Cheiromancer
Adventurer
I was reading the Jester's world of Cydra story hour, and in it the party ventures onto the low magic world of Arba. Magic in Arba has the following properties:
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General Notes: Spells have a maximum duration of 1 round/level, a maximum range of short, give maximum bonuses of any type except for skill bonuses of +1, and give a maximum skill bonus of +4.
Targets and Damage: Spells deal a maximum of 1d6 damage. A targetted spell can only target one creature or object.
Healing: Healing spells turn real damage into subdual damage. Spells that heal ability damage heal only one point.
Transmutations: Spells that change a target's shape or substance fail. Teleportation effects will not funciton. Spells that give an ability such as water breathing, flight or something similar instead grant a +4 competence bonus to the most appropriate skill (Swim or Jump).
Illusions: Illusions last only a single round.
Conjurations: Fail.
Divinations: Any divinations that involve asking questions take at least an hour to cast and require an animal sacrifice for entrail reading.
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Now immediately I like this better than the "impeded magic" rules in the SRD. And I have a few simultaneous responses:
1. How do I break the rules? (i.e. what are the best spells with short range and 1 round/level duration)
2. What are the ambiguities or inconsistencies of the rules? (Is a bull's strength limited to a +2 to strength, giving +1 to attacks and damage, or +1? Should a cause wounds spell inflict 1d6 damage, or do the normal amount of damage, only in non-lethal form?)
3. How can the rules be improved?
So what does everyone think? How can these rules be min/maxed, where do they break down, how can they be improved?
***********
General Notes: Spells have a maximum duration of 1 round/level, a maximum range of short, give maximum bonuses of any type except for skill bonuses of +1, and give a maximum skill bonus of +4.
Targets and Damage: Spells deal a maximum of 1d6 damage. A targetted spell can only target one creature or object.
Healing: Healing spells turn real damage into subdual damage. Spells that heal ability damage heal only one point.
Transmutations: Spells that change a target's shape or substance fail. Teleportation effects will not funciton. Spells that give an ability such as water breathing, flight or something similar instead grant a +4 competence bonus to the most appropriate skill (Swim or Jump).
Illusions: Illusions last only a single round.
Conjurations: Fail.
Divinations: Any divinations that involve asking questions take at least an hour to cast and require an animal sacrifice for entrail reading.
********
Now immediately I like this better than the "impeded magic" rules in the SRD. And I have a few simultaneous responses:
1. How do I break the rules? (i.e. what are the best spells with short range and 1 round/level duration)
2. What are the ambiguities or inconsistencies of the rules? (Is a bull's strength limited to a +2 to strength, giving +1 to attacks and damage, or +1? Should a cause wounds spell inflict 1d6 damage, or do the normal amount of damage, only in non-lethal form?)
3. How can the rules be improved?
So what does everyone think? How can these rules be min/maxed, where do they break down, how can they be improved?
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