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*Pathfinder & Starfinder
Campaign idea - a la Reign of Fire
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<blockquote data-quote="wolff96" data-source="post: 349016" data-attributes="member: 342"><p>I like the idea of competing groups of adventurers -- gladitorial games, competitions between rival lords, and 'retrieve the artifact' i.e., steal it -- type quests would make for a very interesting world.</p><p></p><p></p><p></p><p>Actually, your comment was what made me think of Sovereign Stone magic. Elemental magic is the lifeblood of the SS world.</p><p></p><p>Sovereign Stone has it's own D20 books. I'm afraid I don't know off the top of my head who published the books. The only books you really need are the Sovereign Stone core book and the Codex Mysterium.</p><p></p><p>It's a wonderful system of linked elements. A caster isn't a general mage, he takes levels in an "Elemental Mage" class. So you could be a 4th level Fire Mage/6th level Air Mage. For each class, you have a spellcasting modifier based on your level in the class. You roll a d20 and add that modifier. If the total is higher than the casting threshold of the spell, you cast the spell. If not, you continue casting the spell next round. For each round of casting after the first, you make an increasingly difficult fortitude save or take subdual damage. The subdual damage does not have a chance to interrupt your casting, though other distractions like being hit in melee can still mess you up. </p><p></p><p>To make up for the difficulties of being a caster, HD is boosted to a d6 and there is NO LIMIT on spells per day -- though no spell heals subdual damage under the SS system, to avoid loopholes. In other words, you can keep churning out spells all day, until you pass out.</p><p></p><p>Also, you have a certain number of spells that you can always cast instantly, a certain number that you have to glance at your spellbooks to recall, and a certain number that you have to sit down and study your spellbooks several rounds before you can cast them. This is based on your level and your intelligence.</p><p></p><p>The Elements are:</p><p>Earth -- Healing and Protection</p><p>Fire -- Damage and Divinations of the Past</p><p>Air -- Illusion and some Damage spells</p><p>Water -- Communication and Divinations of the Present</p><p></p><p>Mixed Elements:</p><p>Earth/Fire -- Animals and Buffing spells</p><p>Earth/Water -- Plants and some Buffing</p><p>Air/Fire -- Lightning and some Protective spells</p><p>Air/Water -- Weather spells</p><p></p><p>Any spell that you see in any other magic system can be recreated under Sovereign Stone magic using the Codex Mysterium chapter on creating magic. Now that I know what I'm doing, I can re-create a spell in a little less than a minute. The very first spell I ever created still only required 2 minutes -- it's a very well-written chapter.</p><p></p><p>Finally, because of the way the SS casting system works, it lends itself VERY well to ritual casting. A large group of mages can easily churn out the big spells that are very difficult for a lone magi to cast.</p></blockquote><p></p>
[QUOTE="wolff96, post: 349016, member: 342"] I like the idea of competing groups of adventurers -- gladitorial games, competitions between rival lords, and 'retrieve the artifact' i.e., steal it -- type quests would make for a very interesting world. Actually, your comment was what made me think of Sovereign Stone magic. Elemental magic is the lifeblood of the SS world. Sovereign Stone has it's own D20 books. I'm afraid I don't know off the top of my head who published the books. The only books you really need are the Sovereign Stone core book and the Codex Mysterium. It's a wonderful system of linked elements. A caster isn't a general mage, he takes levels in an "Elemental Mage" class. So you could be a 4th level Fire Mage/6th level Air Mage. For each class, you have a spellcasting modifier based on your level in the class. You roll a d20 and add that modifier. If the total is higher than the casting threshold of the spell, you cast the spell. If not, you continue casting the spell next round. For each round of casting after the first, you make an increasingly difficult fortitude save or take subdual damage. The subdual damage does not have a chance to interrupt your casting, though other distractions like being hit in melee can still mess you up. To make up for the difficulties of being a caster, HD is boosted to a d6 and there is NO LIMIT on spells per day -- though no spell heals subdual damage under the SS system, to avoid loopholes. In other words, you can keep churning out spells all day, until you pass out. Also, you have a certain number of spells that you can always cast instantly, a certain number that you have to glance at your spellbooks to recall, and a certain number that you have to sit down and study your spellbooks several rounds before you can cast them. This is based on your level and your intelligence. The Elements are: Earth -- Healing and Protection Fire -- Damage and Divinations of the Past Air -- Illusion and some Damage spells Water -- Communication and Divinations of the Present Mixed Elements: Earth/Fire -- Animals and Buffing spells Earth/Water -- Plants and some Buffing Air/Fire -- Lightning and some Protective spells Air/Water -- Weather spells Any spell that you see in any other magic system can be recreated under Sovereign Stone magic using the Codex Mysterium chapter on creating magic. Now that I know what I'm doing, I can re-create a spell in a little less than a minute. The very first spell I ever created still only required 2 minutes -- it's a very well-written chapter. Finally, because of the way the SS casting system works, it lends itself VERY well to ritual casting. A large group of mages can easily churn out the big spells that are very difficult for a lone magi to cast. [/QUOTE]
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