Bonedagger
First Post
Sorry. It's a mess right now.
RUNNING PROJECT Newest Change: 8 Dec.
(Suggestion and critic are wellcome! Don't hold back)
I decided to write down how I feel the magic system should be. If you have any thoughts about it feel free to share.
Mana users & Divine channeling
Neither clerics nor wizards no longer have to memorize their spells. They can cast them as long as they can summon the energy required. Sorcerers don't exist anymore as a class. They to have been replaced by the new wizard.
Divine channeling (Former Divine spellcasters):
Priests pray for their gods intervention when they cast spells (Or pray sacret prayers as the cleric would call it) and the priest then funktion as a channeling divice for the gods will. In order to channel, the priest need to maintain a good contact with his god. That is maintained through rituals and daily praying.
He also need to know the specific patterns of the spell he need to channel. This knowledge has to be discovered by the channeleer/cleric himself. If he cannot adjust the spell his essens/soul will block it. This requires studies. In other words. A cleric need to learn how to cast his spells. Not even the gods know how a person have to adjust his spell. It is something uniq. The secret of the soul. Something the cleric only can discover by himself.
Teachings exist for commen "sacret prayers". They make it more easy for the cleric to reach his understanding. [In game therms the cleric need to learn his spells like a wizard but with one exception. Spellcraft is in this specific case tied to wisdom instead of intellingence. Not having a teaching makes a sacret prayer hard to understand. The cleric would need to create the spell in the same way that you invent new spells. The cleric this way gets a lot of the wizards penalties. I always found the clerics huge spell selection choice unreasonable but here it is also meant as a balance]
The cleric also need channeling energy. This is represented by channeling points (CP). The number for CP a cleric have is discovered by comparing his spellcasting ability in the PHB with the table A below. The PHB also allow spellcaster bonusspells. That is also the case with channeleers but the CP has been toned down in comparisment with the PHB. That have been done to compensate for the new flexibility of the spellcasters compared to the nonespellcasters. Table B shows how.
Mana users (Former arcane spellcasters):
Mana is your inner magic. The flame that burns in all of us. It burns in everything. The stuff that makes reallity be real.
You, as a wizard, have learned how to draw upon this energy and shape it. You don't truely understand it. You more feel your way. Therefore you need to resort to words, gestures and in some cases components in order to force the flame to shape/new shape. No one understands the flame as well as the gods. But not even they have full control over it. It is older than even them.
Like the cleric have CP the wizard have mana points (MP). To know your wizards manapool you need to look at table A and B below. Like with the cleric the wizard now gets less bonus to counter their new flexibility. They do this way work similar to a sorcerer just with notabel fewer spells per day but with a potential unlimited spellselection. The spellselection should reflect that spellbooks are now harder to come by. There are no need to carry them around anymore.
-------------
Table A
Table A
CP/MP pool & Spell cost
0 / (0/1)
1st / 1
2nd / 3
3rd / 5
4th / 7
5th / 9
6th / 11
7th / 13
8th / 15
9th / 17
-------------
Table B
Bonus CP/MP
Int/Wis (Bonus CP/MP)
9-10 (0)
11-12 (1)
13-14 (2)
15-16 (3)
17-18 (4)
19-20 (5)
etc.
I'm still uncertain about this one. Copying psionic might work
-------------
Spellcasting feats are used the same way as the sorcerer from the PHB do.
CP/MP are recovered when you sleep (Meditate in the case of elves). It requires 8 hours of rest for a complete recovery [Divide your total CP/MP pool by 8 to find out how many points you recover per hour of rest].
------------
Limits for spells:
Your spellcaster level will still limit the highest level spell you can cast similar to the corerules. So a 4th level wizard can not cast a 3rd level spell. It also count for metamagic.
Wizards are limited to knowing 200 spell levels of spells. The feat spellmastery can increase this number by 10 points every time it is taken.
Clerics limits on knowen prayers is 10 spell levels per level or 50. Whichever is higher.
