Kicking out spellcaster, spell like abilities via feats?

Sravoff

First Post
I was wanting to make a world where magic of all kinds has been virtually completely lost. Magic Items are rare and considered relics. I am getting rid of all spellcasting classes completely. No wizard, no sorcerer, no cleric/ druid. No bard. Using ranger/paladin no spell variants. Though i wanted some "characters" to have spell like abilities that mimic spells. Warrios that can use truestrike once per day, monks that turn blades by force of will (mage armor).

I was thinking of some feat chain that allowed each class acces to some spells from various spell lists.

Inner Focus
You have become oaware of "the power inside". You feel a rising force that has yet to manifest itself. You may add knowledge(arcana) to your class skill list. you may also take arcana feats.

Greater Inner Focus
The power inside you has manifested into power. You can now cast one level one spell once per day with a caster level equal to the number of (Arcana) feats you have. Or you amy select two 0 level spells you can cast once per day each. You effective caster level is one half the number of (Arcana) feats you poses, minimum of caster level one.

Greater focus could be used to buy higher level spells as long as their caster level was high enough. Use the wizards spell progression. In order to get a second level spell, they would need Inner focus and three greater inner focus feats. Then greater inner focus could purchase one second levle spell cast once per day caster levle equal to (Arcana) feats.

What does every one think? Compared to a regular game, how is this going to balance, does this make pc's to powerful, not powerful enough? Will this be pointless to invest any amount of time into? Should there be a class based on the study of inner force?

Now that its all out this is more geared to giving avery one some spells and getting rid of the huge casters.

Thoughts?

-Sravoff
 

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In this kind of world I would suggest giving the characters a feat at every level.

Also through use of Greater Inner Focus they gain acess to the Spellcraft skill. In addition to needing Greater Inner Focus 2 for casting spells the characters also need to have their Spellcraft skill at 5 ranks.

Third level spells require Greater Inner Focus 3 and Spellcraft skill at 6 ranks.

Fourth level spells require Greater Inner Focus 4 and Spellcraft skill at 7 ranks.

And so on.

See here for a discussion on gaining feats at every level.
 

you definately need to give characters more feats if you want them to seriusly consider magic in a system like this. Or maybe have some classes that automatically give you bonus magic feats every few levels as a sort of class skill. Starwars D20 did something like this with thier Jedi. You might want to look it over for an example.
 

Feat every level may be a bit much for this. A fifth level fighter with:
Magic missle.....1/day (CL 5, 3 missles)
Mage armor......1/day (CL 5, 2.5 hours?)
Scorching ray...1/day (CL 5, 2 rays)
Bull Strength....1/day (CL 5, 5 min)
Fire Ball...........1/day (CL 5, 5d6 20ft radius)

Plus three feats that take care of his greatsword. wp focus, wp spec, power attack.

Perhaps that isn's so bad as I had first thought. Though at fifth level a wizard has just gained 1+int mod 3rd level spells. Perhaps add an arcane feat that unlocks higher magic?
I do liek the spellcraft idea, that will definatly ahve to be implemented, as you say. That actually would probably even it out a bit, with the fighters low skills and all.

Thanks

-Sravoff
 

Either more feats or give each class a tree of spell like abilities. CL is equal to class level minus two, minimum of one.

Here is my tree for the fighter. May need to be adjusted. Once you begin on a path you may not change from it. You get warriors insight at level three and you continue on your path once every three levels. 3->6->9->12.
SkillTree.bmp


Each ability is usable once per day.

Warriors insight gives the magic weapon one times per day.

Way of the sword gives greater magic weapon, Way of the shield gives mage armor.

Inner Strength gives bull's strength, Blades of Fate gives Elemental infusion. Shield of the mind gives shield, Armor of flesh gives Barkskin, though without the bark effect, just toughens skin.

Disciple of Endurence gives Bears Endurence, Blades of the Heavens gives Greater Elemental Infusion, Graneur Force gives Greater Mage Amror, Skin of Bone/Steele gives Steele/Bone Infusion.

Elemental Infusion
You may chose one elemental type, earth, air, fire, water. This type is pickad at time of Elemental Infusion is gotten, once this is set it may not be changed. This causes your blade to be wreathed in the element of your choice, dealing an extra 1d4 damage of the elemental type you chose. This ability lasts for your level minus two in rounds.

Greater Elemental Infusion
Your damage is increased from 1d4 to 1d6, in all other respects treat as Elemental Infusion You may change your element at this time if you wish.

Steele/Bone Infussion
This gives you DR 1+1 per ten levels for your level in rounds.


Liek I said earlier it may need some slight adjusting. Perhaps giving all classes something along these lines or going with the increase in feats. Food for thought.

-Sravoff
 

With way you are going with your posts, I am seriously going to suggest using Iron Heroes as a base for the campaign you are working. If you are worried about implied setting, don't there is hardly any at all.
 


Sravoff said:
Iron heroes a book? I haven't heard of it before. Not free by chance?

-Sravoff
I think it's by Malhavoc Press. (?)

No, not free.

I've heard many good things about it, and only a few not so.

Basically has only one magic-using class, if I recall correctly, and even that's not so 'wizard-like' or whatever.

There might be reviews here and at rpg dot net.


edit --- like this:

http://www.rpg.net/reviews/archive/11/11488.phtml

further edit --- have you checked out Warlocks in Complete Arcane? I'm not suggesting 'use these instead of tinkering!' or the like, but it might prove to be one useful point of reference. (and then again, you're not looking for 'at will' are you. Hm.)
 
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Hmm i like the ability tree idea. The tough part might be setting up a few different trees for players to pick from without some being odviusly stronger then others. You should put all this together on a webpage or something when you finish it, there are lots of people looking for other spell systems.
 

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