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<blockquote data-quote="Lord_Raven88" data-source="post: 3410010" data-attributes="member: 31975"><p>I have to say that I absolutely love this series of books, and I've re-read the entire serries at least three times over the year. So yeah I'm interested.</p><p></p><p>Regarding the magic for the Partyn's and Sarytn's you could use the system outlined in 'Elements and Magic' sourcebook. Basically the Partyn's and Sartyn's could use the generic Mage class, the sourcebook allows characters to learn spell list (which is essentially one spell that scales over the 9 levels), the Mage then uses magic points to cast any combination of spells up to their MP limits (very much like Psionic characters).</p><p></p><p>There is no restrictions on what spell list can be learnt so characters could learn anything from the 'Fast Healing' list to the 'Dominate Creature' list. </p><p></p><p>There are also character options for specialist mages who have a much narrower focus, such as on the elements. This would also work for the Mensch, but they coud be limited to a certain level of spells (say 7th or 8th) to duplicate the fact that the Mensch weren't as powerful or versatile as the Partyn's and Sartyn's. Also the Sartyn's and Partyn's didn't use material components to cast their spells.</p><p></p><p>Regarding Magic Items I seem to remember that the Partyn's used to carve 'death' runes on to various items (such as spears), these were then expended once activated. This could be simulated by using the 'inscribe rune' feat (from Forgotten Realms). </p><p></p><p>Other permanent magic items such as armour, potions (temporary tatoos), wondrous items could be crafted directly onto a person in the form of permanent protective/enhancement runes which occupy the normal item body slots. Perhaps these can be altered over time so that the xp invested into the old tatoo partially pays for any new upgrades/replacements.</p><p></p><p>Perhaps characters could receive a pool of 'rune points' each level (simiar to artificers craft points) to go towards the cost of such improvements.</p><p></p><p>Also I think you should allow for characters to determine how much they actually specialise in earning the Partyn rune magic, some would be like the Master of the Partyn's and be very powerful magic users (i.e. advancing in spells known each level) while others might split there time between learning magic and other skills such as fighting (Better BAB and advance is spells known even other levels), this is also covered in the Elements of Magic sourcebook via their re-worked paladin, ranger and bard classses.</p><p></p><p>Anywho that a just a few thoughts from me.</p></blockquote><p></p>
[QUOTE="Lord_Raven88, post: 3410010, member: 31975"] I have to say that I absolutely love this series of books, and I've re-read the entire serries at least three times over the year. So yeah I'm interested. Regarding the magic for the Partyn's and Sarytn's you could use the system outlined in 'Elements and Magic' sourcebook. Basically the Partyn's and Sartyn's could use the generic Mage class, the sourcebook allows characters to learn spell list (which is essentially one spell that scales over the 9 levels), the Mage then uses magic points to cast any combination of spells up to their MP limits (very much like Psionic characters). There is no restrictions on what spell list can be learnt so characters could learn anything from the 'Fast Healing' list to the 'Dominate Creature' list. There are also character options for specialist mages who have a much narrower focus, such as on the elements. This would also work for the Mensch, but they coud be limited to a certain level of spells (say 7th or 8th) to duplicate the fact that the Mensch weren't as powerful or versatile as the Partyn's and Sartyn's. Also the Sartyn's and Partyn's didn't use material components to cast their spells. Regarding Magic Items I seem to remember that the Partyn's used to carve 'death' runes on to various items (such as spears), these were then expended once activated. This could be simulated by using the 'inscribe rune' feat (from Forgotten Realms). Other permanent magic items such as armour, potions (temporary tatoos), wondrous items could be crafted directly onto a person in the form of permanent protective/enhancement runes which occupy the normal item body slots. Perhaps these can be altered over time so that the xp invested into the old tatoo partially pays for any new upgrades/replacements. Perhaps characters could receive a pool of 'rune points' each level (simiar to artificers craft points) to go towards the cost of such improvements. Also I think you should allow for characters to determine how much they actually specialise in earning the Partyn rune magic, some would be like the Master of the Partyn's and be very powerful magic users (i.e. advancing in spells known each level) while others might split there time between learning magic and other skills such as fighting (Better BAB and advance is spells known even other levels), this is also covered in the Elements of Magic sourcebook via their re-worked paladin, ranger and bard classses. Anywho that a just a few thoughts from me. [/QUOTE]
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