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<blockquote data-quote="Priest_Sidran" data-source="post: 3417702" data-attributes="member: 30857"><p>The simplest thing to do is to add a new mechanic into the mix, such as Magical Apptitude, (similar to the Magical Rating of Shadowrun), and add the force from shadowrun, pretty much word for word. </p><p></p><p> This changes things in three ways </p><p>1. Aptitude determs if a character even has what it takes to become a natural user of the arts. </p><p> It could also very well determine whether a character is able to do advanced magic</p><p>I.E. A character with a Magical Aptitude of 16 or better is allowed knowledge skills in schools of magic such as (necromancy), or (thaumaturgy), or (conjuration (creation) spells. </p><p>2. Add in force, from shadow run, A character's aptitude is for all intensive purposes a new ability which determines Force ( a new mechanic similar to a save perhaps). </p><p></p><p>The way a spell would be cast then is as thus a character wants to cast a 4th level spell from the Sorcerer/Wizard school or an equivelently powerful spell (cast on the fly via Ars Magica style rules) the Player would set his force at 4 meaning that he is using that amount of force which does not regenerate quickly (1 per 2 hours of rest). He then roles a Spellcraft check DC Spell level + 2 (actually 1.5) for every point of force spent to see if the spell is successful. </p><p></p><p>The kicker is that a Character with a low force can still "set" that force at a higher level E.G. using the example that the player has a force of 4, he can set it as far as 9th. However for each 1 point higher than his force rating he sets a spell the more difficult his spell DC get, and the more risky the casting becomes. A character wanting to cast a 9th level spell who has a rating of 4 would have to beat a Spell check DC of 17 not necessarily hard, but he would have to also make a Fortitude Save DC 10+ 2 for each level of force over the rating of the character +1 or succumb to the effects of fatigue. In this case casting a 9th level spell could be a potential life ender if a character chose to cast such spells at an in opportune time. </p><p></p><p>So far this is how I see using the old rules that are already in place with new ones might work for the Balancing end of it. </p><p></p><p>As for the free form spell casting I think that these very same rules could work for such a circumstance, though the rating of the spell that is being spontaneously generated is likely to be a point of derision between the DM and the Players.</p><p></p><p>The easy answer to this is that th DM's words the Law when it comes to the end result of judging the equivelent level of a spell. </p><p></p><p>It seems more complicated to do it this way but with some refinement I could use it without to much guilt. </p><p></p><p>One thing I would enforce though is that every character who becomes a Mage, Sorcerer, or Wizard must choose (not from schools of magic per se) those areas of magic which he the strongest in and those which he is weaker in.</p></blockquote><p></p>
[QUOTE="Priest_Sidran, post: 3417702, member: 30857"] The simplest thing to do is to add a new mechanic into the mix, such as Magical Apptitude, (similar to the Magical Rating of Shadowrun), and add the force from shadowrun, pretty much word for word. This changes things in three ways 1. Aptitude determs if a character even has what it takes to become a natural user of the arts. It could also very well determine whether a character is able to do advanced magic I.E. A character with a Magical Aptitude of 16 or better is allowed knowledge skills in schools of magic such as (necromancy), or (thaumaturgy), or (conjuration (creation) spells. 2. Add in force, from shadow run, A character's aptitude is for all intensive purposes a new ability which determines Force ( a new mechanic similar to a save perhaps). The way a spell would be cast then is as thus a character wants to cast a 4th level spell from the Sorcerer/Wizard school or an equivelently powerful spell (cast on the fly via Ars Magica style rules) the Player would set his force at 4 meaning that he is using that amount of force which does not regenerate quickly (1 per 2 hours of rest). He then roles a Spellcraft check DC Spell level + 2 (actually 1.5) for every point of force spent to see if the spell is successful. The kicker is that a Character with a low force can still "set" that force at a higher level E.G. using the example that the player has a force of 4, he can set it as far as 9th. However for each 1 point higher than his force rating he sets a spell the more difficult his spell DC get, and the more risky the casting becomes. A character wanting to cast a 9th level spell who has a rating of 4 would have to beat a Spell check DC of 17 not necessarily hard, but he would have to also make a Fortitude Save DC 10+ 2 for each level of force over the rating of the character +1 or succumb to the effects of fatigue. In this case casting a 9th level spell could be a potential life ender if a character chose to cast such spells at an in opportune time. So far this is how I see using the old rules that are already in place with new ones might work for the Balancing end of it. As for the free form spell casting I think that these very same rules could work for such a circumstance, though the rating of the spell that is being spontaneously generated is likely to be a point of derision between the DM and the Players. The easy answer to this is that th DM's words the Law when it comes to the end result of judging the equivelent level of a spell. It seems more complicated to do it this way but with some refinement I could use it without to much guilt. One thing I would enforce though is that every character who becomes a Mage, Sorcerer, or Wizard must choose (not from schools of magic per se) those areas of magic which he the strongest in and those which he is weaker in. [/QUOTE]
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