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Dark Sun Spellcasting
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<blockquote data-quote="Primitive Screwhead" data-source="post: 2204256" data-attributes="member: 20805"><p><strong>Review..and suggestion</strong></p><p></p><p>Here are my two cents:</p><p></p><p> Ditch 'Obfusticate' in favor of the Bluff/Sense Motive rules already in effect. Use Slight of Hand for hiding spell components. </p><p></p><p>Second, your balance mechanisms are all role-playing based. The Defiler gets a mechanical advantages while the Preserver gets none. If the DM does not apply the roleplaying penalties, there is nothing to lose from being a Defiler.</p><p></p><p>Third, there is no 'addiction' to defiling, only power-game capability.</p><p></p><p>I have never played Dark Sun, and have not even visited Athas.org... but I have looked at the Defiler/Preserver as I am always interested in different ways of presenting story lines. </p><p></p><p>What I would suggest is to use a point based spell system {The Elements of Magic [TEOM] comes to mind} and have Defilers and Preservers use the same class for the build. The difference comes with interaction of special terrain attributes which are assigned to individual squares on a battlemap.</p><p></p><p>=======================</p><p>The 4 quality levels of terrain are: Dead, Normal, Lush, and Verdant.</p><p>Key note: Dead terrain does not support any type of magic. At least one square of a living terrain type must be within the casters range for spellcasting to occur.</p><p>In the combat environment, each of these terrain types can be present, scattered about the battlefield. This presents interesting tactical issues and the placement of terrain types should be considered by the DM as part of the encounter difficulty.</p><p> As a side note, lack of large plantlife does not mean the terrain is 'dead'. Fertile soil in the walls of a cavern can count as 'normal' terrain. Also, the terrain quality is readily identified by spellcasters by 'feel' within a distance of 5' per caster level and by sight. Altho some sneaky spellcaster may create a spell that hides the true nature of the terrain.</p><p></p><p>Characters has a 'Defilement' stat, that starts at zero. Add one to this stat for each defiled spell cast by the character.</p><p></p><p>To cast a Preserver spell, you must make a Spellcraft check against a DC 0 . The point cost of the spell {In TEOM this is usually 2 points per 'level' of the spell} and your Defilement are counted as penalties. The result of the check indicates how many feet out you can draw your magic from. You gain bonus spell points that can be spent on the spell based on the terrain quality within range as follows:</p><p>Normal +1</p><p>Lush +2</p><p>Verdant +3</p><p>Failure indicates that you cast a Defiled version of the spell. You may intentionally fail this check.</p><p></p><p>To cast a Defiled spell, no check is required. You draw your mana from a distance of 1 square per level of the spell being cast. You gain bonus spell points that must be spent on the spell as follows:</p><p>Levels 1 through 4: +1</p><p>Levels 5 through 9: +2</p><p>Levels 10 through 14: +3</p><p>etc..</p><p></p><p>One terrain square for each bonus spell point within your range is reduced in quality by one level. {the flavor of the entire area wilting and turning into ash is viable, but the tactical challange is maintained by the limited destruction of the battlefield. Describe the entire area being wilted and ashen.}</p><p>If there are not enough living terrain in the area, the caster may still cast the spell, but at a terrible price. The caster loses 1 point of Charisma for each bonus spell point not used in destroying a square of terrain. Points lost in this manner cannot be recovered.</p><p>{depending on your campaign, you may substitute a different 'price'. Perhaps 1D6 lethal damage.. . something painful which makes the Defiler seek terrain to destroy}</p><p></p><p>A Mage can gather energy from local terrain and 'carry' the charge. Gathering the energy is a full round action in which you can gather up to your caster level in spell points. You can gather up to your caster level * CHR bonus. When carrying a charge, Preservers seem to be full of life, 'glowing' in a way similar to the 'glow' of an expectant mother. Defilers seem to be on the verge of death, much as an decrepid elder standing of deaths door. Apply a 2 point circumstance modifier to NPC reaction/diplomancy/etc checks.</p><p>==================================</p><p></p><p>This system contains a number of interesting aspects, the primary one is the tactical considerations. Visiting a noble, you will find that the Prince is sitting at state with symbols of power and wealth at his side.. potted plants. The supplicant will be standing in the middle of a large open area, with bare stone being the closest companion. </p><p> In open ground encounters, manuevering for the advantagous terrain is important. More so for the Defiler as the terrain is destroyed through its use.</p><p></p><p>Defilers are more powerfull and deadly. They can force their enemies into positions where there is no magic available by destroying the ground at thier enemies feet. Thier magic is more dependable, but they too can be forced into areas where they are denied magic.</p><p></p><p>But Preservers can maintain thier position and continue casting, as long as they can protect the nature at thier feet. But, they have to stay close to living terrain, generally anything over 10' away risks fouling the spell.</p><p></p><p></p><p> Of course, this system increases the DM workload. Even a balanced spell point system can be hazardous to the unprepared. Planning out terrain quality on the battlefield will also take some time and forethought. A lack of living terrain against a high level Defiler can quickly result in the PC Mage not having magic within reach.