Fenris
Adventurer
I love the Sovereign Stone magic system. I think it will fit right in with the world I hace created. I will be using GT however, and while I love GT straight out of the box, the new spells and casting methods from SS lend themselves to my game better, as magic is being re-learned. here is what I have to integrate the two. Any feedback would be most welcome. I was going to go with the standard ability damage spell drain as per GT, but was afraid that since SS spells generally take longer to cast, it would be too great of a hinderance.
Learn a Spell: To learn a Spell you have found make a Spellcraft check of DC 15 +1/10 the Casting Threshold of the Spell. If you are an adept and the spell is an advantaged element you receive a +2 to this roll. If you have 5 or more ranks in Knowledge (Arcana) you receive a +2 synergy bonus.
Cast a spell: Roll a d20 and add your Spellcasting Bonus. If the total meets or exceeds the Casting Threshold of the spell, the spell takes effect. If the total does not meet or exceed the casting threashhold, the spell is considered to be in the process of being cast. On the next turn, again roll a d20+Spellcasting Bonus and add the result to the previous amount. Continue in this manner until the Casting Threshold has been met or exceeded. The spell takes effect on the round the Casting Threshold is met.
Spell Drain: Spellcasting is a dangerous and demanding activity. Every round spent casting subjects the caster to Spell Drain. Spell Drain is the toll casting takes on the body and mind of the caster. Every round of casting the caster takes 1d6 of Lethal Damage. A Magical Adept is able to cast spells slightly safer, but not still without a cost. An adept takes 1d6-Att of Non-Lethal damage each round spent casting a spell in an advantaged element, 1d6 of Non-Lethal damage each round spent casting a spell which are neutral elements, and 1d8 Non-Lethal Damage for spells for which they are disadvantaged.
The tradition chosen by the Adept dictates which Attribute they cast with and which Attribute is used to reduce Spell Drain. Any time a "1" is rolled on a Spell Drain die, it cannot be reduced and is always applied.
Magical traditions:As per SS with the following changes:
Air uses Int
Earth uses Wis
Fire uses Cha
Water uses Int
Talents:
Magical Adept: When you take this feat select a magical tradition; Air, Earth, Fire, Water or Void. You are now considered to be favored in this element. Spellcraft becomes a Core skill. An adept gains a Spellcasting bonus of +1. In addition, spellcasting becomes easier for an adept, reducing Spell Drain for all spells, but most significantly for spells in the adept's advantaged element.
Improved Caster Level: This talent grants a +2 Spellcasting Bonus
Does this seem reasonable? Any major flaws? I upped ICL since it takes a while to cast spells as it is but that can be lowered abck to +1 easily. Of course the biggest feature is GT's philoshophy on GM control of spells available, but SS has far fewer game breaking spells and many spells only do non-lethal damage anyway (great with FDH
Learn a Spell: To learn a Spell you have found make a Spellcraft check of DC 15 +1/10 the Casting Threshold of the Spell. If you are an adept and the spell is an advantaged element you receive a +2 to this roll. If you have 5 or more ranks in Knowledge (Arcana) you receive a +2 synergy bonus.
Cast a spell: Roll a d20 and add your Spellcasting Bonus. If the total meets or exceeds the Casting Threshold of the spell, the spell takes effect. If the total does not meet or exceed the casting threashhold, the spell is considered to be in the process of being cast. On the next turn, again roll a d20+Spellcasting Bonus and add the result to the previous amount. Continue in this manner until the Casting Threshold has been met or exceeded. The spell takes effect on the round the Casting Threshold is met.
Spell Drain: Spellcasting is a dangerous and demanding activity. Every round spent casting subjects the caster to Spell Drain. Spell Drain is the toll casting takes on the body and mind of the caster. Every round of casting the caster takes 1d6 of Lethal Damage. A Magical Adept is able to cast spells slightly safer, but not still without a cost. An adept takes 1d6-Att of Non-Lethal damage each round spent casting a spell in an advantaged element, 1d6 of Non-Lethal damage each round spent casting a spell which are neutral elements, and 1d8 Non-Lethal Damage for spells for which they are disadvantaged.
The tradition chosen by the Adept dictates which Attribute they cast with and which Attribute is used to reduce Spell Drain. Any time a "1" is rolled on a Spell Drain die, it cannot be reduced and is always applied.
Magical traditions:As per SS with the following changes:
Air uses Int
Earth uses Wis
Fire uses Cha
Water uses Int
Talents:
Magical Adept: When you take this feat select a magical tradition; Air, Earth, Fire, Water or Void. You are now considered to be favored in this element. Spellcraft becomes a Core skill. An adept gains a Spellcasting bonus of +1. In addition, spellcasting becomes easier for an adept, reducing Spell Drain for all spells, but most significantly for spells in the adept's advantaged element.
Improved Caster Level: This talent grants a +2 Spellcasting Bonus
Does this seem reasonable? Any major flaws? I upped ICL since it takes a while to cast spells as it is but that can be lowered abck to +1 easily. Of course the biggest feature is GT's philoshophy on GM control of spells available, but SS has far fewer game breaking spells and many spells only do non-lethal damage anyway (great with FDH