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Low Magic/High Potential Rules--maybe
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<blockquote data-quote="DanMcS" data-source="post: 1504530" data-attributes="member: 6530"><p>I'm not completely sure what you mean by successful. It was a thought exercise more than anything, a "what kind of magical system can I create" kind of thing.</p><p></p><p>Basically, there are a few main effects, all DC 10. DC 10 doesn't get you anything, but it's the base.</p><p></p><p>To increase a stat 1 point is +2 DC (enhancement bonus).</p><p>To increase a skill 1 point is also +2 DC (competance bonus).</p><p></p><p>This lasts for one round. Further +1s to the DC let you increase the duration to 1 minute, 10 minutes, 1 hour, 12 hours, and 1 day. So to buff someone's strength by +2 for 12 hours would be DC 18.</p><p></p><p>Additional targets are +1 DC.</p><p></p><p>Every spell you have cast which is still in effect is a -1 penalty to your check, unless you use the magic sphere to hang the effect off a ley line or something and make it external to you.</p><p></p><p>That's the basic DC system, in a nutshell; flavor to taste, use ELH mitigators, that kind of thing.</p><p></p><p>Magical places can vary the DCs and checks of people; the fane of a church could give bonuses to Good spells and penalties to Evil ones.</p><p></p><p>Then you can start adding wierder effects, like summoning (DC = 10 + (2x the CR of the critter), elemental attacks (basic one is a touch attack, each d6 damage adds 2 to the DC), which can be shaped into area effects, etc, etc.</p><p></p><p>Then there are the feats, which I called magical "sources". There's one for Earth, Air, Fire, Water, Good, Evil, Law, Chaos, Plants, Animals, Shadow, Magic, Conjuration, Illusion, etc; you can make as many as you like.</p><p></p><p>I associated specific skills and attributes with each source. If you have Animal, you can buff any stat, summon nature's ally, and provide bonuses to ride and handle animal skills.</p><p></p><p>If you have Fire, you can summon firey creatures, buff intelligence, dexterity, make fire element attacks, and counterspell water effects.</p><p></p><p>The Magic sphere can be used to increase your spellcraft skill, counterspell any school, detect/read/identify magic, that kind of thing.</p><p></p><p>Conjuration can summon monsters, but also is used (at higher DCs) for dimension door/teleport/plane shift type effects. Each sphere can have individual uses like this.</p><p></p><p>The thing I liked about it was how easy it was to tune. Want stat buffing to be harder or easier, vary the DC cost. If you want to limit elemental attack to low dice, say the DC cost is [# of dice squared], so 1d6 damage is DC 11, 2d6 is DC 14, 3d6 is DC 19, and so on.</p><p></p><p>At base, it's only one feat, so a fighter could pick up the Good sphere, lay some skill points into spellcraft, base it on his charisma, and be a passable paladin, using his sphere to deal extra damage to evil things, heal people, and summon Good creatures occasionally.</p><p></p><p>A rogue could pick up Illusion and base it on int, and cloak himself in shadow or hide the noise of his passing. This kind of thing could start to require me to revise the skill or even class system, but that's a whole other thread.</p></blockquote><p></p>
[QUOTE="DanMcS, post: 1504530, member: 6530"] I'm not completely sure what you mean by successful. It was a thought exercise more than anything, a "what kind of magical system can I create" kind of thing. Basically, there are a few main effects, all DC 10. DC 10 doesn't get you anything, but it's the base. To increase a stat 1 point is +2 DC (enhancement bonus). To increase a skill 1 point is also +2 DC (competance bonus). This lasts for one round. Further +1s to the DC let you increase the duration to 1 minute, 10 minutes, 1 hour, 12 hours, and 1 day. So to buff someone's strength by +2 for 12 hours would be DC 18. Additional targets are +1 DC. Every spell you have cast which is still in effect is a -1 penalty to your check, unless you use the magic sphere to hang the effect off a ley line or something and make it external to you. That's the basic DC system, in a nutshell; flavor to taste, use ELH mitigators, that kind of thing. Magical places can vary the DCs and checks of people; the fane of a church could give bonuses to Good spells and penalties to Evil ones. Then you can start adding wierder effects, like summoning (DC = 10 + (2x the CR of the critter), elemental attacks (basic one is a touch attack, each d6 damage adds 2 to the DC), which can be shaped into area effects, etc, etc. Then there are the feats, which I called magical "sources". There's one for Earth, Air, Fire, Water, Good, Evil, Law, Chaos, Plants, Animals, Shadow, Magic, Conjuration, Illusion, etc; you can make as many as you like. I associated specific skills and attributes with each source. If you have Animal, you can buff any stat, summon nature's ally, and provide bonuses to ride and handle animal skills. If you have Fire, you can summon firey creatures, buff intelligence, dexterity, make fire element attacks, and counterspell water effects. The Magic sphere can be used to increase your spellcraft skill, counterspell any school, detect/read/identify magic, that kind of thing. Conjuration can summon monsters, but also is used (at higher DCs) for dimension door/teleport/plane shift type effects. Each sphere can have individual uses like this. The thing I liked about it was how easy it was to tune. Want stat buffing to be harder or easier, vary the DC cost. If you want to limit elemental attack to low dice, say the DC cost is [# of dice squared], so 1d6 damage is DC 11, 2d6 is DC 14, 3d6 is DC 19, and so on. At base, it's only one feat, so a fighter could pick up the Good sphere, lay some skill points into spellcraft, base it on his charisma, and be a passable paladin, using his sphere to deal extra damage to evil things, heal people, and summon Good creatures occasionally. A rogue could pick up Illusion and base it on int, and cloak himself in shadow or hide the noise of his passing. This kind of thing could start to require me to revise the skill or even class system, but that's a whole other thread. [/QUOTE]
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