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Looking for an alternate magic system...
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<blockquote data-quote="MonkeyBoy" data-source="post: 443984" data-attributes="member: 1229"><p>This is the magic system I use IMC.</p><p></p><p>No Sorcerors, reason becomes obvious below.</p><p></p><p>All spellcasters learn spells in a similar way to wizards (all level 0 and 4 spells at level 1, 2 spells per level thereafter, any others you learn are a seperate issue)</p><p></p><p>Clerics automatically learn their domain spells as follows; cleric level 1 -> learn level 1 spells, Cleric Level 3 -> learn level 2 spells. These are in addition to those detailed above.</p><p></p><p>All characters gain base Mana equal to the total of their Int Wis and Cha bonuses at level 1.</p><p></p><p>Clerics, Druids and Wizards gain 2d4 Mana per level.</p><p>Rangers, Bards and Paladins gain 1d4 Mana per level.</p><p></p><p>Casting a spell requires components as per the description, plus;</p><p>Casting Check, DC = 10 + (3 x Spell Level) to cast successfully.</p><p>Channelling Check, DC 10 + Mana Used</p><p></p><p>The casting check is the base spellcasting stat, plus caster level, plus appropriate skill, plus 1d20. (Clerics and Paladins use Knowledge; Religion, Wizards use Spellcraft, Rangers and Druids use Wilderness Lore, Bards use Perform)</p><p></p><p>The channelling check is a Fort save, using Caster Level as a bonus. Failing the Channelling Check inflicts 1 point of temporary Con damage per point of failure.</p><p></p><p>The Mana cost for a spell is 1 + (3 x Spell Level), hence meta magic feats can be used unchanged (they raise both checks and mana use appropriately.</p><p></p><p>All spellcasters choose spells to cast on the fly, also it is notable that the level of the character does not limit spells that they can <strong>attempt</strong> to cast, its just that the Mana may be hard to aquire, the casting check may be hard to pass and the channelling might kill you...</p><p></p><p>Its also plausible for a character from another class to learn to spellcast with crossclass skills, but low mana would restrict them to low level spells...</p><p></p><p>This system is giving me the slightly less predicatable, slightly dangerous but more flexible feel I wanted for my current game <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>Obviously such concepts as magic items which store Mana, or aid in spellcasting or channelling checks, or which lower mana costs for spells take the place of things like rings of spellstoring or pearls of power. Interestingly scribing scrolls becomes very popular, since that requires no casting or channelling checks, just lots of time...</p></blockquote><p></p>
[QUOTE="MonkeyBoy, post: 443984, member: 1229"] This is the magic system I use IMC. No Sorcerors, reason becomes obvious below. All spellcasters learn spells in a similar way to wizards (all level 0 and 4 spells at level 1, 2 spells per level thereafter, any others you learn are a seperate issue) Clerics automatically learn their domain spells as follows; cleric level 1 -> learn level 1 spells, Cleric Level 3 -> learn level 2 spells. These are in addition to those detailed above. All characters gain base Mana equal to the total of their Int Wis and Cha bonuses at level 1. Clerics, Druids and Wizards gain 2d4 Mana per level. Rangers, Bards and Paladins gain 1d4 Mana per level. Casting a spell requires components as per the description, plus; Casting Check, DC = 10 + (3 x Spell Level) to cast successfully. Channelling Check, DC 10 + Mana Used The casting check is the base spellcasting stat, plus caster level, plus appropriate skill, plus 1d20. (Clerics and Paladins use Knowledge; Religion, Wizards use Spellcraft, Rangers and Druids use Wilderness Lore, Bards use Perform) The channelling check is a Fort save, using Caster Level as a bonus. Failing the Channelling Check inflicts 1 point of temporary Con damage per point of failure. The Mana cost for a spell is 1 + (3 x Spell Level), hence meta magic feats can be used unchanged (they raise both checks and mana use appropriately. All spellcasters choose spells to cast on the fly, also it is notable that the level of the character does not limit spells that they can [b]attempt[/b] to cast, its just that the Mana may be hard to aquire, the casting check may be hard to pass and the channelling might kill you... Its also plausible for a character from another class to learn to spellcast with crossclass skills, but low mana would restrict them to low level spells... This system is giving me the slightly less predicatable, slightly dangerous but more flexible feel I wanted for my current game :) Obviously such concepts as magic items which store Mana, or aid in spellcasting or channelling checks, or which lower mana costs for spells take the place of things like rings of spellstoring or pearls of power. Interestingly scribing scrolls becomes very popular, since that requires no casting or channelling checks, just lots of time... [/QUOTE]
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