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<blockquote data-quote="thelis" data-source="post: 3530085" data-attributes="member: 42318"><p>1. MAGIC ITEMS: They are rare and to purchase them may cost a kings ransom times ten to obtain. However, a PC spell caster can create their own magic items. This can also make him considerably wealthy in a campaign if wealth is a goal. </p><p>Also, if a party wants to acquire items or weapons of renown then the DM must make them work hard for it. Not to be overly aggressive as a DM but as mentioned in the introduction if PC’s want extraordinary items they must be willing to attempt extraordinary accomplishments, which seems only fair. So, to get that +5 fiery great sword a party must take on perilous journeys and delve into the darkest and most dangerous of places in the world to attain their quarry. </p><p>2. CLASSES OTHER THAN PURE CASTERS: Magic wielders are specifically trained in their art which makes them the most proficient at spell casters and taking on other types of training will effect their arcane skills tremendously. This said, only wizards, sorcerers, druids and the like can cast spells. Sorry clerics, paladin’s, rangers and the likes only the most dedicated of spell casters can cast.</p><p>CLERIC- A true cleric has no time for adventures. They spend day in and day out dedicating their mind and bodies to their faith and helping others by charities and healing the sick and injured. Now, a cleric who adventures may fight in the name of the god they worship but cannot cast like a true cleric but can acquire holy symbols and items from a temple of sort, that can help them on their quest but these items are temporary power modifiers to assist the fighter cleric. </p><p>Example: If a cleric wants to turn the undead, he or she must acquire a tangible symbol from a place of their worshiped god and this symbol may only have twenty uses then it is useless. But of course gaining this symbol will not come easy. As with everything a cleric must prove his worth. These symbols also allow critical hits on the undead from the cleric.</p><p>Another example is healing. Clerics or any followers of a healing god do not have the power to spontaneously heal some one's injuries. There are two ways a cleric can heal themselves or their fellow adventurers. One way is that they have extensive knowledge of where the places of worship are located in the world in which they can find healing, cures from disease and anything else they may need. </p><p>The second way is that clerics automatically receive bonuses to their Heal checks which is +4 at first level and gains 1 point every fifth level as a cleric from thereon. Heal checks are done by 10 + cleric level + subject’s Constitution modifier. A successful check will initially grant 4 hit points back to the subject and 3 points every hour instead of the normal Heal check. Success by 10 or more: 5 hit points and 3 points every hour.</p><p> Success by 15 or more 6 hit points and 4 every hour. </p><p> Natural 20 gives the subject 8 hit points and 5 every hour.</p><p>PALADIN - A paladin, knight or the likes works the same as a cleric. Their divine abilities comes from artifacts or symbols from only the devout followers of their faith, if any, or a spell caster who shares their beliefs. The artifacts they acquire can do the same as any paladin spell but just like a cleric’s symbol it only has twenty or so uses. The DM decides how many uses or how many times a paladin can acquire these artifacts or symbols for a campaign. The one thing that a paladin does retain is their smite ability. No, not smite evil, just smite. This can be done more than one time a day. A paladin gains bonus smites equal to his Wisdom modifier that is above 12. So a Wisdom of 16 will give a paladin 2 bonus smites per day.</p><p>RANGER - A ranger may only acquire his spell ability just as the two above but must get his items from a druid or any other pure spell caster that knows nature magic. Again, the uses of these items or limited and they are earned, not given, a constant reminder for the GM. </p><p>3. ALIGNED MAGIC - There is NONE!!! A spell is a spell. For instance, there is no detect evil or detect good, just detect a person, creature, magic or object. Furthermore, there are no aligned weapons or items, just magic weapons and items with the exception of holy symbols used by clerics and paladins against undead and unholy outsiders or creatures. </p><p>4. SPELL AVAILIBILITY - Wizards and sorcerers or any pure spell caster may have access to Divine and Nature spells but they must be recited from a scroll or a spell book and only gained a spell a level equal to their caster level. Also, a wizard or a sorcerer must have a 16 Wisdom or more and a 17 Intelligence or more. So, a 4th caster level wizard can cast four 4th level divine or nature spells four times for one level. No repeat spells.</p></blockquote><p></p>
