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Midnight: Shadow of the Gods
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<blockquote data-quote="gambler1650" data-source="post: 2809860" data-attributes="member: 11033"><p>Ok... Here's a bit of rules information for folks. Specifically, how spellcasting works for PCs. This is a fair bit different than in the AD&D D20 rules, which I'm not going to describe so as not to confuse the issue for those who haven't read them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Any character can cast spells given the right development.</p><p></p><p>First, you need to take the Magecraft feat (all rules taken from the Midnight Campaign book):</p><p><strong>Magecraft (General) :</strong> You have the blood of mages running through your veins. BENEFIT: Spellcraft is always a class skill for you. In addition, you must choose a magical tradition that you will follow throughout your career. Your tradition determines which ability score your spellcasting will be based on. The three traditions are Charismatic (CHA), Hermetic (INT), and Spiritual (WIS). Depending on the tradition you choose, you gain knowledge of a single 0-level spell chosen from the following lists when you take this feat.</p><p> Hermetic: Detect magic, mage hand, or healing</p><p> Charismatic: Daze, prestidigitation, virtue</p><p> Spiritual: Cure minor wounds, purify food and drink, resistance</p><p>A character with Magecraft can cast a number of 0-level spells per day equal to 3 + his spellcasting ability modifier (so if you have an INT modifier of +3 and chose Hermetic as your tradition, you can cast six 0-level spells per day). In addition, he gains an amount of spell energy equal to his spellcasting ability modifier and can learn and cast Universal spells.</p><p></p><p>The next step is to take the 'Spellcasting' feat:</p><p><strong>Spellcasting (General) :</strong> Prerequisite - Magecraft </p><p>When this feat is selected, choose one school of magic from the list below. You may now learn spells from this school through one of the methods discussed in Chapter 2 (or in this post) and you may cast spells from this school that you have learned. The eight schools are Abjuration, Conjuration (lesser), Divination, Enchantment, Evocation (Lesser), Illusion, Necromancy, and Transmutation. SPECIAL: You may choose this feat more than once. Each time you do, you must choose a different school of magic.</p><p></p><p>A summary of the spellcasting rules follows now:</p><p></p><p>A character with Magecraft and Spellcasting can learn spells. The character's level must be at least twice the spell's level (unless the character is a Channeler or Legate in which case they learn spells at an improved rate). The character must also have access to the school of the spell they wish to learn. A channeler can simply choose a spell from his known schools according to the rules for his character. Other characters learn spells by being taught by a spellcaster, usually for a price, finding it in a spellbook or on a scroll, or experimenting spontaneously until the desired effect is achieved. Each method has a cost in days per level of spell being learned, and a spellcraft skill check (DC 15 + spell level, DC 20 + spell level if spontaneous learning is used) must be passed each day in order to make progress.</p><p></p><p>When casting a spell, a character simply selects any spell they know (no need to memorize it in advance), and casts it. A given spell can be cast multiple times per day. Armor negatively affects the chance of a spell to succeed. Spells are cast using a combination of spell energy and a character's Constitution ability. Each character has a spell energy pool equal to their spellcasting ability modifier. So in the example above of a Hermetic character with a +3 INT modifier, they would have a spell energy pool of 3. Casting a spell removes spell energy from the spell energy pool equal to the level of the spell. Spell energy is completely recovered after resting for 8 uninterrupted hours. Channelers (and other spell casting Prestige Classes - don't worry about these now, nobody can choose a Prestige Class at 1st level, but as an example.. Druids and Wizards are Prestige Classes in Midnight, as opposed to being a base class in normal AD&D) can add 1 to their spell energy pool for each level they've taken in a spellcasting class. </p><p></p><p>A character can cast spells if their spell energy is depleted or not enough to cast a given spell. If they do so, they take temporary Constitution damage equal to the difference. All spell damage incurred in this way is recovered after resting for 8 hours.</p><p></p><p>Characters with 'spell-like' abilities (usually Elves or Halflings) do not suffer spell damage or spell energy drain when using these abilities. </p><p></p><p>There are magic items called Talismans that reduce the spell point cost of a specific spell by 1 or 2.