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*Pathfinder & Starfinder
Cthulu-esque Low Magic System
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<blockquote data-quote="wolff96" data-source="post: 763244" data-attributes="member: 342"><p>Just a couple of ideas... Looking for comments.</p><p></p><p>Note that this is for a low-magic world (Grim'N'Gritty rules) and that the Priest is essentially a cleric that doesn't have a good Fort Save and is only proficient with armor up to medium.</p><p></p><p>5th level spells are the highest in the game and achieved at 17th level. They are VERY powerful when the toughest warriors will only have between 34 and 42 hitpoints.</p><p></p><p>The idea is to make magic rare -- and costly to the mage -- but still exceedingly powerful when used.</p><p></p><p>Priests and Wizards are the only spellcasters in such a system and both are spontaneous casters with no spells-per-day limits.</p><p></p><p>---------------------------------</p><p></p><p>SCHOOLS OF MAGIC</p><p></p><p>STR: Evocation</p><p>DEX: Transmutation</p><p>CON: Conjuration</p><p>INT: Illusion, Divination</p><p>WIS: Abjuration, Necromancy</p><p>CHA: Enchantment</p><p></p><p>When a magi (Priest or Wizard) casts a spell, he makes a Spell Drain check. The Spell Drain Check is 15 + 1 per level of the spell + 1 per level of metamagic applied.</p><p></p><p>The magi's saving throw is 1d20 + Base Fort Save of Magi Levels ONLY + Con Modifier.</p><p></p><p>If they fail the save, they take Spell Drain in the attribute related to the school from which the spell was cast. This is a temporary ability drain and comes back at the standard rate.</p><p></p><p>0th level................1 point</p><p>1st level................1d2 points</p><p>2nd level................1d3 points</p><p>3rd level.................1d4 points</p><p>4th level.................1d5 points</p><p>5th level.................1d6 points</p><p></p><p>Metamagic can be added to any spell. For each "level" that they cost in standard D&D, they add 1 point of ability drain. The success or failure of a Spell Drain check does not affect this number; that amount of drain is ALWAYS added.</p><p></p><p>EXCEPTIONS: </p><p></p><p>1) Spells from a Priest's domains cause Spell Drain as if they were one level lower than their actual level. This has no effect on metamagic.</p><p></p><p>2) A specialized wizard casts spells from his specialized school as if they were one level lower than their actual level, to a minimum of one point of ability drain for a cantrip in the wizard's specialized school.</p><p></p><p>3) A wizard with a familiar can choose -- before the Spell Drain roll is made -- whether or not to have his familiar aid him in spellcasting. If he chooses to do so, half of the ability score damage is done to his familiar on a failed saving throw.</p><p></p><p>SAVING THROWS:</p><p>The saving throw of a spell is determined by 10 + 1/2 caster level + caster's current ability modifier for that school, before any Spell Drain from casting that spell is applied. (So if you fail a roll and lose 4 Dex before casting a Transmutation spell, the saving throw is calculated before the Dex penalty is applied.)</p></blockquote><p></p>
[QUOTE="wolff96, post: 763244, member: 342"] Just a couple of ideas... Looking for comments. Note that this is for a low-magic world (Grim'N'Gritty rules) and that the Priest is essentially a cleric that doesn't have a good Fort Save and is only proficient with armor up to medium. 5th level spells are the highest in the game and achieved at 17th level. They are VERY powerful when the toughest warriors will only have between 34 and 42 hitpoints. The idea is to make magic rare -- and costly to the mage -- but still exceedingly powerful when used. Priests and Wizards are the only spellcasters in such a system and both are spontaneous casters with no spells-per-day limits. --------------------------------- SCHOOLS OF MAGIC STR: Evocation DEX: Transmutation CON: Conjuration INT: Illusion, Divination WIS: Abjuration, Necromancy CHA: Enchantment When a magi (Priest or Wizard) casts a spell, he makes a Spell Drain check. The Spell Drain Check is 15 + 1 per level of the spell + 1 per level of metamagic applied. The magi's saving throw is 1d20 + Base Fort Save of Magi Levels ONLY + Con Modifier. If they fail the save, they take Spell Drain in the attribute related to the school from which the spell was cast. This is a temporary ability drain and comes back at the standard rate. 0th level................1 point 1st level................1d2 points 2nd level................1d3 points 3rd level.................1d4 points 4th level.................1d5 points 5th level.................1d6 points Metamagic can be added to any spell. For each "level" that they cost in standard D&D, they add 1 point of ability drain. The success or failure of a Spell Drain check does not affect this number; that amount of drain is ALWAYS added. EXCEPTIONS: 1) Spells from a Priest's domains cause Spell Drain as if they were one level lower than their actual level. This has no effect on metamagic. 2) A specialized wizard casts spells from his specialized school as if they were one level lower than their actual level, to a minimum of one point of ability drain for a cantrip in the wizard's specialized school. 3) A wizard with a familiar can choose -- before the Spell Drain roll is made -- whether or not to have his familiar aid him in spellcasting. If he chooses to do so, half of the ability score damage is done to his familiar on a failed saving throw. SAVING THROWS: The saving throw of a spell is determined by 10 + 1/2 caster level + caster's current ability modifier for that school, before any Spell Drain from casting that spell is applied. (So if you fail a roll and lose 4 Dex before casting a Transmutation spell, the saving throw is calculated before the Dex penalty is applied.) [/QUOTE]
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