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Ideas for Creative Casting? Balanced Magic System?
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<blockquote data-quote="nopantsyet" data-source="post: 173861" data-attributes="member: 3109"><p>my in-progress system is for a low-magic world and has some similar concepts to the first system. there are three spheres of arcane magic, element, spirit, and mind. each has a different key ability (ELEMENT=CHA, SPIRIT=WIS, MIND=INT), and a separate spellcraft skill.</p><p></p><p>each sphere has four energies, each of which has five levels of powers. each of the five levels manifests a different effect. lvl0 fire is a small flame, lvl1 fire is a flame burst. l lvl0 air is a small wind, lvl1 wind is lightning. each power has a fixed effect. lightning does 1d6 damage. to increase the effect you simply add more levels: a lvl3 lightning does 3d6 damage.</p><p></p><p>energies can be combined with a force element to propel, shape, or otherwise modify the effect. so combining propel with flaming burst gives you a small fireball. well, it's a fireball without being propelled, but it's centered on you and that sucks.</p><p></p><p>this manner of combining one energy with an optional force component provides many basic spellcasting options. the body energy in the spirit school gives healing (as arcane, not divine--normal divine magic exists in theory in this world, but the world is devoid of faith so the gods are dormant.)</p><p></p><p>that's the easy part. that covers the basic spells right there. only an expert can use the next level. by combining energies, you get different effects. combining air and water energies can create weather effects. combining mind with dimension can create scrying effects. these effects follow the same basic system, except the exact effects of different combinations is long lost knowledge, so you have to experiment. </p><p></p><p>it's a point-based system using the wiz spell table and adding the total number of spell levels together. you are limited in # levels per day and max level you can cast, but both can be pushed with overcasting rules. </p><p></p><p>this is a low-magic world. magic is a frightening and exhausting practice. casting a spell does subdual damage most of the time. overcasting increases subdual damage and can deal temp ability damage. there is always a chance of failure, and the consequences of failure are harsh. for a 20th level caster to cast Wish they have to overcast and could kill die in the process.</p><p></p><p>oh it's a bleak and godless world.</p></blockquote><p></p>
[QUOTE="nopantsyet, post: 173861, member: 3109"] my in-progress system is for a low-magic world and has some similar concepts to the first system. there are three spheres of arcane magic, element, spirit, and mind. each has a different key ability (ELEMENT=CHA, SPIRIT=WIS, MIND=INT), and a separate spellcraft skill. each sphere has four energies, each of which has five levels of powers. each of the five levels manifests a different effect. lvl0 fire is a small flame, lvl1 fire is a flame burst. l lvl0 air is a small wind, lvl1 wind is lightning. each power has a fixed effect. lightning does 1d6 damage. to increase the effect you simply add more levels: a lvl3 lightning does 3d6 damage. energies can be combined with a force element to propel, shape, or otherwise modify the effect. so combining propel with flaming burst gives you a small fireball. well, it's a fireball without being propelled, but it's centered on you and that sucks. this manner of combining one energy with an optional force component provides many basic spellcasting options. the body energy in the spirit school gives healing (as arcane, not divine--normal divine magic exists in theory in this world, but the world is devoid of faith so the gods are dormant.) that's the easy part. that covers the basic spells right there. only an expert can use the next level. by combining energies, you get different effects. combining air and water energies can create weather effects. combining mind with dimension can create scrying effects. these effects follow the same basic system, except the exact effects of different combinations is long lost knowledge, so you have to experiment. it's a point-based system using the wiz spell table and adding the total number of spell levels together. you are limited in # levels per day and max level you can cast, but both can be pushed with overcasting rules. this is a low-magic world. magic is a frightening and exhausting practice. casting a spell does subdual damage most of the time. overcasting increases subdual damage and can deal temp ability damage. there is always a chance of failure, and the consequences of failure are harsh. for a 20th level caster to cast Wish they have to overcast and could kill die in the process. oh it's a bleak and godless world. [/QUOTE]
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