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Deaths Gate - Rule's finalized, Now Recruiting! **Paging Players**
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<blockquote data-quote="Jemal" data-source="post: 3460462" data-attributes="member: 9026"><p>Good Questions. I'm basing your magics off of the Craft skill (I believe that's what I said earlier, right?), that would also be the skill used for determination of epic spells(replacing both knowledge AND spellcraft). </p><p></p><p>Knowledges </p><p>Knowledge: Religion is nonexistant b/c patryn's don't believe in higher powers than themselves, and Knowledge: Arcana is un-needed. Most Knowledges would be un-needed in fact... I'm picturing that you'll just know what you know. If you think your character would know something, ask me, and based off of background/# of gates/etc, I'll tell you what I think you should know.</p><p>The only two that You'd need/want ranks in would be : </p><p>Knowledge: The Planes, giving you a knowledge of what's beyond the labyrinth (the 4 menshc worlds, the nexus, and Death's gate).</p><p>Knowledge: Labyrinth, giving you info about various monsters/etc within the labyrinth (Since I'll be using some new made up monsters that never appeared in the books, and conceivably your characters may know stuff about them).</p><p></p><p>As for max level of castable spell - Anything with an aproximate power level equal to whatever your 'class' could cast normally. </p><p></p><p><strong>*IMPORTANT*</strong></p><p>[sblock=Review and update of the Magic System]</p><p>When you want to cast a spell, you pick what you want it to do. If it's a fairly standard spell(IE it's from the PHB), it's easier b/c it's more structured, you've probably done/seen it before, thus you would make a lower DC check. It's based off of Epic Spells, but make them 'on the fly' kinda things. Also, not allowing most of the tricks usually used to lower the DC's on Epic Spells.</p><p></p><p>As for how often you can do it... I'm thinking a Mana pool, you expend 1 to make a check, and you can expend mana on a 1 for 1 point basis to give a bonus to your check (Before rolling) as you push yourself to finish the job. Can't spend more mana on a spell than your caster level, though you CAN take 10.</p><p>The first time you use a (non-PHB) spell, you won't know the DC, so you'll have to decide you mana Blindly. After the first, you'll know how hard it is, and it will get easier with time.</p><p></p><p>For spells from the PHB, you can cast any spell that would normally be available to your casting class (If does not appear on your class list, but is from the PHB, you can cast it as if it were 1 lvl higher than the highest level any class gets it at.)</p><p>EX: A sorceror could treat Heal as an 8th level spell, Mass Heal as a 10th level spell</p><p>EX 2: A Cleric would treat Fireball(If it wasn't in one of their domains) as a 4th level spell.</p><p></p><p>You still can't cast a spell that breaks the rules (No Flying or intradimensional travel, among others. Always ask first if you're iffy).</p><p>DC's will be 5 + (spell level+1) squared. (EX: Fireball = DC 21 craft check, </p><p></p><p>As for the non-PHB spells, I'll decide their DC based off whether they're in your classes 'type', what you want them to do (Be as detailed or vague as you like, from "12d4+12 slashing damage as the wind slices them" to "I blow rocks at them, pummeling them for massive damage"), and what 'effective spell level' I think they are, as well as how "Probable" it is to happen based on the situation. (either of the examples would be easier outdoors than in a closed room)</p><p></p><p>MANA POOL - Add up all the spell-levels you could ordinarily cast in a day, counting 0-lvl as 1. (1 for each 1st or 0-lvl, 2 for each 2nd level, etc, and count your CHA/Int/Wis bonuses and Domain bonuses), and that's how much mana you have.</p><p></p><p>IE a 20th lvl sorceror with a 24 Charisma would have 310 Mana. Whereas a 1st level Wizard with an 18 would have 5 mana.</p><p></p><p>NON CASTERS WITH SPELLS: </p><p>If you are NOT a caster, pick a casting class. You gain one level of effective casting in this class every <em>even</em> level of your character. Also, you can expend Mana to temporarily gain a power of the class other than spellcasting that you could have at your level (1 mana per level required to have the ability.) If the ability is something variable (Such as a bonus feat), it must be decided the first time it's used and cannot be changed. </p><p></p><p>EX: If you choose Warmage, at lvl 14 you could cast spells and have mana as a 7th lvl warmage, could gain use of their Warmage Edge ability for 1 extra mana(per use), or Sudden Empower (7 mana, usable 1/day).