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How does magic and psionics work in your world?
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<blockquote data-quote="Gothmog" data-source="post: 1017478" data-attributes="member: 317"><p>No psionics in my game. I don't want to have to deal with them, and they have the wrong feel for my world (gemstones, crystals, etc).</p><p></p><p>I have made some pretty heavy alterations in the structure of the remaining magic though- none of it is exactly like in the PHB. </p><p></p><p>It is unknown exactly what the energy source for arcane magic is. What is known is that arcane magic requires enormous amounts of study to understand and master (meaning no sorcerers as in PHB). There are distinct traditions of arcane magic, each focusing on a speciality, and with their own spell lists. </p><p></p><p>The alchemist is an item creation specialist, and the costs for him to make items are much less. He also is good at temporarily modifying the characteristics or abilities of existing items or substances.</p><p></p><p>The cabalist is a ritual caster, taking 2-10 times longer to complete a spell, but his DCs and effective caster level are higher than any other caster. Also, he is the only caster capable of using circle magic- basically modified summonings and protections with long durations.</p><p></p><p>The classiscalist is as close to a magic scientist as you'll find. They try to understand the whys and hows of magic more than others, and have the greatest access to metamagic feats. </p><p></p><p>Mediums are another arcane traditions that focuses on divinations, illusions, enchantments, and trickery. Taught only to full-blooded Romari (gypsies), mediumship involves frequent contact with ghosts, curses, and the pacification and removal of these things. They are also accomplished liars and decievers, in order to avoid persecution.</p><p></p><p>The sorcerer is a caster who focuses on necromancy, mental domination, and destructive magics. Their abilities are tied to their own lifeforce, and they can sacrifice Con for extra spell slots per day. While they are the best "boom" spellcasters, the evil supernatural forces they deal with often cost them their souls.</p><p></p><p>Divine power is drawn from the gods themselves- there are no godless clerics IMC. The gods rather distant from the world though- there are no avatars, though their servants can be summoned by high-level clerics. Divine power depends upon two things- the power supplied by the god, and the faith of the priest. I came up with a new stat that all clerics possess- Faith. Faith is earned by service to the deity and his tenants by actions the cleric takes. Basically, for every Faith point the cleric has, he can cast divine spells of a level equal to his Faith (for example, a priest with 4 Faith could cast up to 4th level prayers). All priests are also spontaneous casters- whenever a spell is requested, the priest must make a roll using his Faith, Wis mod, and 1/2 caster level to determine if it succeeds against a DC of 10 + 2(spell level +1). Priests are limited to a total number of levels of spells they can channel per day, so it is in the cleric's interest not to shoot the big guns too early. Divine and arcane magic also don't always mix very well. Whenever an arcane and divine power are in effect at the same time, an interaction roll is made- which can result in nothing, or some rather unusual effects.</p><p></p><p>A subtype of divine magic is Runic Magic, a gift given only to loyal followers of the god Odjurik (basically an Odin-like figure of the Northmen). Odrens (the favored of Odjurik) don't get spells, but can use their runes to produce various effects- although the runes must be scribed in some substance. It is rumored the most powerful Odren may even scribe a symbol in the air and have it take effect.</p><p></p><p>Next is spiritual magic, a type of power supplied by spirits. Spirits are natural entities tied to both the mortal and ethereal (or spirit) world. Spirits often are local in nature, and embody some aspect of the natural world. So there are storm spirits, wood spirits, winter spirits, wolf spirits, oak spirits, etc. These spirits supply power to their followers- the witches. Witches acts as the spirit's will in the material world and carry out their wishes in return for power, long life, and a greater purpose. Spiritual magic is somewhere between arcane and divine in nature, and is not as innately unstable.</p><p></p><p>Finally, there is infernal power, granted by the demonic patrons to their followers, the diabolists. Diabolists are universally a completely amoral, selfish, and evil bunch looking only for power over others and furthering their own ends. They take the easy path to power by promising service and their souls to infernal powers. Diabolists are the strongest practictioners of magic, but also suffer the most from mishaps and the fickle natures of their masters.