Elements of Magic House rules

GilaMonster

First Post
Hi all.

I've written up the following modifications to the Elements of Magic, Mythic Earth rules for use in a modern game I'm running. I'd like a sanity check before I hand this to the players.

The biggest thing I'm concerned about is the spellburn rules. I want to make magic rare and dangerous, but I don't want to make it unusable. I'm noticing that this is a very fine line.

The players are currently 3rd level. I'm expecting one of the characters to start learning magic at 4th level. He'll probably be going for the Hermetic magic tradition. In Elements of Magic, a caster can cast a spell with a level up to the number of ranks he has in the appropriate magical skill

I have two advanced classes as well, I'll post them tomorrow. I have to find my notebook.

Any and all comments would be appreciated.

Thanks

--

Spellbook: A spell book does not have to be an actual book, just a place for recording the details of a spell. A spontaneous, non-signature spell can only be cast if the spellcaster has it in his spell book. Signature spells do not require a book, though changing them does. Signature spells can only be selected from ones the caster has in his spellbook.

Spellburn: Spellcasting takes its toll on the caster in the form of spell burn. Every time you cast a spontaneous spell, roll a d20, subtract from it the level of the spell and add your caster level. Consult the following table for the severity.

<= 5 severe
6-15 moderate
16-25 minor
>= 26 none

severe: 1d2 points of damage to an attribute. Roll percentile. <=50 str, >50 dex
moderate: 1d2 points of wound damage
minor: 1d6 points of vitality damage

Learning spells: If a character finds a spell in a book he can learn it with a Spellcraft check (DC 15 + ½ spell level). Every spell is created for a specific magical tradition, and a character takes a –5 penalty to his Spellcraft check to learn it and his spellcasting check to cast it if he does not have the proper tradition.

Researching spells: Creating a spell requires a Knowledge (arcane lore) check (DC 30 +
spell level), and each attempt requires 1 day and costs a Wealth check (DC 10 + spell level).

New tradition feats. I don't have these fully worked out yet, and suggestions are welcome

Hermetic Mage:
You believe that by speaking words of power and making mystic gestures you can harness latent energy and product magic-like effects

Benefit: Divine, Attack, Charm, Illusion. Magic cannot affect a distant or unseen target without the use of an arcane connection to the specific target
Rituals:
Mishaps:

Thaumaturgy:
You believe that by will alone you can produce a desired effect within the material world

Benefit: Create, Move, Transform
Rituals:
Mishaps:
 

log in or register to remove this ad

Remove ads

Top