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<blockquote data-quote="Cheiromancer" data-source="post: 1047142" data-attributes="member: 141"><p>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:</p><p></p><p>***********</p><p></p><p><strong>General Notes:</strong> 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. </p><p></p><p><strong>Targets and Damage:</strong> Spells deal a maximum of 1d6 damage. A targetted spell can only target one creature or object.</p><p></p><p><strong>Healing:</strong> Healing spells turn real damage into subdual damage. Spells that heal ability damage heal only one point.</p><p></p><p><strong>Transmutations:</strong> 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).</p><p></p><p><strong>Illusions:</strong> Illusions last only a single round.</p><p></p><p><strong>Conjurations:</strong> Fail.</p><p></p><p><strong>Divinations:</strong> Any divinations that involve asking questions take at least an hour to cast and require an animal sacrifice for entrail reading.</p><p></p><p>********</p><p></p><p>Now immediately I like this better than the "impeded magic" rules in the SRD. And I have a few simultaneous responses:</p><p></p><p>1. How do I break the rules? (i.e. what are the best spells with short range and 1 round/level duration)</p><p></p><p>2. What are the ambiguities or inconsistencies of the rules? (Is a <em>bull's strength</em> limited to a +2 to strength, giving +1 to attacks and damage, or +1? Should a <em>cause wounds</em> spell inflict 1d6 damage, or do the normal amount of damage, only in non-lethal form?)</p><p></p><p>3. How can the rules be improved?</p><p></p><p>So what does everyone think? How can these rules be min/maxed, where do they break down, how can they be improved?</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 1047142, member: 141"] 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: *********** [b]General Notes:[/b] 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. [b]Targets and Damage:[/b] Spells deal a maximum of 1d6 damage. A targetted spell can only target one creature or object. [b]Healing:[/b] Healing spells turn real damage into subdual damage. Spells that heal ability damage heal only one point. [b]Transmutations:[/b] 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). [b]Illusions:[/b] Illusions last only a single round. [b]Conjurations:[/b] Fail. [b]Divinations:[/b] 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 [i]bull's strength[/i] limited to a +2 to strength, giving +1 to attacks and damage, or +1? Should a [i]cause wounds[/i] 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? [/QUOTE]
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