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<blockquote data-quote="fuindordm" data-source="post: 5902538" data-attributes="member: 5435"><p>[MENTION=882]Chris_Nightwing[/MENTION]: As I already mentioned in another thread, I think the sorcerer does a good job modeling Harry Potter magic. However, to play well with others, they do need to run out of magic over the course of a day. But the basic concept "cast any spell you know, as often as you want" is there, and it's easy enough to make the magic dependent on a wand, except for a few spells that you have mastered exceptionally well. There are already feats to learn extra spells, rules for spell research, rules for crafting items, etc. I think players can accept that in the game, they learn spells in order of increasing effect and not at the demands of the plot.</p><p></p><p>[MENTION=18333]Neechen[/MENTION]: Elric-style magic is a challenge, but not insurmountable. Step 1: start with the sorcerer. Step 2: require each sorcerer to have an elemental or alignment pact (replaces the bloodline, if you're playing with PF; add minor at-will abilities to suit taste). Step 3: add code of conduct -- must make regular sacrifices/tributes to sustain pact, taboos optional. If you want to get more restrictive, start the 1st-level sorcerer with a very tightly focused spell list (all fire spells for a fire pact, plus a small number of 'universal' spells such as detect magic and identify). At regular intervals (every X levels), allow them to enter into a new pact and gain access to a new set of spells that they can learn. </p><p></p><p>That's the version that plays well with others, and integrates easily into core D&D. You could make it closer to the books by tracking sacrifices and granting magic power that runs out, but I don't think that should replace the spells/day mechanic, just exist as an extra limitation. E.g., for the fire pact, if you dedicate an enemy to the elemental lord and then slay it with fire magic, you get to cast 2 spell levels per HD. Not sure the bookkeeping is worth it, though.</p><p></p><p>[MENTION=3201]Janaxstrus[/MENTION]: I've only read a couple of the black company books, but that's an interesting point. Of course, some spells aren't worth casting if they take too long to do so... but are you saying even a low-level wizard could camp out on a secluded hill, work for a few months on a spell, then throw a meteor swarm down on the city below? It has interesting implications for the game world, but isn't necessarily a problem. Take the wizard, allow them to learn any spell of any level subject to the normal rules. The normal spells per day chart represents the spells they are experienced enough to prepare and cast quickly. Any other spells in their book have to be cast out of combat, as rituals. Then create a chart showing the casting times by CL and by spell level. You could also create an intermediate range where spells take a full round to cast. E.g. A fifth level wizard could cast 1st level spells normally, but 2nd and 3rd level spells are still full round actions. </p><p></p><p>Obviously this makes the wizard a lot more powerful, so you should take something away from the class to make up for it, like halving the number of spells per day that they can prepare. The DM will have to use the game world to restrict spell learning, and make the PCs aware that there are very powerful wizards out there just waiting to stamp out upstarts who get too big for their britches. </p><p></p><p>I'm sure it's not a perfect fit, but it still fits under the D&D umbrella reasonably well.</p><p></p><p>I know I didn't respond to everyone, but that's all I have time for now.</p></blockquote><p></p>
[QUOTE="fuindordm, post: 5902538, member: 5435"] [MENTION=882]Chris_Nightwing[/MENTION]: As I already mentioned in another thread, I think the sorcerer does a good job modeling Harry Potter magic. However, to play well with others, they do need to run out of magic over the course of a day. But the basic concept "cast any spell you know, as often as you want" is there, and it's easy enough to make the magic dependent on a wand, except for a few spells that you have mastered exceptionally well. There are already feats to learn extra spells, rules for spell research, rules for crafting items, etc. I think players can accept that in the game, they learn spells in order of increasing effect and not at the demands of the plot. [MENTION=18333]Neechen[/MENTION]: Elric-style magic is a challenge, but not insurmountable. Step 1: start with the sorcerer. Step 2: require each sorcerer to have an elemental or alignment pact (replaces the bloodline, if you're playing with PF; add minor at-will abilities to suit taste). Step 3: add code of conduct -- must make regular sacrifices/tributes to sustain pact, taboos optional. If you want to get more restrictive, start the 1st-level sorcerer with a very tightly focused spell list (all fire spells for a fire pact, plus a small number of 'universal' spells such as detect magic and identify). At regular intervals (every X levels), allow them to enter into a new pact and gain access to a new set of spells that they can learn. That's the version that plays well with others, and integrates easily into core D&D. You could make it closer to the books by tracking sacrifices and granting magic power that runs out, but I don't think that should replace the spells/day mechanic, just exist as an extra limitation. E.g., for the fire pact, if you dedicate an enemy to the elemental lord and then slay it with fire magic, you get to cast 2 spell levels per HD. Not sure the bookkeeping is worth it, though. [MENTION=3201]Janaxstrus[/MENTION]: I've only read a couple of the black company books, but that's an interesting point. Of course, some spells aren't worth casting if they take too long to do so... but are you saying even a low-level wizard could camp out on a secluded hill, work for a few months on a spell, then throw a meteor swarm down on the city below? It has interesting implications for the game world, but isn't necessarily a problem. Take the wizard, allow them to learn any spell of any level subject to the normal rules. The normal spells per day chart represents the spells they are experienced enough to prepare and cast quickly. Any other spells in their book have to be cast out of combat, as rituals. Then create a chart showing the casting times by CL and by spell level. You could also create an intermediate range where spells take a full round to cast. E.g. A fifth level wizard could cast 1st level spells normally, but 2nd and 3rd level spells are still full round actions. Obviously this makes the wizard a lot more powerful, so you should take something away from the class to make up for it, like halving the number of spells per day that they can prepare. The DM will have to use the game world to restrict spell learning, and make the PCs aware that there are very powerful wizards out there just waiting to stamp out upstarts who get too big for their britches. I'm sure it's not a perfect fit, but it still fits under the D&D umbrella reasonably well. I know I didn't respond to everyone, but that's all I have time for now. [/QUOTE]
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