</p><p> It also means an additional dice roll for spellcasters, as well as a requirement to be much more involved in tactical placement than the usual 'hide in the rear with the gear'.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 2204256, member: 20805"] [b]Review..and suggestion[/b] Here are my two cents: Ditch 'Obfusticate' in favor of the Bluff/Sense Motive rules already in effect. Use Slight of Hand for hiding spell components. Second, your balance mechanisms are all role-playing based. The Defiler gets a mechanical advantages while the Preserver gets none. If the DM does not apply the roleplaying penalties, there is nothing to lose from being a Defiler. Third, there is no 'addiction' to defiling, only power-game capability. I have never played Dark Sun, and have not even visited Athas.org... but I have looked at the Defiler/Preserver as I am always interested in different ways of presenting story lines. What I would suggest is to use a point based spell system {The Elements of Magic [TEOM] comes to mind} and have Defilers and Preservers use the same class for the build. The difference comes with interaction of special terrain attributes which are assigned to individual squares on a battlemap. ======================= The 4 quality levels of terrain are: Dead, Normal, Lush, and Verdant. Key note: Dead terrain does not support any type of magic. At least one square of a living terrain type must be within the casters range for spellcasting to occur. In the combat environment, each of these terrain types can be present, scattered about the battlefield. This presents interesting tactical issues and the placement of terrain types should be considered by the DM as part of the encounter difficulty. As a side note, lack of large plantlife does not mean the terrain is 'dead'. Fertile soil in the walls of a cavern can count as 'normal' terrain. Also, the terrain quality is readily identified by spellcasters by 'feel' within a distance of 5' per caster level and by sight. Altho some sneaky spellcaster may create a spell that hides the true nature of the terrain. Characters has a 'Defilement' stat, that starts at zero. Add one to this stat for each defiled spell cast by the character. To cast a Preserver spell, you must make a Spellcraft check against a DC 0 . The point cost of the spell {In TEOM this is usually 2 points per 'level' of the spell} and your Defilement are counted as penalties. The result of the check indicates how many feet out you can draw your magic from. You gain bonus spell points that can be spent on the spell based on the terrain quality within range as follows: Normal +1 Lush +2 Verdant +3 Failure indicates that you cast a Defiled version of the spell. You may intentionally fail this check. To cast a Defiled spell, no check is required. You draw your mana from a distance of 1 square per level of the spell being cast. You gain bonus spell points that must be spent on the spell as follows: Levels 1 through 4: +1 Levels 5 through 9: +2 Levels 10 through 14: +3 etc.. One terrain square for each bonus spell point within your range is reduced in quality by one level. {the flavor of the entire area wilting and turning into ash is viable, but the tactical challange is maintained by the limited destruction of the battlefield. Describe the entire area being wilted and ashen.} If there are not enough living terrain in the area, the caster may still cast the spell, but at a terrible price. The caster loses 1 point of Charisma for each bonus spell point not used in destroying a square of terrain. Points lost in this manner cannot be recovered. {depending on your campaign, you may substitute a different 'price'. Perhaps 1D6 lethal damage.. . something painful which makes the Defiler seek terrain to destroy} A Mage can gather energy from local terrain and 'carry' the charge. Gathering the energy is a full round action in which you can gather up to your caster level in spell points. You can gather up to your caster level * CHR bonus. When carrying a charge, Preservers seem to be full of life, 'glowing' in a way similar to the 'glow' of an expectant mother. Defilers seem to be on the verge of death, much as an decrepid elder standing of deaths door. Apply a 2 point circumstance modifier to NPC reaction/diplomancy/etc checks. ================================== This system contains a number of interesting aspects, the primary one is the tactical considerations. Visiting a noble, you will find that the Prince is sitting at state with symbols of power and wealth at his side.. potted plants. The supplicant will be standing in the middle of a large open area, with bare stone being the closest companion. In open ground encounters, manuevering for the advantagous terrain is important. More so for the Defiler as the terrain is destroyed through its use. Defilers are more powerfull and deadly. They can force their enemies into positions where there is no magic available by destroying the ground at thier enemies feet. Thier magic is more dependable, but they too can be forced into areas where they are denied magic. But Preservers can maintain thier position and continue casting, as long as they can protect the nature at thier feet. But, they have to stay close to living terrain, generally anything over 10' away risks fouling the spell. Of course, this system increases the DM workload. Even a balanced spell point system can be hazardous to the unprepared. Planning out terrain quality on the battlefield will also take some time and forethought. A lack of living terrain against a high level Defiler can quickly result in the PC Mage not having magic within reach. It also means an additional dice roll for spellcasters, as well as a requirement to be much more involved in tactical placement than the usual 'hide in the rear with the gear'. [/QUOTE]
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