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<blockquote data-quote="Staffan" data-source="post: 2488620" data-attributes="member: 907"><p>Here's a little something I threw together earlier tonight, regarding some basic changes I'd make to Elements of Magic in order to use it with Iron Heroes. I may have overlooked stuff, because I'm not all that familiar with EoM, so consider this a first draft.</p><ul> <li data-xf-list-type="ul">The IH arcanist class does not gain mastery levels in different schools of magic. Instead, they gain caster levels á la EoM.</li> <li data-xf-list-type="ul">A caster does not have a limit on how many MP he can spend on a spell, other than the limit created by the number of spell lists known in that category (e.g. 5 MP for one, 10 MP for two, and so on).</li> <li data-xf-list-type="ul">In order to cast a spell, the caster has to make a caster level + Int modifier check with a DC equal to the spell’s MP+13. If the spell’s MP are higher than the caster’s level, increase the DC by an additional 2 points per difference (so a 5th level caster attempting to cast an 8 MP spell would have a DC of 8+13+2*(8-5) = 27). Just like in Iron Heroes, failing by 10 or less causes a moderate disaster, while failing by more than 10 causes a major disaster, and rolling a 1 increases the “disaster level” by 1.</li> <li data-xf-list-type="ul">The amount of MP a caster gets daily is halved.</li> <li data-xf-list-type="ul">An arcanist can spend actions to gather up to half the mana required for a spell. A move action gathers 1 MP, and a standard action gathers 2 MP. At 10th level or higher, you instead gather 2 MP on a move action and 3 MP on a standard action (or 4 MP on a full-round action). Gathering or holding mana requires concentration. If you are distracted while gathering or holding mana (such as when struck by an attack), treat it as being distracted while casting a spell with an MP cost equal to the number of MP you are holding (or would be holding after your action would be completed, if you were distracted in the middle of your action, such as by a readied attack or an attack of opportunity). If you are holding mana and cast a spell you can’t spend all your mana on (e.g. you have 5 MP and cast an 8 MP spell, so you can only pay 4 of those MP with “gathered” mana), any excess mana is lost.</li> <li data-xf-list-type="ul">If you fail a Concentration check while casting a spell (or holding mana), treat that as a failure on the casting check (i.e. creating a moderate or major disaster).</li> <li data-xf-list-type="ul">Casters do not use signature spells. All spells take a standard action to cast. However, the DM shouldn’t hold up the game in the middle of a fight in order to let the player construct his spell. If the player doesn’t have the spell prepared ahead of time, he should have his character spend the round gathering mana or just doing nothing, while he’s working on the spell.</li> <li data-xf-list-type="ul">Alignments do not exist in Iron Heroes. Accordingly, Abjure [alignment], Evoke [alignment], Heal [alignment], and Infuse [alignment] do not exist.</li> <li data-xf-list-type="ul">Creating magical items or most permanent spells are beyond the capabilities of humans. Some exceptions exist, such as permanently creating creatures (using the Summon lists), but those are handled via modifications to those lists, not via the Craft Permanent Spell feat.</li> </ul><p>Changes to specific spell lists will come later, maybe <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="Staffan, post: 2488620, member: 907"] Here's a little something I threw together earlier tonight, regarding some basic changes I'd make to Elements of Magic in order to use it with Iron Heroes. I may have overlooked stuff, because I'm not all that familiar with EoM, so consider this a first draft. [list][*]The IH arcanist class does not gain mastery levels in different schools of magic. Instead, they gain caster levels á la EoM. [*]A caster does not have a limit on how many MP he can spend on a spell, other than the limit created by the number of spell lists known in that category (e.g. 5 MP for one, 10 MP for two, and so on). [*]In order to cast a spell, the caster has to make a caster level + Int modifier check with a DC equal to the spell’s MP+13. If the spell’s MP are higher than the caster’s level, increase the DC by an additional 2 points per difference (so a 5th level caster attempting to cast an 8 MP spell would have a DC of 8+13+2*(8-5) = 27). Just like in Iron Heroes, failing by 10 or less causes a moderate disaster, while failing by more than 10 causes a major disaster, and rolling a 1 increases the “disaster level” by 1. [*]The amount of MP a caster gets daily is halved. [*]An arcanist can spend actions to gather up to half the mana required for a spell. A move action gathers 1 MP, and a standard action gathers 2 MP. At 10th level or higher, you instead gather 2 MP on a move action and 3 MP on a standard action (or 4 MP on a full-round action). Gathering or holding mana requires concentration. If you are distracted while gathering or holding mana (such as when struck by an attack), treat it as being distracted while casting a spell with an MP cost equal to the number of MP you are holding (or would be holding after your action would be completed, if you were distracted in the middle of your action, such as by a readied attack or an attack of opportunity). If you are holding mana and cast a spell you can’t spend all your mana on (e.g. you have 5 MP and cast an 8 MP spell, so you can only pay 4 of those MP with “gathered” mana), any excess mana is lost. [*]If you fail a Concentration check while casting a spell (or holding mana), treat that as a failure on the casting check (i.e. creating a moderate or major disaster). [*]Casters do not use signature spells. All spells take a standard action to cast. However, the DM shouldn’t hold up the game in the middle of a fight in order to let the player construct his spell. If the player doesn’t have the spell prepared ahead of time, he should have his character spend the round gathering mana or just doing nothing, while he’s working on the spell. [*]Alignments do not exist in Iron Heroes. Accordingly, Abjure [alignment], Evoke [alignment], Heal [alignment], and Infuse [alignment] do not exist. [*]Creating magical items or most permanent spells are beyond the capabilities of humans. Some exceptions exist, such as permanently creating creatures (using the Summon lists), but those are handled via modifications to those lists, not via the Craft Permanent Spell feat. [/list] Changes to specific spell lists will come later, maybe :) [/QUOTE]
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