page when it comes out.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1488703, member: 63"] E.N. Publishing will be releasing [i]Elements of Magic[/i] in the next week or so, which sounds like it'd be just what you're looking for. EOM is designed to be setting neutral, providing a flexible magic system where the DM and players decide what types of spells are available. There are 11 types of spells and 4 magical skills -- Abjure, Charm, Compel, Create, Dispel Magic, Divination, Evoke, Heal, Illusion, Infuse, Move, Scry, Spellcraft, Summon, and Transform. For each type of spell, you choose a subtype, so you can have Charm Humanoid, Evoke Lightning, or Move Space. These are called spell lists. The number of spell lists you know, and the number of magic points (MP) you have to cast spells, depends on your caster level. If you know a spell list, you can use it and other spell lists you know to create spells, costing different amounts of MP. Thus, a 5th level mage who knows Evoke Fire could cast a tiny spell for 1 MP that does just 1d6 damage, or he could cast a 5-MP spell that creates a blast of fire at range, dealing 5d6 damage. You can even combine spell lists, so that an Create Acid/Move Death spell might create a pool of acid and keep the target from moving so he slowly melts to death. (Move Death effectively 'kills' someone's movement rate; it doesn't actually move dead things) If you want all magic to be available, that's perfectly fair. If you want some groups to have certain types of magic and others to have different ones, you just limit spell lists. Or you can put in an MP buffer so that, say, priests of a healing god trying to cast Evoke spells have to pay an extra 4 MP. It's a lot simpler than going through every spell in the book and finding which ones belong to each group. I hope you take a look. It'll be announced on the main page when it comes out. [/QUOTE]
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