---------------
Table C / The wizards progression:
Level / Basic Mana (Specialty bonus) / Max spell level
1st / 1 (1) / 1st
2nd / 2 (1) / 1st
3rd / 5 (3) / 2nd
4th / 8 (3) / 2nd
5th / 13 (5) / 3rd
6th / 18 (5) / 3rd
7th / 25 (7) / 4th
8th / 32 (7) / 4th
9th / 41 (9) / 5th
10th / 50 (9) / 5th
11th / 61 (11) / 6th
12th / 72 (11) / 6th
13th / 85 (13) / 7th
14th / 98 (13) / 7th
15th / 113 (15) / 8th
16th / 128 (15) / 8th
17th / 145 (17) / 9th
18th / 162 (17) / 9th
19th / 179 (17) / 9th
20th / 196 (17) / 9th
Note: Specialty bonus points can only be used for the specialists chosen school of specialization. (I know. But it had to be mentioned)
BTW. A 20th level wizard in the slotsystem would have 324 base points by direct translation. Int bonus would increase that rapidly.
-------------
New magical items:
Source Items. Source items are items that you can draw mana points from that can only be used to power a special school, or type, of spells. They can go a long way for setting the flavor of the campaign.
Eksamples:
-Staffs of Flames (School fire / +12 mana per day).
-The Jesters Coin (School Illusion / + 4 mana per round or - 4 mana per round. You need to flip the coin before you can draw from it (Standard action). It is fifty-fifty what effect you will get. But you will know since the face on the coin will reflect it. Smiling (Good) or evil grin (Bad). The coins effect is stuck on you for the rest of that encounter no matter if you lose the coin)
The secrets needed for making source items have been lost to time. So have many of the Source Items. Therefore they are considdered prestige items and have no set price.
-----------
Clerical Spontanious Casting (Being able to transform magic into healing or destruction) is gone.
[Added. 8 Dec.]
The spellcost and progression was changed after the princip in the psionic rules.
Important note: Since similar spelleffects in the psionic system are lower level and therefore have lower cost the sytem cannot be copied to wizard. It is a question about when certain powers become avalible.
It is close to being done now. (All I need is the time)
A more free number of spells knowen are kept for now.
RUNNING PROJECT Newest Change: 8 Dec.
(Suggestion and critic are wellcome! Don't hold back)
I decided to write down how I feel the magic system should be. If you have any thoughts about it feel free to share.
Mana users & Divine channeling
Neither clerics nor wizards no longer have to memorize their spells. They can cast them as long as they can summon the energy required. Sorcerers don't exist anymore as a class. They to have been replaced by the new wizard.
Divine channeling (Former Divine spellcasters):
Priests pray for their gods intervention when they cast spells (Or pray sacret prayers as the cleric would call it) and the priest then funktion as a channeling divice for the gods will. In order to channel, the priest need to maintain a good contact with his god. That is maintained through rituals and daily praying.
He also need to know the specific patterns of the spell he need to channel. This knowledge has to be discovered by the channeleer/cleric himself. If he cannot adjust the spell his essens/soul will block it. This requires studies. In other words. A cleric need to learn how to cast his spells. Not even the gods know how a person have to adjust his spell. It is something uniq. The secret of the soul. Something the cleric only can discover by himself.
Teachings exist for commen "sacret prayers". They make it more easy for the cleric to reach his understanding. [In game therms the cleric need to learn his spells like a wizard but with one exception. Spellcraft is in this specific case tied to wisdom instead of intellingence. Not having a teaching makes a sacret prayer hard to understand. The cleric would need to create the spell in the same way that you invent new spells. The cleric this way gets a lot of the wizards penalties. I always found the clerics huge spell selection choice unreasonable but here it is also meant as a balance]
The cleric also need channeling energy. This is represented by channeling points (CP). The number for CP a cleric have is discovered by comparing his spellcasting ability in the PHB with the table A below. The PHB also allow spellcaster bonusspells. That is also the case with channeleers but the CP has been toned down in comparisment with the PHB. That have been done to compensate for the new flexibility of the spellcasters compared to the nonespellcasters. Table B shows how.
Mana users (Former arcane spellcasters):
Mana is your inner magic. The flame that burns in all of us. It burns in everything. The stuff that makes reallity be real.
