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Let's summarize the various d20 magic systems up there
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<blockquote data-quote="Krieg" data-source="post: 2045097" data-attributes="member: 5282"><p>Call of Cthulhu D20:</p><p></p><p>CoC D20 has a proprietary spell list of ninety or so spells available to potential casters. No concrete rules are given for porting over spells from more traditional d20 products.</p><p></p><p>To learn a spell in CoC the caster must first find an apropriate spell & then 1-3 weeks learning said spell. At the end of the learning period the caster understands the spell and is able to cast it <em>at will</em> as long as they are able (and willing) to pay whatever costs are associated with the spell.</p><p></p><p>Casting spells in CoC is in some ways similar to D&D...material, somatic &/or verbal components may apply and concentraction checks are required when casting under duress. </p><p>Caster level is determined by character level.</p><p></p><p>The main difference is that each spell has a mental &/or physical cost associated with casting it. This cost primarily manifests through sanity loss & direct ability damage to the caster. The ability damage is temporary unless otherwise noted, while the sanity loss is permanent (although there are methods of restoring sanity available).</p><p></p><p>Costs for casting a spell can range from losing a single sanity point for casting Message (which is almost identical to the D&D spell of the same name) or 2 points of Intelligence for casting True Strike (again like the D&D spell) to a mind shredding loss of 20 Int <em>and</em> 1d10 Sanity points for casting Call Deity or Dimiss Deity (which do pretty much what the name impy).</p><p></p><p></p><p>---Some other alt magic systems of note include Midnight, Wheel of Time, Sovereign Stone, Dark Legacies and OGL Horror (which is similar to CoC's but designed to work with standard D20 spell lists).</p></blockquote><p></p>
[QUOTE="Krieg, post: 2045097, member: 5282"] Call of Cthulhu D20: CoC D20 has a proprietary spell list of ninety or so spells available to potential casters. No concrete rules are given for porting over spells from more traditional d20 products. To learn a spell in CoC the caster must first find an apropriate spell & then 1-3 weeks learning said spell. At the end of the learning period the caster understands the spell and is able to cast it [i]at will[/i] as long as they are able (and willing) to pay whatever costs are associated with the spell. Casting spells in CoC is in some ways similar to D&D...material, somatic &/or verbal components may apply and concentraction checks are required when casting under duress. Caster level is determined by character level. The main difference is that each spell has a mental &/or physical cost associated with casting it. This cost primarily manifests through sanity loss & direct ability damage to the caster. The ability damage is temporary unless otherwise noted, while the sanity loss is permanent (although there are methods of restoring sanity available). Costs for casting a spell can range from losing a single sanity point for casting Message (which is almost identical to the D&D spell of the same name) or 2 points of Intelligence for casting True Strike (again like the D&D spell) to a mind shredding loss of 20 Int [i]and[/i] 1d10 Sanity points for casting Call Deity or Dimiss Deity (which do pretty much what the name impy). ---Some other alt magic systems of note include Midnight, Wheel of Time, Sovereign Stone, Dark Legacies and OGL Horror (which is similar to CoC's but designed to work with standard D20 spell lists). [/QUOTE]
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Let's summarize the various d20 magic systems up there
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