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Elements of Magic - Mythic Earth (post-release proofread complete!)
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<blockquote data-quote="RangerWickett" data-source="post: 2666857" data-attributes="member: 63"><p>You missed something.</p><p></p><p>Okay, here's what I meant. Not every spell requires a save. To use a core example, create food and water doesn't require a save, because no one needs to resist anything. Detect Magic doesn't require a save either. </p><p></p><p>The 'natural 20' clause is there so that rolling a nat 20 on an attack spell, charm spell, or other hostile spell will have the same thrill as rolling a nat 20 on a melee attack. Rolling a nat 20 gets you a little extra boost by incuring a penalty to resist the spell's save. However, seeing as some spells simply don't require saves, rolling a nat 20 for them just has no effect.</p><p></p><p>There is no way in the system to make spells that <em>should</em> require a save, not require a save. An Attack spell that gives a weapon the flaming enhancement has no save; it doesn't need one. An Attack spell that deals direct damage <em>always</em> has a save, but if you roll a nat 20, that save is harder to resist.</p><p></p><p>Here's a weird metaphor. If spellcasting were a toll road, then the rule would be 1 in every 20 people on motorcycles don't have to pay the toll. People in cars shouldn't ask how to make their car into a motorcycle. Motorcycles are spells with saves. Cars are spells without saves. You can't turn a car into a motorcycle.</p><p></p><p></p><p></p><p></p><p>In the core rules, if something costs 250 GP market value, it costs you 10 XP and 125 GP to make. In the modern system, though, money is a much harder beast to wrangle, so I could not easily say, "The item has a Purchase DC 25. To make it, you must spend 10 XP and provide materials with a Purchase DC 15." To avoid having to make that sort of weird cost calculation, I made magic items cost only XP (or rather, Craft Points).</p><p></p><p>Thus, instead of the XP cost being 1/25 of the GP market value cost, it's 1/20. Does that make sense?</p><p></p><p></p><p></p><p>Death effects are more powerful, akin to the specialized movement abilities like fly, teleport, and turning ethereal. Only some people can access them. Generally, the tradition feats that provide access to Death damage are slightly weaker than the other tradition feats.</p><p></p><p></p><p></p><p>The following is in the updated version:</p><p></p><p><strong>Dispelling Magic Items</strong></p><p>If you successfully dispel a magic item, permanent spell, or curse, its effects are suppressed for one minute. When attempting to dispel a permanent effect, you can choose to increase the DC by 1 to increase the duration to 10 minutes, or increase it by 3 to increase the duration to one hour, or by 8 to increase the duration to one day.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 2666857, member: 63"] You missed something. Okay, here's what I meant. Not every spell requires a save. To use a core example, create food and water doesn't require a save, because no one needs to resist anything. Detect Magic doesn't require a save either. The 'natural 20' clause is there so that rolling a nat 20 on an attack spell, charm spell, or other hostile spell will have the same thrill as rolling a nat 20 on a melee attack. Rolling a nat 20 gets you a little extra boost by incuring a penalty to resist the spell's save. However, seeing as some spells simply don't require saves, rolling a nat 20 for them just has no effect. There is no way in the system to make spells that [i]should[/i] require a save, not require a save. An Attack spell that gives a weapon the flaming enhancement has no save; it doesn't need one. An Attack spell that deals direct damage [i]always[/i] has a save, but if you roll a nat 20, that save is harder to resist. Here's a weird metaphor. If spellcasting were a toll road, then the rule would be 1 in every 20 people on motorcycles don't have to pay the toll. People in cars shouldn't ask how to make their car into a motorcycle. Motorcycles are spells with saves. Cars are spells without saves. You can't turn a car into a motorcycle. In the core rules, if something costs 250 GP market value, it costs you 10 XP and 125 GP to make. In the modern system, though, money is a much harder beast to wrangle, so I could not easily say, "The item has a Purchase DC 25. To make it, you must spend 10 XP and provide materials with a Purchase DC 15." To avoid having to make that sort of weird cost calculation, I made magic items cost only XP (or rather, Craft Points). Thus, instead of the XP cost being 1/25 of the GP market value cost, it's 1/20. Does that make sense? Death effects are more powerful, akin to the specialized movement abilities like fly, teleport, and turning ethereal. Only some people can access them. Generally, the tradition feats that provide access to Death damage are slightly weaker than the other tradition feats. The following is in the updated version: [b]Dispelling Magic Items[/b] If you successfully dispel a magic item, permanent spell, or curse, its effects are suppressed for one minute. When attempting to dispel a permanent effect, you can choose to increase the DC by 1 to increase the duration to 10 minutes, or increase it by 3 to increase the duration to one hour, or by 8 to increase the duration to one day. [/QUOTE]
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