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Different types of magic
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<blockquote data-quote="RangerWickett" data-source="post: 536875" data-attributes="member: 63"><p>Quick overview of Elements of Magic: Depending on your caster level, you get an increasing number of spells you know and magic points that you use to cast those spells (higher level spells cost more MP to cast). So a 3rd level mage would know 12 different spells and have something like 8 magic points each day to cast them with. You don't prepare spells in advance; you just cast them when you need them. It's a lot like video game magic-users.</p><p></p><p>Scroll - You need almost no new rules from this. The spells you know represent what spells you are able to scribe on scrolls (so in case your scrolls are destroyed or stolen, you can replace them with a few hours of work). You can 'spontaneously cast' anything you know, and you just simply say that you are using scrolls instead of preparing spells in advance. The scrolls aren't expended when you cast from them. The only drawback is that it takes a move-equivalent action to draw a scroll, but the benefit is that you can cast any spell from another scroll you find, if you can read its language. The only limitation is that you can only scribe scrolls of spells you know.</p><p></p><p>Blood - You say, "I slit open my palm and drip my blood in the Pattern of the Mind, to charm the prisoner before me." Maybe have a handful of optional rules like, if you have a sample of the target's blood, you get a +2 bonus to your spell DC, and that you can inflict damage to yourself to gain 1 bonus MP for each HP of damage you deal to yourself.</p><p></p><p>Alchemy - This depends on what you want 'alchemy' to mean. It's pretty low-level magic overall. Hmm, I think we might want to include rules in the updated version of EoM about spending a long time casting a spell to reduce its MP cost.</p><p></p><p>Construction - You let characters start off with Craft Wondrous Item, Craft Magic Arms & Armor, and Craft Wand at 1st level, and limit them so they cannot cast spells normally, and must only make magic items.</p><p></p><p>I have a final exam to work on, though, so I gotta go. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="RangerWickett, post: 536875, member: 63"] Quick overview of Elements of Magic: Depending on your caster level, you get an increasing number of spells you know and magic points that you use to cast those spells (higher level spells cost more MP to cast). So a 3rd level mage would know 12 different spells and have something like 8 magic points each day to cast them with. You don't prepare spells in advance; you just cast them when you need them. It's a lot like video game magic-users. Scroll - You need almost no new rules from this. The spells you know represent what spells you are able to scribe on scrolls (so in case your scrolls are destroyed or stolen, you can replace them with a few hours of work). You can 'spontaneously cast' anything you know, and you just simply say that you are using scrolls instead of preparing spells in advance. The scrolls aren't expended when you cast from them. The only drawback is that it takes a move-equivalent action to draw a scroll, but the benefit is that you can cast any spell from another scroll you find, if you can read its language. The only limitation is that you can only scribe scrolls of spells you know. Blood - You say, "I slit open my palm and drip my blood in the Pattern of the Mind, to charm the prisoner before me." Maybe have a handful of optional rules like, if you have a sample of the target's blood, you get a +2 bonus to your spell DC, and that you can inflict damage to yourself to gain 1 bonus MP for each HP of damage you deal to yourself. Alchemy - This depends on what you want 'alchemy' to mean. It's pretty low-level magic overall. Hmm, I think we might want to include rules in the updated version of EoM about spending a long time casting a spell to reduce its MP cost. Construction - You let characters start off with Craft Wondrous Item, Craft Magic Arms & Armor, and Craft Wand at 1st level, and limit them so they cannot cast spells normally, and must only make magic items. I have a final exam to work on, though, so I gotta go. :) [/QUOTE]
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