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Low magic vs. magic as a plot device
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<blockquote data-quote="resistor" data-source="post: 1547970" data-attributes="member: 9142"><p>I looked at the GURPS unlimited mana rules, and whipped up my own d20 version. Thoughts/comments? I tried to design it to interfere as little as possible with the existing mechanics. It does actually make casters slightly stronger, but it also offers them the kind of temptation/hint of ultimate power that people seem to want. Also, the possibility of a villain whipping out the same thing should keep them on their toes!</p><p></p><p><strong>Crunchy Bits</strong></p><p></p><p>A caster still has the same number of spell slots and spells known as before. Now, however, they can also cast unslotted spells by doing what I shall call "overburning."</p><p></p><p>Whenever a caster overburns, she adds the spell level of the overburned spell to her running total of "overburned levels." She must then roll a d% and add her total overburned levels (including the levels from the spell she just cast). The result of this roll determines outcome of the spell:</p><p></p><p>0-25 - spell functions normally</p><p>26-50 - spell functions with minor side effects (DM's discretion, high rolls should be more side effects)</p><p>51-75 - spell fizzles</p><p>76-90 - spell fizzles with negative side effects</p><p>91+ spell fails catastrophically, with effects scaling at the DMs discretion based on how far over 90 the roll is</p><p></p><p>Overburned levels build up continuously, but a caster can restore a number of them equal to one half her casting attribute modifier each day. Any effects that modify the caster's casting attribute must be in effect for all 8 hours of the caster's rest to increase the overburned levels restored.</p><p></p><p><strong>Flavor</strong></p><p></p><p>As a mage learns his art, he slows learns to control the rampant energies around him. Slowly, he builds a tolerance to them and becomes able to bend them to his will. The more powerful he becomes, the more energy he can force to do his bidding.</p><p></p><p>However, some daring mages realize that the supply of energy out there is nearly infinite. By reaching beyond and taking control of more energy than they could normally safely subdue, they can power more spells than other mages of their level!</p><p></p><p>But this boldness comes at a price: these mages are manipulating more energy than they really know how to control, and with each successive "overburning," they risk catastrophe...</p><p></p><p><strong>Other Thoughts</strong></p><p></p><p>I think this could also be extended into an alternate epic magic system: create a feat that allows sorcerers to add 10+ level spells to their spells known, and another that allows wizards to prepare 10+ level spells. But since they don't have any slots of the appropriate levels, they must cast these spells by overburning!</p><p></p><p>Also, a world using this would probably feature some magic items like this one:</p><p></p><p>Circlet of High Magery - For the purposes of determining overburning outcomes, the wearer of this circlet is considered to have five less overburned levels than normal (but not less than zero).</p></blockquote><p></p>
[QUOTE="resistor, post: 1547970, member: 9142"] I looked at the GURPS unlimited mana rules, and whipped up my own d20 version. Thoughts/comments? I tried to design it to interfere as little as possible with the existing mechanics. It does actually make casters slightly stronger, but it also offers them the kind of temptation/hint of ultimate power that people seem to want. Also, the possibility of a villain whipping out the same thing should keep them on their toes! [b]Crunchy Bits[/b] A caster still has the same number of spell slots and spells known as before. Now, however, they can also cast unslotted spells by doing what I shall call "overburning." Whenever a caster overburns, she adds the spell level of the overburned spell to her running total of "overburned levels." She must then roll a d% and add her total overburned levels (including the levels from the spell she just cast). The result of this roll determines outcome of the spell: 0-25 - spell functions normally 26-50 - spell functions with minor side effects (DM's discretion, high rolls should be more side effects) 51-75 - spell fizzles 76-90 - spell fizzles with negative side effects 91+ spell fails catastrophically, with effects scaling at the DMs discretion based on how far over 90 the roll is Overburned levels build up continuously, but a caster can restore a number of them equal to one half her casting attribute modifier each day. Any effects that modify the caster's casting attribute must be in effect for all 8 hours of the caster's rest to increase the overburned levels restored. [b]Flavor[/b] As a mage learns his art, he slows learns to control the rampant energies around him. Slowly, he builds a tolerance to them and becomes able to bend them to his will. The more powerful he becomes, the more energy he can force to do his bidding. However, some daring mages realize that the supply of energy out there is nearly infinite. By reaching beyond and taking control of more energy than they could normally safely subdue, they can power more spells than other mages of their level! But this boldness comes at a price: these mages are manipulating more energy than they really know how to control, and with each successive "overburning," they risk catastrophe... [b]Other Thoughts[/b] I think this could also be extended into an alternate epic magic system: create a feat that allows sorcerers to add 10+ level spells to their spells known, and another that allows wizards to prepare 10+ level spells. But since they don't have any slots of the appropriate levels, they must cast these spells by overburning! Also, a world using this would probably feature some magic items like this one: Circlet of High Magery - For the purposes of determining overburning outcomes, the wearer of this circlet is considered to have five less overburned levels than normal (but not less than zero). [/QUOTE]
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