</p><p></p><p>Thats basically it in a nutshell.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 1017478, member: 317"] No psionics in my game. I don't want to have to deal with them, and they have the wrong feel for my world (gemstones, crystals, etc). I have made some pretty heavy alterations in the structure of the remaining magic though- none of it is exactly like in the PHB. It is unknown exactly what the energy source for arcane magic is. What is known is that arcane magic requires enormous amounts of study to understand and master (meaning no sorcerers as in PHB). There are distinct traditions of arcane magic, each focusing on a speciality, and with their own spell lists. The alchemist is an item creation specialist, and the costs for him to make items are much less. He also is good at temporarily modifying the characteristics or abilities of existing items or substances. The cabalist is a ritual caster, taking 2-10 times longer to complete a spell, but his DCs and effective caster level are higher than any other caster. Also, he is the only caster capable of using circle magic- basically modified summonings and protections with long durations. The classiscalist is as close to a magic scientist as you'll find. They try to understand the whys and hows of magic more than others, and have the greatest access to metamagic feats. Mediums are another arcane traditions that focuses on divinations, illusions, enchantments, and trickery. Taught only to full-blooded Romari (gypsies), mediumship involves frequent contact with ghosts, curses, and the pacification and removal of these things. They are also accomplished liars and decievers, in order to avoid persecution. The sorcerer is a caster who focuses on necromancy, mental domination, and destructive magics. Their abilities are tied to their own lifeforce, and they can sacrifice Con for extra spell slots per day. While they are the best "boom" spellcasters, the evil supernatural forces they deal with often cost them their souls. Divine power is drawn from the gods themselves- there are no godless clerics IMC. The gods rather distant from the world though- there are no avatars, though their servants can be summoned by high-level clerics. Divine power depends upon two things- the power supplied by the god, and the faith of the priest. I came up with a new stat that all clerics possess- Faith. Faith is earned by service to the deity and his tenants by actions the cleric takes. Basically, for every Faith point the cleric has, he can cast divine spells of a level equal to his Faith (for example, a priest with 4 Faith could cast up to 4th level prayers). All priests are also spontaneous casters- whenever a spell is requested, the priest must make a roll using his Faith, Wis mod, and 1/2 caster level to determine if it succeeds against a DC of 10 + 2(spell level +1). Priests are limited to a total number of levels of spells they can channel per day, so it is in the cleric's interest not to shoot the big guns too early. Divine and arcane magic also don't always mix very well. Whenever an arcane and divine power are in effect at the same time, an interaction roll is made- which can result in nothing, or some rather unusual effects. A subtype of divine magic is Runic Magic, a gift given only to loyal followers of the god Odjurik (basically an Odin-like figure of the Northmen). Odrens (the favored of Odjurik) don't get spells, but can use their runes to produce various effects- although the runes must be scribed in some substance. It is rumored the most powerful Odren may even scribe a symbol in the air and have it take effect. Next is spiritual magic, a type of power supplied by spirits. Spirits are natural entities tied to both the mortal and ethereal (or spirit) world. Spirits often are local in nature, and embody some aspect of the natural world. So there are storm spirits, wood spirits, winter spirits, wolf spirits, oak spirits, etc. These spirits supply power to their followers- the witches. Witches acts as the spirit's will in the material world and carry out their wishes in return for power, long life, and a greater purpose. Spiritual magic is somewhere between arcane and divine in nature, and is not as innately unstable. Finally, there is infernal power, granted by the demonic patrons to their followers, the diabolists. Diabolists are universally a completely amoral, selfish, and evil bunch looking only for power over others and furthering their own ends. They take the easy path to power by promising service and their souls to infernal powers. Diabolists are the strongest practictioners of magic, but also suffer the most from mishaps and the fickle natures of their masters. Thats basically it in a nutshell. [/QUOTE]
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