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Hey Old One: After Action Report?
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<blockquote data-quote="sinmissing" data-source="post: 1801606" data-attributes="member: 1960"><p>Been thinking of skill based magic for a long time. . . . My thoughts:</p><p></p><p>If magic is to be skill driven, I'd see every school as a separate skill. Healing spells; those with healing as a descriptor; should be a new school which is the antithesis of necromancy, ie. Vitamancy. (Pardon my Latin if this is incorrect conjugation) Then, each school is talent-accessible. 9 talents for 9 schools of magic. Only the truly dedicated spellcaster; one that mirrors D&D's wizard or cleric; could possibly master all the spells. The feat gives access to the school; possibly allowing a research check to the player; once per level, equal to 15 + Spell Level to create/research a new spell on their own.</p><p></p><p>EDIT: Since Energy Evocation spells are so powerful, each energy could be associated with its own talent, ie. Evocation: Acid, Cold, Flame, Lightning, and Sonic, and if you are loathe to make a new school just for healing spells, make Healing a sub-talent of Conjuration.</p><p></p><p>This forces the spellcaster to sink both talents (as is already the case in GT) <strong>and</strong> skill points to master any significant spell casting. I think the Attribute drain is really elegant as is, and I see few options to modifiy it. The strain rating of GR's PH makes the Smart/Tough Psychic the most powerful choice. Strain is as elegant as Ability Damage, but far more exploitable than Wulf's system - Its a hard choice.</p><p></p><p>One option that comes to mind is that your drain (Attributes) "resistance" is equal to your School rank /5. So one with 10 ranks of say, Evocation, has a drain resistance of 2 when casting evocation spells only. This also serves to give certain spellcasters a particular flavor - the highly trained illusionist being poor at or unwilling to cast enchantment/charm spells because of their incredible strain on his STR or CON. </p><p></p><p>Making spell casting Skill Rank based has the added benefit of allowing the caster to possibly set the "caster level" or "power level" of the spell when cast. While it is simple enough that all 1st level magic spells have a caster level of 1, it seems to be a little lacking for my taste. Being able to cast a long duration detect magic, or a magic missile of 9th level efficacy should be possible; but strenuous.</p><p></p><p>I'd also consider those spells with "Divine", such as Divine Aid, Augury, Symmon Planar Ally, to be in another school; but I don't have a suitable name on hand. </p><p></p><p>(On a completely seperate note, I found that the word Charisma, per <a href="http://www.dictionary.com" target="_blank">www.dictionary.com</a>, means divine favor. I'm not sure why that is important, but it is so interesting to me that I had to post it.) </p><p></p><p>PS - Heap? Want to post a link to this document of yours? I'd love to see it.</p></blockquote><p></p>
[QUOTE="sinmissing, post: 1801606, member: 1960"] Been thinking of skill based magic for a long time. . . . My thoughts: If magic is to be skill driven, I'd see every school as a separate skill. Healing spells; those with healing as a descriptor; should be a new school which is the antithesis of necromancy, ie. Vitamancy. (Pardon my Latin if this is incorrect conjugation) Then, each school is talent-accessible. 9 talents for 9 schools of magic. Only the truly dedicated spellcaster; one that mirrors D&D's wizard or cleric; could possibly master all the spells. The feat gives access to the school; possibly allowing a research check to the player; once per level, equal to 15 + Spell Level to create/research a new spell on their own. EDIT: Since Energy Evocation spells are so powerful, each energy could be associated with its own talent, ie. Evocation: Acid, Cold, Flame, Lightning, and Sonic, and if you are loathe to make a new school just for healing spells, make Healing a sub-talent of Conjuration. This forces the spellcaster to sink both talents (as is already the case in GT) [b]and[/b] skill points to master any significant spell casting. I think the Attribute drain is really elegant as is, and I see few options to modifiy it. The strain rating of GR's PH makes the Smart/Tough Psychic the most powerful choice. Strain is as elegant as Ability Damage, but far more exploitable than Wulf's system - Its a hard choice. One option that comes to mind is that your drain (Attributes) "resistance" is equal to your School rank /5. So one with 10 ranks of say, Evocation, has a drain resistance of 2 when casting evocation spells only. This also serves to give certain spellcasters a particular flavor - the highly trained illusionist being poor at or unwilling to cast enchantment/charm spells because of their incredible strain on his STR or CON. Making spell casting Skill Rank based has the added benefit of allowing the caster to possibly set the "caster level" or "power level" of the spell when cast. While it is simple enough that all 1st level magic spells have a caster level of 1, it seems to be a little lacking for my taste. Being able to cast a long duration detect magic, or a magic missile of 9th level efficacy should be possible; but strenuous. I'd also consider those spells with "Divine", such as Divine Aid, Augury, Symmon Planar Ally, to be in another school; but I don't have a suitable name on hand. (On a completely seperate note, I found that the word Charisma, per [url]www.dictionary.com[/url], means divine favor. I'm not sure why that is important, but it is so interesting to me that I had to post it.) PS - Heap? Want to post a link to this document of yours? I'd love to see it. [/QUOTE]
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