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<blockquote data-quote="Bonedagger" data-source="post: 504893" data-attributes="member: 2564"><p>I have heard that EoM should be similar to the system that was used in the experimental version of Dragon Lance. Sounds interesting.</p><p></p><p>I actually don't mind that wizards might appear like a scientist. It was the part about that in the spellslot system magic wasn't something you had. It was just something you wore. (I'm already talking about it in the past. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />)</p><p></p><p>I will probably take a look at the psionic rules at some time. It's just one of those things I haven't gotten around to.</p><p></p><p></p><p>But right now I'm serious considdering making this my permanent system. It gets better every time I look at it.</p><p></p><p>---------------------------------</p><p></p><p></p><p>Additions to the rules (Sort of) [Added above]:</p><p></p><p>Table C / The wizards progression:</p><p></p><p>Level / Basic Mana (Specialty bonus) / Max spell level</p><p></p><p>1st / 7 (4) / 1st</p><p>2nd / 12 (4) / 1st</p><p>3rd / 19 (11) / 2nd</p><p>4th / 30 (11) / 2nd</p><p>5th / 41 (22) / 3rd</p><p>6th / 59 (22) / 3rd</p><p>7th / 79 (38) / 4th</p><p>8th / 106 (38) / 4th</p><p>9th / 135 (60) / 5th</p><p>10th / 173 (60) / 5th</p><p>11th / 213 (89) / 6th</p><p>12th / 264 (89) / 6th</p><p>13th / 317 (126) / 7th</p><p>14th / 383 (126) / 7th</p><p>15th / 451 (172) / 8th</p><p>16th / 534 (172) / 8th</p><p>17th / 619 (228) / 9th</p><p>18th / 721 (228) / 9th</p><p>19th / 814 (228) / 9th</p><p>20th / 916 (228) / 9th</p><p></p><p>Note: Specialty bonus points can only be used for the specialists chosen school of specialization. (I know. But it had to be mentioned)</p><p></p><p></p><p>New magical items: </p><p></p><p>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. </p><p></p><p>Eksamples:</p><p></p><p>-Staffs of Flames (School fire / +12 mana per day).</p><p></p><p>-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)</p><p></p><p></p><p>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.</p><p></p><p></p><p>---</p><p></p><p>Clerical Spontanious Casting (Being able to transform magic into healing or destruction) is gone.</p></blockquote><p></p>
[QUOTE="Bonedagger, post: 504893, member: 2564"] I have heard that EoM should be similar to the system that was used in the experimental version of Dragon Lance. Sounds interesting. I actually don't mind that wizards might appear like a scientist. It was the part about that in the spellslot system magic wasn't something you had. It was just something you wore. (I'm already talking about it in the past. :)) I will probably take a look at the psionic rules at some time. It's just one of those things I haven't gotten around to. But right now I'm serious considdering making this my permanent system. It gets better every time I look at it. --------------------------------- Additions to the rules (Sort of) [Added above]: Table C / The wizards progression: Level / Basic Mana (Specialty bonus) / Max spell level 1st / 7 (4) / 1st 2nd / 12 (4) / 1st 3rd / 19 (11) / 2nd 4th / 30 (11) / 2nd 5th / 41 (22) / 3rd 6th / 59 (22) / 3rd 7th / 79 (38) / 4th 8th / 106 (38) / 4th 9th / 135 (60) / 5th 10th / 173 (60) / 5th 11th / 213 (89) / 6th 12th / 264 (89) / 6th 13th / 317 (126) / 7th 14th / 383 (126) / 7th 15th / 451 (172) / 8th 16th / 534 (172) / 8th 17th / 619 (228) / 9th 18th / 721 (228) / 9th 19th / 814 (228) / 9th 20th / 916 (228) / 9th Note: Specialty bonus points can only be used for the specialists chosen school of specialization. (I know. But it had to be mentioned) 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. [/QUOTE]
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