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<blockquote data-quote="Fairome" data-source="post: 1439584" data-attributes="member: 17474"><p>Hey, I spent months working on a spell-casting system based on M:tG for 3.0, 'cause I wanted to run a Dominaria campaign. I like big house rules.</p><p></p><p>Generic spells are a place to start. Yes, they're uninteresting, but they're the basis for other spells. What might be applicable here is some combination of the Sorceror system, basically, the idea of spell-trees, and possibly the guide for spell creation in the DMG. An idea that just occured to me to match the general-mastery of Nehwon mages is to have at least one spells in each school of magic for each path at each level... that may or may not have made sense, but here's how it might look:</p><p></p><p><em>Necromancy of the Steppes</em></p><p>1st level: <em>hide from undead</em> (abjuration), <em>unseen servant</em> (conjuration), <em>detect living/detect dead</em> (divination), <em>calm the bones</em> (enchantment), <em>boneburn</em> (evocation), <em>appearance of undeath</em> (illusion), <em>command undead</em> (necromancy), <em>grave soil</em> (transmutation)</p><p></p><p>(See end of post for spells descriptions.)</p><p></p><p>All these spells are available as 1st level spells for a spellcaster who is taking the necromancer path. All of them are equivalent to 1st level spells from the PHB, except for the necromantic spell, which is 2nd level.</p><p></p><p>What I am seeing is that each level of spellcaster class brings another level of advancement in a branch of magic. Thus, having a second-level spells available at first level is fine, and that patterns would continue, with <em>animate dead</em> being availible at 2nd level to a necromanctic caster.</p><p></p><p>As I typed this up, I had some fond ideas for a campaign of my own, so I might have gotten side-tracked, but, hopefully, it'll give you a basis to start with.</p><p></p><p>Spells:</p><p><em>hide from undead</em> -as the 1st level cleric spell.</p><p></p><p><em>unseen servant</em> -as the spell, but summons a dead spirit to serve you. The servant can't actually be harmed, unlike the force in the original spell, but can be turned.</p><p></p><p><em>detect living/detect undead</em> -as per the cleric spell <em>detect undead</em> but can either detect the living creatures in an area, or the undead ones.</p><p></p><p><em>calm the bones</em> -as <em>sleep</em> but affects only undead.</p><p></p><p><em>boneburn</em> -as burning hands, but inflicts negative energy damage, not fire damage.</p><p></p><p><em>appearance of undeath</em> -a touch spells that allows the target to mimic any undead creature up to 4 HD in strength. (Randomly picked that number.) This enchantment fools touch sight hearing and smell, though funk-based supernatural powers, such as a ghast's <em>stench</em> ability, are not imparted by this spell.</p><p></p><p><em>command undead</em> -as per the 2nd lvl wizard spell</p><p></p><p><em>grave soil</em> -This spell can reduce a corpse of up to Large size into dust within a few minutes.</p></blockquote><p></p>
[QUOTE="Fairome, post: 1439584, member: 17474"] Hey, I spent months working on a spell-casting system based on M:tG for 3.0, 'cause I wanted to run a Dominaria campaign. I like big house rules. Generic spells are a place to start. Yes, they're uninteresting, but they're the basis for other spells. What might be applicable here is some combination of the Sorceror system, basically, the idea of spell-trees, and possibly the guide for spell creation in the DMG. An idea that just occured to me to match the general-mastery of Nehwon mages is to have at least one spells in each school of magic for each path at each level... that may or may not have made sense, but here's how it might look: [i]Necromancy of the Steppes[/i] 1st level: [i]hide from undead[/i] (abjuration), [i]unseen servant[/i] (conjuration), [i]detect living/detect dead[/i] (divination), [i]calm the bones[/i] (enchantment), [i]boneburn[/i] (evocation), [i]appearance of undeath[/i] (illusion), [i]command undead[/i] (necromancy), [i]grave soil[/i] (transmutation) (See end of post for spells descriptions.) All these spells are available as 1st level spells for a spellcaster who is taking the necromancer path. All of them are equivalent to 1st level spells from the PHB, except for the necromantic spell, which is 2nd level. What I am seeing is that each level of spellcaster class brings another level of advancement in a branch of magic. Thus, having a second-level spells available at first level is fine, and that patterns would continue, with [i]animate dead[/i] being availible at 2nd level to a necromanctic caster. As I typed this up, I had some fond ideas for a campaign of my own, so I might have gotten side-tracked, but, hopefully, it'll give you a basis to start with. Spells: [i]hide from undead[/i] -as the 1st level cleric spell. [i]unseen servant[/i] -as the spell, but summons a dead spirit to serve you. The servant can't actually be harmed, unlike the force in the original spell, but can be turned. [i]detect living/detect undead[/i] -as per the cleric spell [i]detect undead[/i] but can either detect the living creatures in an area, or the undead ones. [i]calm the bones[/i] -as [i]sleep[/i] but affects only undead. [i]boneburn[/i] -as burning hands, but inflicts negative energy damage, not fire damage. [i]appearance of undeath[/i] -a touch spells that allows the target to mimic any undead creature up to 4 HD in strength. (Randomly picked that number.) This enchantment fools touch sight hearing and smell, though funk-based supernatural powers, such as a ghast's [i]stench[/i] ability, are not imparted by this spell. [i]command undead[/i] -as per the 2nd lvl wizard spell [i]grave soil[/i] -This spell can reduce a corpse of up to Large size into dust within a few minutes. [/QUOTE]
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