Help! Cool ideas for alternative magic?

Dagredhel

Explorer
Hi there.

I'm toying with a campaign setting idea for a fantasy game. I'm thinking of a world in which magic takes alot of preparation and effort. There would be no spellcasting, in the sense of mumbling a few bits of gibberish while gesturing innanely and handling some objectionable bit of detritus. On the otherhand, I'd like to incorporate some sort of alchemy, magical items, magical constructs, and permanent effects. Any suggestions about how to handle this, either from other d20 games, or ideas of your own?

Thanks!
 

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Hmmm.

Alternate System of Magic that are on the shelf right now

Deadlands d20 had a Mad Science skill that you could also use for a more "item" based magic system. Deadlands d20 also has a skill check/spell point system that works.

WotC's own Psionics system works well for what you want if you ignore manifiestations. There are rules for plenty of wierd items.

There was a Polyhedron issue with a Pulp d20 that had a gadgeteer Scientist class that would be perfect as well.

The d20 super hero games that are out all have rules for making items with powers and is some ways would a lot easier than usual d20 item creation rules. Mutants and Masterminds is my personal fave.

The company Soverign Stone has the magic system from it's campaign world in a seperate book as well. I just can't remember the name.
 


This is similiar to the way spells work in the LotR RPG...

You can give each spell a target DC (probably some sort of Saving Throw check) to beat everytime you attempt to cast that spell. Higher level spells and more powerful spells have harder DCs to beat. The more often you cast spells, the harder it will be to beat the DC.

This is where it gets tricky to cast the same spell over and over again (which should be a good thing).

If you cast multiple spells in the same round (like with haste) add a +2 (or more if need be) to the DC of the second spell's target DC.

If you cast a spell in the following round, add another +2 to that spells DC.

These DCs are cumulative, and the only way to reduce them is with an hours rest.

You can cast a spell until your heart is content, but onces you fail the save DC, you can't cast that spell anymore that day.
 

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