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Let's summarize the various d20 magic systems up there
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<blockquote data-quote="Turanil" data-source="post: 2045990" data-attributes="member: 9646"><p>If we can put in this thread most various d20 systems of spellcasting, I hope this thread will be archived... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>-----------------------------------------------------------------------------------------</p><p></p><p><strong>Arcana Unearthed (Monte Cook) magic</strong> </p><p></p><p>Arcana Unearthed in fact expands on the normal D&D spellcasting system, with some twists:</p><p></p><p>-- In D&D, wizards prepare their spells but can know any number of them, while sorcerers know only a limited number of spells but can cast them spontaneously. In Arcana Unearthed, all spellcaster combine the best of these two systems. That is, all spellcasters have a spellbook (or equivalent) where they may record any number of spells. Then, everyday rather than preparing/memorizing specific spells, they instead "ready" a number of the spells they have in their spellbook. Basically it means they function like a sorcerer, but instead of spell-known which remain the same forever, they choose from "readied" spells, which don't need to be the same the next day.</p><p></p><p>-- No arcane vs divine magic, spells are rather categorized in "simple, complex, and exotic" spells. All spellcasters have access to "simple" spells, while gaining access to "complex" or "exotic" spells requires to take appropriate feats or be of certain spellcasting classes such as the Magister.</p><p></p><p>-- All spells include a "diminished" and "heightened" variants in the spell's description. That is, when you learn a spell of a certain level, you could nonetheless prepare (in fact ready) it as a one-level-lower spell (diminished effect), or as a one-level-higher spell (heightened effect).</p><p></p><p>-- Spell Templates are another concept from AU, where you can (if you have got the relevant feat) slightly improve or modify a spell in some way, at some cost (generally of additional material components). Templates include "Acid, Air, Blessed, Corrupted, Eldritch, Fire, Permanent, etc...". </p><p></p><p>-- There are also other minor rules, such as one for transforming a higher level spell-slot in several lower level spell-slots or vice-versa.</p><p></p><p>Note that Arcana Unearthed uses his own spells, but they are very similar to D&D spells, thus converting normal D&D spells to AU is not too difficult. (In fact, somewhere on Malhavoc website are a few examples of converted spells.)</p><p></p><p>-----------------------------------------------------------------------------------------</p></blockquote><p></p>
[QUOTE="Turanil, post: 2045990, member: 9646"] If we can put in this thread most various d20 systems of spellcasting, I hope this thread will be archived... :) ----------------------------------------------------------------------------------------- [B]Arcana Unearthed (Monte Cook) magic[/B] Arcana Unearthed in fact expands on the normal D&D spellcasting system, with some twists: -- In D&D, wizards prepare their spells but can know any number of them, while sorcerers know only a limited number of spells but can cast them spontaneously. In Arcana Unearthed, all spellcaster combine the best of these two systems. That is, all spellcasters have a spellbook (or equivalent) where they may record any number of spells. Then, everyday rather than preparing/memorizing specific spells, they instead "ready" a number of the spells they have in their spellbook. Basically it means they function like a sorcerer, but instead of spell-known which remain the same forever, they choose from "readied" spells, which don't need to be the same the next day. -- No arcane vs divine magic, spells are rather categorized in "simple, complex, and exotic" spells. All spellcasters have access to "simple" spells, while gaining access to "complex" or "exotic" spells requires to take appropriate feats or be of certain spellcasting classes such as the Magister. -- All spells include a "diminished" and "heightened" variants in the spell's description. That is, when you learn a spell of a certain level, you could nonetheless prepare (in fact ready) it as a one-level-lower spell (diminished effect), or as a one-level-higher spell (heightened effect). -- Spell Templates are another concept from AU, where you can (if you have got the relevant feat) slightly improve or modify a spell in some way, at some cost (generally of additional material components). Templates include "Acid, Air, Blessed, Corrupted, Eldritch, Fire, Permanent, etc...". -- There are also other minor rules, such as one for transforming a higher level spell-slot in several lower level spell-slots or vice-versa. Note that Arcana Unearthed uses his own spells, but they are very similar to D&D spells, thus converting normal D&D spells to AU is not too difficult. (In fact, somewhere on Malhavoc website are a few examples of converted spells.) ----------------------------------------------------------------------------------------- [/QUOTE]
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Let's summarize the various d20 magic systems up there
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