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instead of using spells slots ...
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<blockquote data-quote="Thunderfoot" data-source="post: 8538319" data-attributes="member: 34175"><p>That pretty much is the system. The great part is that it is modular by design so each table, campaign, whatever can alter 'to taste' . Want rituals to be expensive and fewer in number? books are rare and cost a fortune. Don't like the way 'Mage Hand' scales? Change it, at the table, while you play. On the fly corrections, agreeded upon by DM and players of course, means never having to do the math perfectly the first time. Notice that mages are a little under powered increase their points by 1 or 2 per level until you find the balance. Too powerful? reverse it. It's more framework than system. And that's why it works. If you want to use points to alter spell effects make sure you make the base spell very weak but useful. </p><p></p><p>Again using the 'Mage Hand' example. Think of Disney's Fantasia and Mickey in the Sorcerer's Apprentice. Starts just with a bucket, broom and mop. Ends up with an army and a flood. While his got away from him, the concept is there. A little incantation, a cantrip if you will, learned as an apprentice that moves a small object from one place to another and is the building block of a spell that can move mountains. Each spell has to be reimagined as a category rather than a spell per se. And then altered up and up and up until. boom. massive damage spell. Obviously cures are easy, if you wanted to implement a faith version, It's the oddball spells where things go sideways. Luckily most of those, fall into the ritual category.</p></blockquote><p></p>
[QUOTE="Thunderfoot, post: 8538319, member: 34175"] That pretty much is the system. The great part is that it is modular by design so each table, campaign, whatever can alter 'to taste' . Want rituals to be expensive and fewer in number? books are rare and cost a fortune. Don't like the way 'Mage Hand' scales? Change it, at the table, while you play. On the fly corrections, agreeded upon by DM and players of course, means never having to do the math perfectly the first time. Notice that mages are a little under powered increase their points by 1 or 2 per level until you find the balance. Too powerful? reverse it. It's more framework than system. And that's why it works. If you want to use points to alter spell effects make sure you make the base spell very weak but useful. Again using the 'Mage Hand' example. Think of Disney's Fantasia and Mickey in the Sorcerer's Apprentice. Starts just with a bucket, broom and mop. Ends up with an army and a flood. While his got away from him, the concept is there. A little incantation, a cantrip if you will, learned as an apprentice that moves a small object from one place to another and is the building block of a spell that can move mountains. Each spell has to be reimagined as a category rather than a spell per se. And then altered up and up and up until. boom. massive damage spell. Obviously cures are easy, if you wanted to implement a faith version, It's the oddball spells where things go sideways. Luckily most of those, fall into the ritual category. [/QUOTE]
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