[QUOTE="thelis, post: 3530085, member: 42318"] 1. MAGIC ITEMS: They are rare and to purchase them may cost a kings ransom times ten to obtain. However, a PC spell caster can create their own magic items. This can also make him considerably wealthy in a campaign if wealth is a goal. Also, if a party wants to acquire items or weapons of renown then the DM must make them work hard for it. Not to be overly aggressive as a DM but as mentioned in the introduction if PC’s want extraordinary items they must be willing to attempt extraordinary accomplishments, which seems only fair. So, to get that +5 fiery great sword a party must take on perilous journeys and delve into the darkest and most dangerous of places in the world to attain their quarry. 2. CLASSES OTHER THAN PURE CASTERS: Magic wielders are specifically trained in their art which makes them the most proficient at spell casters and taking on other types of training will effect their arcane skills tremendously. This said, only wizards, sorcerers, druids and the like can cast spells. Sorry clerics, paladin’s, rangers and the likes only the most dedicated of spell casters can cast. CLERIC- A true cleric has no time for adventures. They spend day in and day out dedicating their mind and bodies to their faith and helping others by charities and healing the sick and injured. Now, a cleric who adventures may fight in the name of the god they worship but cannot cast like a true cleric but can acquire holy symbols and items from a temple of sort, that can help them on their quest but these items are temporary power modifiers to assist the fighter cleric. Example: If a cleric wants to turn the undead, he or she must acquire a tangible symbol from a place of their worshiped god and this symbol may only have twenty uses then it is useless. But of course gaining this symbol will not come easy. As with everything a cleric must prove his worth. These symbols also allow critical hits on the undead from the cleric. Another example is healing. Clerics or any followers of a healing god do not have the power to spontaneously heal some one's injuries. There are two ways a cleric can heal themselves or their fellow adventurers. One way is that they have extensive knowledge of where the places of worship are located in the world in which they can find healing, cures from disease and anything else they may need. The second way is that clerics automatically receive bonuses to their Heal checks which is +4 at first level and gains 1 point every fifth level as a cleric from thereon. Heal checks are done by 10 + cleric level + subject’s Constitution modifier. A successful check will initially grant 4 hit points back to the subject and 3 points every hour instead of the normal Heal check. Success by 10 or more: 5 hit points and 3 points every hour. Success by 15 or more 6 hit points and 4 every hour. Natural 20 gives the subject 8 hit points and 5 every hour. PALADIN - A paladin, knight or the likes works the same as a cleric. Their divine abilities comes from artifacts or symbols from only the devout followers of their faith, if any, or a spell caster who shares their beliefs. The artifacts they acquire can do the same as any paladin spell but just like a cleric’s symbol it only has twenty or so uses. The DM decides how many uses or how many times a paladin can acquire these artifacts or symbols for a campaign. The one thing that a paladin does retain is their smite ability. No, not smite evil, just smite. This can be done more than one time a day. A paladin gains bonus smites equal to his Wisdom modifier that is above 12. So a Wisdom of 16 will give a paladin 2 bonus smites per day. RANGER - A ranger may only acquire his spell ability just as the two above but must get his items from a druid or any other pure spell caster that knows nature magic. Again, the uses of these items or limited and they are earned, not given, a constant reminder for the GM. 3. ALIGNED MAGIC - There is NONE!!! A spell is a spell. For instance, there is no detect evil or detect good, just detect a person, creature, magic or object. Furthermore, there are no aligned weapons or items, just magic weapons and items with the exception of holy symbols used by clerics and paladins against undead and unholy outsiders or creatures. 4. SPELL AVAILIBILITY - Wizards and sorcerers or any pure spell caster may have access to Divine and Nature spells but they must be recited from a scroll or a spell book and only gained a spell a level equal to their caster level. Also, a wizard or a sorcerer must have a 16 Wisdom or more and a 17 Intelligence or more. So, a 4th caster level wizard can cast four 4th level divine or nature spells four times for one level. No repeat spells. [/QUOTE]
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