</p><p>EX2 : Your secondary class is Wizard.. If are 10th level, your effective wizard level is 5. You have an 18 Intelligence. You would have 20 Mana, and could temporarily gain their 5th level bonus feat (Say you choose Empower Spell) for 1 round by paying 5 mana. </p><p></p><p>ACTUAL CASTERS:</p><p>If you <u>DO</u> have levels in a casting class, choose 1 or more types of magic (Healing, Buffing, Transmutation, Boom spells, Enchantments, Nature, etc), and please choose types that are associated with your class (IE Warmages don't take Enchantment, Sorc/wiz stay away from Healing, Clerics/druids shouldn't choose Offensive Magic's, etc... Though everyone can DO anything, certain things are easier for some). The types of magic you choose are easier to do, and you gain bonuses depending on how many types you choose.</p><p>You get a bonus = half your level(round down) divided evenly (If fractions are left over, add +1 to your 'primary' specialty) between all your specialties. (EX: lvl 12=+6. 2 specialties = +3 each, 4 would be +1 to three, with your 4th, 'primary', getting +2)</p><p>ALSO, if you choose exactly 2 specialties, you can cast spells from them as if you were 2 levels higher for purposes of effective spell level and Caster Level dependant variables.</p><p></p><p>Metamagic Feats - Yes I'd allow them, and so that they'll work on EVERYTHING, including made-up spells that have no level, they just cost extra mana to add... Double the level adjustment. (EX: Adding Maximize to a Fireball doesn't raise the casting DC, but it does cost an extra 6 mana). The 'sudden' feats will NOT cost more, as they can allready be used only a given number of times a day.</p><p></p><p>No Persistant Spells, btw.</p><p>[/sblock]</p><p></p><p></p><p></p><p>OK, noticed your ??? under languages... Everyone should know Patryn + Sartan, and there ARE others... Wolfen, Draconic, Chaodyn, Orcish(yes there's orcs now), the four elemental languages, and finally Elven, Dwarven, Human (Though you'd need to explain how you learned the Mensch tongues). Patryn would be considered the 'common' tongue in the Labyrinth.</p><p></p><p>Also, will you be using a 'mage-armour' type spell? If not, maybe you should look into a tatoo of armour.</p></blockquote><p></p>
[QUOTE="Jemal, post: 3460462, member: 9026"] Good Questions. I'm basing your magics off of the Craft skill (I believe that's what I said earlier, right?), that would also be the skill used for determination of epic spells(replacing both knowledge AND spellcraft). Knowledges Knowledge: Religion is nonexistant b/c patryn's don't believe in higher powers than themselves, and Knowledge: Arcana is un-needed. Most Knowledges would be un-needed in fact... I'm picturing that you'll just know what you know. If you think your character would know something, ask me, and based off of background/# of gates/etc, I'll tell you what I think you should know. The only two that You'd need/want ranks in would be : Knowledge: The Planes, giving you a knowledge of what's beyond the labyrinth (the 4 menshc worlds, the nexus, and Death's gate). Knowledge: Labyrinth, giving you info about various monsters/etc within the labyrinth (Since I'll be using some new made up monsters that never appeared in the books, and conceivably your characters may know stuff about them). As for max level of castable spell - Anything with an aproximate power level equal to whatever your 'class' could cast normally. [b]*IMPORTANT*[/b] [sblock=Review and update of the Magic System] When you want to cast a spell, you pick what you want it to do. If it's a fairly standard spell(IE it's from the PHB), it's easier b/c it's more structured, you've probably done/seen it before, thus you would make a lower DC check. It's based off of Epic Spells, but make them 'on the fly' kinda things. Also, not allowing most of the tricks usually used to lower the DC's on Epic Spells. As for how often you can do it... I'm thinking a Mana pool, you expend 1 to make a check, and you can expend mana on a 1 for 1 point basis to give a bonus to your check (Before rolling) as you push yourself to finish the job. Can't spend more mana on a spell than your caster level, though you CAN take 10. The first time you use a (non-PHB) spell, you