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<blockquote data-quote="sinmissing" data-source="post: 1766307" data-attributes="member: 1960"><p>How about a skill based magic system, that causes nonlethal damage? (Like GR's Psychic Handbook?)</p><p></p><p>Example:</p><p>Magic Talent Tree is available to Smart, Dedicated, or Charismatic heroes. The first time this talent is taken, the character's attribute for casting spells is determined (based on from which class this talent was chosen). If you gain a Smart Hero level, and then choose the Magic Talent, your caster attribute is forever based on your INT. From this point forward, you can only gain new Magic Talents by taking levels of Smart Hero</p><p></p><p>Each time you choose this talent, you gain access to a new school of magic. Each school has its own skill. This skill becomes a class skill, once you take this talent.</p><p></p><p>To cast a spell, make a School Caster check:</p><p>DC is 10 + Spell Level + Power Level</p><p></p><p>Spellcasting causes Strain:</p><p>Strain = ((Spell Level x 2) – 1) + Power Level</p><p></p><p>What is Power Level?</p><p>Power Level is the desired caster level that you are attempting to invoke. Example: To get 5 Magic Missiles out of a single casting of <em>Magic Missile</em> you would need a Power Level of 9.</p><p></p><p>What is Strain?</p><p>Strain is non–lethal damage that can only be healed with time.</p><p></p><p>Example</p><p>1st Level Magic Missile (1st Level Spell): DC (12) Strain (2)</p><p>5th Level Fireball (3rd Level Spell): DC (18) Strain (10)</p><p>9th Level Magic Missile (1st Level Spell): DC (20) Strain (10)</p><p>20th Level Meteor Swarm (9th Level Spell): DC (39) Strain (37)</p><p></p><p>I don't know much about shadowrun magic, but if I were to use this idea, I would make healing spells part of the Vitaemancy school (the antithesis of Necromancy), and remove them from the Conjuration school. So far, the school would have the following spells:</p><p></p><p>Cure Critical Wounds</p><p>Cure Critical Wounds, Mass</p><p>Cure Light Wounds</p><p>Cure Light Wounds, Mass</p><p>Cure Minor Wounds</p><p>Cure Moderate Wounds</p><p>Cure Moderate Wounds, Mass</p><p>Cure Serious Wounds</p><p>Cure Serious Wounds, Mass</p><p>Delay Poison</p><p>Heal</p><p>Heal Mount</p><p>Heal, Mass</p><p>Neutralize Poison</p><p>Raise Dead</p><p>Regenerate</p><p>Remove Blindness/Deafness</p><p>Remove Disease</p><p>Remove Paralysis</p><p>Restoration</p><p>Restoration, Greater</p><p>Restoration, Lesser</p><p>Resurrection</p><p>True Resurrection</p></blockquote><p></p>
[QUOTE="sinmissing, post: 1766307, member: 1960"] How about a skill based magic system, that causes nonlethal damage? (Like GR's Psychic Handbook?) Example: Magic Talent Tree is available to Smart, Dedicated, or Charismatic heroes. The first time this talent is taken, the character's attribute for casting spells is determined (based on from which class this talent was chosen). If you gain a Smart Hero level, and then choose the Magic Talent, your caster attribute is forever based on your INT. From this point forward, you can only gain new Magic Talents by taking levels of Smart Hero Each time you choose this talent, you gain access to a new school of magic. Each school has its own skill. This skill becomes a class skill, once you take this talent. To cast a spell, make a School Caster check: DC is 10 + Spell Level + Power Level Spellcasting causes Strain: Strain = ((Spell Level x 2) – 1) + Power Level What is Power Level? Power Level is the desired caster level that you are attempting to invoke. Example: To get 5 Magic Missiles out of a single casting of [i]Magic Missile[/i] you would need a Power Level of 9. What is Strain? Strain is non–lethal damage that can only be healed with time. Example 1st Level Magic Missile (1st Level Spell): DC (12) Strain (2) 5th Level Fireball (3rd Level Spell): DC (18) Strain (10) 9th Level Magic Missile (1st Level Spell): DC (20) Strain (10) 20th Level Meteor Swarm (9th Level Spell): DC (39) Strain (37) I don't know much about shadowrun magic, but if I were to use this idea, I would make healing spells part of the Vitaemancy school (the antithesis of Necromancy), and remove them from the Conjuration school. So far, the school would have the following spells: Cure Critical Wounds Cure Critical Wounds, Mass Cure Light Wounds Cure Light Wounds, Mass Cure Minor Wounds Cure Moderate Wounds Cure Moderate Wounds, Mass Cure Serious Wounds Cure Serious Wounds, Mass Delay Poison Heal Heal Mount Heal, Mass Neutralize Poison Raise Dead Regenerate Remove Blindness/Deafness Remove Disease Remove Paralysis Restoration Restoration, Greater Restoration, Lesser Resurrection True Resurrection [/QUOTE]
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