</p><p></p><p>Those are the basics of magic in Midnight. In general it's at the same time more flexible in some ways and more restrictive in others than in the base AD&D rules. Any questions? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="gambler1650, post: 2809860, member: 11033"] Ok... Here's a bit of rules information for folks. Specifically, how spellcasting works for PCs. This is a fair bit different than in the AD&D D20 rules, which I'm not going to describe so as not to confuse the issue for those who haven't read them. :) Any character can cast spells given the right development. First, you need to take the Magecraft feat (all rules taken from the Midnight Campaign book): [b]Magecraft (General) :[/b] You have the blood of mages running through your veins. BENEFIT: Spellcraft is always a class skill for you. In addition, you must choose a magical tradition that you will follow throughout your career. Your tradition determines which ability score your spellcasting will be based on. The three traditions are Charismatic (CHA), Hermetic (INT), and Spiritual (WIS). Depending on the tradition you choose, you gain knowledge of a single 0-level spell chosen from the following lists when you take this feat. Hermetic: Detect magic, mage hand, or healing Charismatic: Daze, prestidigitation, virtue Spiritual: Cure minor wounds, purify food and drink, resistance A character with Magecraft can cast a number of 0-level spells per day equal to 3 + his spellcasting ability modifier (so if you have an INT modifier of +3 and chose Hermetic as your tradition, you can cast six 0-level spells per day). In addition, he gains an amount of spell energy equal to his spellcasting ability modifier and can learn and cast Universal spells. The next step is to take the 'Spellcasting' feat: [b]Spellcasting (General) :[/b] Prerequisite - Magecraft When this feat is selected, choose one school of magic from the list below. You may now learn spells from this school through one of the methods discussed in Chapter 2 (or in this post) and you may cast spells from this school that you have learned. The eight schools are Abjuration, Conjuration (lesser), Divination, Enchantment, Evocation (Lesser), Illusion, Necromancy, and Transmutation. SPECIAL: You may choose this feat more than once. Each time you do, you must choose a different school of magic. A summary of the spellcasting rules follows now: A character with Magecraft and Spellcasting can learn spells. The character's level must be at least twice the spell's level (unless the character is a Channeler or Legate in which case they learn spells at an improved rate). The character must also have access to the school of the spell they wish to learn. A channeler can simply choose a spell from his known schools according to the rules for his character. Other characters learn spells by being taught by a spellcaster, usually for a price, finding it in a spellbook or on a scroll, or experimenting spontaneously until the desired effect is achieved. Each method has a cost in days per level of spell being learned, and a spellcraft skill check (DC 15 + spell level, DC 20 + spell level if spontaneous learning is used) must be passed each day in order to make progress. When casting a spell, a character simply selects any spell they know (no need to memorize it in advance), and casts it. A given spell can be cast multiple times per day. Armor negatively affects the chance of a spell to succeed. Spells are cast using a combination of spell energy and a character's Constitution ability. Each character has a spell energy pool equal to their spellcasting ability modifier. So in the example above of a Hermetic character with a +3 INT modifier, they would have a spell energy pool of 3. Casting a spell removes spell energy from the spell energy pool equal to the level of the spell. Spell energy is completely recovered after resting for 8 uninterrupted hours. Channelers (and other spell casting Prestige Classes - don't worry about these now, nobody can choose a Prestige Class at 1st level, but as an example.. Druids and Wizards are Prestige Classes in Midnight, as opposed to being a base class in normal AD&D) can add 1 to their spell energy pool for each level they've taken in a spellcasting class. A character can cast spells if their spell energy is depleted or not enough to cast a given spell. If they do so, they take temporary Constitution damage equal to the difference. All spell damage incurred in this way is recovered after resting for 8 hours. Characters with 'spell-like' abilities (usually Elves or Halflings) do not suffer spell damage or spell energy drain when using these abilities. There are magic items called Talismans that reduce the spell point cost of a specific spell by 1 or 2. Those are the basics of magic in Midnight. In general it's at the same time more flexible in some ways and more restrictive in others than in the base AD&D rules. Any questions? :) [/QUOTE]
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