Nowhere421
First Post
So I've finally decided to start up an Elements of Magic: Mythic Earth game and I want to get a second opinion of some of the changes I've made before I put them into play. The biggest change I've made has been removing all the Traditions (or schools as I'm calling them) from the book and replacing them with a formula that lets characters design their own school.
Basic Formula:
The School starts off with 3 magical skills and 6 Points to spend on expanding the school.
Additional magical skill = 2
+1 to magical skill = 1
+2 to magical skill = 3
Boon = 3
Boons: Some minor ability offered by the school that somehow relates to the schools theme. I don't have a comprehensive list at this point, but I'm using some of the abilities offered by the standard Traditions as a frame of reference.
Mishap: If you want more points to spend on your school, you'll have to incorporate mishaps into your school. For the same of mitigating min-maxing, you can only take 4-5 Points worth of mishaps for the school.
1dX damage = 1
Take damage equal to spell's level = 2
Minor Status = 2
Major Status = 4
Minor: Prone, Pinned (1 Round), Fatigued (2 Rounds), Flat Footed (3 Rounds), Cowering (1 Round), Experience minor misfortune
Major: Stunned (2 Rounds), Unconscious (1 round), Paralyzed (1 Round) Panicked (1 Round), Nauseated (1 Round), Dazed (2 Rounds), Blinded (1 Round), Experience aggravating misfortune
I'm also including a rule shamelessly lifted from Monte Cook's World of Darkness. A mage can only maintain a number of non-instantaneous spells equal to his Intelligence, Wisdom, or Charisma modifier. If a mage is at his limit for ongoing spells, casting another non-instantaneous spell fails; he mist dismiss one of his ongoing spells to cast another or spend an Action Point to cast the new spell.
I've also decided to add in a new Mage feat that gives mages who select it the "minor shapeshift" ability Changelings possess in Eberron. I'm thinking of having 9 ranks in Transform as the main prerequisites for the feat.
I've decided to omit the Charm magical skill for purely thematic reasons and I'm considering making a few changes to the Create skill as I'm a little worried that my players will use it to conjure tanks and other ridiculously powerful weapons.
Thoughts?
Basic Formula:
The School starts off with 3 magical skills and 6 Points to spend on expanding the school.
Additional magical skill = 2
+1 to magical skill = 1
+2 to magical skill = 3
Boon = 3
Boons: Some minor ability offered by the school that somehow relates to the schools theme. I don't have a comprehensive list at this point, but I'm using some of the abilities offered by the standard Traditions as a frame of reference.
Mishap: If you want more points to spend on your school, you'll have to incorporate mishaps into your school. For the same of mitigating min-maxing, you can only take 4-5 Points worth of mishaps for the school.
1dX damage = 1
Take damage equal to spell's level = 2
Minor Status = 2
Major Status = 4
Minor: Prone, Pinned (1 Round), Fatigued (2 Rounds), Flat Footed (3 Rounds), Cowering (1 Round), Experience minor misfortune
Major: Stunned (2 Rounds), Unconscious (1 round), Paralyzed (1 Round) Panicked (1 Round), Nauseated (1 Round), Dazed (2 Rounds), Blinded (1 Round), Experience aggravating misfortune
I'm also including a rule shamelessly lifted from Monte Cook's World of Darkness. A mage can only maintain a number of non-instantaneous spells equal to his Intelligence, Wisdom, or Charisma modifier. If a mage is at his limit for ongoing spells, casting another non-instantaneous spell fails; he mist dismiss one of his ongoing spells to cast another or spend an Action Point to cast the new spell.
I've also decided to add in a new Mage feat that gives mages who select it the "minor shapeshift" ability Changelings possess in Eberron. I'm thinking of having 9 ranks in Transform as the main prerequisites for the feat.
I've decided to omit the Charm magical skill for purely thematic reasons and I'm considering making a few changes to the Create skill as I'm a little worried that my players will use it to conjure tanks and other ridiculously powerful weapons.
Thoughts?
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