won't know the DC, so you'll have to decide you mana Blindly. After the first, you'll know how hard it is, and it will get easier with time. For spells from the PHB, you can cast any spell that would normally be available to your casting class (If does not appear on your class list, but is from the PHB, you can cast it as if it were 1 lvl higher than the highest level any class gets it at.) EX: A sorceror could treat Heal as an 8th level spell, Mass Heal as a 10th level spell EX 2: A Cleric would treat Fireball(If it wasn't in one of their domains) as a 4th level spell. You still can't cast a spell that breaks the rules (No Flying or intradimensional travel, among others. Always ask first if you're iffy). DC's will be 5 + (spell level+1) squared. (EX: Fireball = DC 21 craft check, As for the non-PHB spells, I'll decide their DC based off whether they're in your classes 'type', what you want them to do (Be as detailed or vague as you like, from "12d4+12 slashing damage as the wind slices them" to "I blow rocks at them, pummeling them for massive damage"), and what 'effective spell level' I think they are, as well as how "Probable" it is to happen based on the situation. (either of the examples would be easier outdoors than in a closed room) MANA POOL - Add up all the spell-levels you could ordinarily cast in a day, counting 0-lvl as 1. (1 for each 1st or 0-lvl, 2 for each 2nd level, etc, and count your CHA/Int/Wis bonuses and Domain bonuses), and that's how much mana you have. IE a 20th lvl sorceror with a 24 Charisma would have 310 Mana. Whereas a 1st level Wizard with an 18 would have 5 mana. NON CASTERS WITH SPELLS: If you are NOT a caster, pick a casting class. You gain one level of effective casting in this class every [i]even[/i] level of your character. Also, you can expend Mana to temporarily gain a power of the class other than spellcasting that you could have at your level (1 mana per level required to have the ability.) If the ability is something variable (Such as a bonus feat), it must be decided the first time it's used and cannot be changed. EX: If you choose Warmage, at lvl 14 you could cast spells and have mana as a 7th lvl warmage, could gain use of their Warmage Edge ability for 1 extra mana(per use), or Sudden Empower (7 mana, usable 1/day). EX2 : Your secondary class is Wizard.. If are 10th level, your effective wizard level is 5. You have an 18 Intelligence. You would have 20 Mana, and could temporarily gain their 5th level bonus feat (Say you choose Empower Spell) for 1 round by paying 5 mana. ACTUAL CASTERS: If you [u]DO[/u] have levels in a casting class, choose 1 or more types of magic (Healing, Buffing, Transmutation, Boom spells, Enchantments, Nature, etc), and please choose types that are associated with your class (IE Warmages don't take Enchantment, Sorc/wiz stay away from Healing, Clerics/druids shouldn't choose Offensive Magic's, etc... Though everyone can DO anything, certain things are easier for some). The types of magic you choose are easier to do, and you gain bonuses depending on how many types you choose. You get a bonus = half your level(round down) divided evenly (If fractions are left over, add +1 to your 'primary' specialty) between all your specialties. (EX: lvl 12=+6. 2 specialties = +3 each, 4 would be +1 to three, with your 4th, 'primary', getting +2) ALSO, if you choose exactly 2 specialties, you can cast spells from them as if you were 2 levels higher for purposes of effective spell level and Caster Level dependant variables. Metamagic Feats - Yes I'd allow them, and so that they'll work on EVERYTHING, including made-up spells that have no level, they just cost extra mana to add... Double the level adjustment. (EX: Adding Maximize to a Fireball doesn't raise the casting DC, but it does cost an extra 6 mana). The 'sudden' feats will NOT cost more, as they can allready be used only a given number of times a day. No Persistant Spells, btw. [/sblock] OK, noticed your ??? under languages... Everyone should know Patryn + Sartan, and there ARE others... Wolfen, Draconic, Chaodyn, Orcish(yes there's orcs now), the four elemental languages, and finally Elven, Dwarven, Human (Though you'd need to explain how you learned the Mensch tongues). Patryn would be considered the 'common' tongue in the Labyrinth. Also, will you be using a 'mage-armour' type spell? If not, maybe you should look into a tatoo of armour. [/QUOTE]
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