You, as a wizard, have learned how to draw upon this energy and shape it. You don't truely understand it. You more feel your way. Therefore you need to resort to words, gestures and in some cases components in order to force the flame to shape/new shape. No one understands the flame as well as the gods. But not even they have full control over it. It is older than even them.
Like the cleric have CP the wizard have mana points (MP). To know your wizards manapool you need to look at table A and B below. Like with the cleric the wizard now gets less bonus to counter their new flexibility. They do this way work similar to a sorcerer just with notabel fewer spells per day but with a potential unlimited spellselection. The spellselection should reflect that spellbooks are now harder to come by. There are no need to carry them around anymore.
-------------
Table A
Table A
CP/MP pool & Spell cost
0 / (0/1)
1st / 1
2nd / 3
3rd / 5
4th / 7
5th / 9
6th / 11
7th / 13
8th / 15
9th / 17
-------------
Table B
Bonus CP/MP
Int/Wis (Bonus CP/MP)
9-10 (0)
11-12 (1)
13-14 (2)
15-16 (3)
17-18 (4)
19-20 (5)
etc.
I'm still uncertain about this one. Copying psionic might work
-------------
Spellcasting feats are used the same way as the sorcerer from the PHB do.
CP/MP are recovered when you sleep (Meditate in the case of elves). It requires 8 hours of rest for a complete recovery [Divide your total CP/MP pool by 8 to find out how many points you recover per hour of rest].
------------
Limits for spells:
Your spellcaster level will still limit the highest level spell you can cast similar to the corerules. So a 4th level wizard can not cast a 3rd level spell. It also count for metamagic.
Wizards are limited to knowing 200 spell levels of spells. The feat spellmastery can increase this number by 10 points every time it is taken.
Clerics limits on knowen prayers is 10 spell levels per level or 50. Whichever is higher.
---------------
Table C / The wizards progression:
Level / Basic Mana (Specialty bonus) / Max spell level
1st / 1 (1) / 1st
2nd / 2 (1) / 1st
3rd / 5 (3) / 2nd
4th / 8 (3) / 2nd
5th / 13 (5) / 3rd
6th / 18 (5) / 3rd
7th / 25 (7) / 4th
8th / 32 (7) / 4th
9th / 41 (9) / 5th
10th / 50 (9) / 5th
11th / 61 (11) / 6th
12th / 72 (11) / 6th
13th / 85 (13) / 7th
14th / 98 (13) / 7th
15th / 113 (15) / 8th
16th / 128 (15) / 8th
17th / 145 (17) / 9th
18th / 162 (17) / 9th
19th / 179 (17) / 9th
20th / 196 (17) / 9th
Note: Specialty bonus points can only be used for the specialists chosen school of specialization. (I know. But it had to be mentioned)
BTW. A 20th level wizard in the slotsystem would have 324 base points by direct translation. Int bonus would increase that rapidly.
-------------
New magical items:
Source Items. Source items are items that you can draw mana points from that can only be used to power a special school, or type, of spells. They can go a long way for setting the flavor of the campaign.
Eksamples:
-Staffs of Flames (School fire / +12 mana per day).
-The Jesters Coin (School Illusion / + 4 mana per round or - 4 mana per round. You need to flip the coin before you can draw from it (Standard action). It is fifty-fifty what effect you will get. But you will know since the face on the coin will reflect it. Smiling (Good) or evil grin (Bad). The coins effect is stuck on you for the rest of that encounter no matter if you lose the coin)
The secrets needed for making source items have been lost to time. So have many of the Source Items. Therefore they are considdered prestige items and have no set price.
-----------
Clerical Spontanious Casting (Being able to transform magic into healing or destruction) is gone.
[Added. 8 Dec.]
The spellcost and progression was changed after the princip in the psionic rules.
Important note: Since similar spelleffects in the psionic system are lower level and therefore have lower cost the sytem cannot be copied to wizard. It is a question about when certain powers become avalible.
It is close to being done now. (All I need is the time)
A more free number of spells knowen are kept for now.
Last edited: