New Magic system (like you've never seen THAT before, huh)

CerberusAOD

First Post
Conviniently C&P'd from the house rules packet I'm working on:

Powers
There are four basic powers that sorcery is divided into: Divination, the ability to achieve cognizance above natural boundaries; Channeling, the ability to directly use (as apposed to using as a catalyst) one’s soul to will changes to the physical world; Binding, the ability to ‘anchor’ and ‘free’ things and beings to and from other realities; and lastly, Awakening, the ability to enhance and alter one’s own, howbeit usually others’, level of being.
There are other powers which are gained through the learning of these basic powers, and combining the various powers. These powers are usually referred to as powers of the 2nd tier. Likewise, the powers gained from these derived powers are the powers of the 3rd tier. Some men may learn powers even greater, though it is extremely rare, and even when such things are learned, they exhausting to unbelievable degrees.

Game Rule Information
A character is required to take one level of the magic wielding classes to be able to use any powers and spells. After this, the character may buy the feats and skills as normal, though due to the restriction of only one feat every three levels, such a character will either be specialized or quite weak in comparison to one who has taken many levels of the magic wielding classes.

(note that the casting classes all get channeling at 1st-level, and thus, get channeling and concentration as class skills regardless of class, and that each basic power is a feat)

Powers are gained as feats, spells from skill points (and a few are automatically given with class levels and gaining of new powers), and a skill check is typically required to succeed with a given spell. While some spells may use more than one power and skill, rather than requiring multiple skill rolls, a single roll will be required, though a certain bonus may be required of the secondary skill for that spell’s use. 1st-tier powers cost 2 VP and take a move-equivalent action to use, 2nd-tier powers cost 4 VP and take a partial action to use, and 3rd-tier powers cost 8 VP and take a full round action to use.

(end of the pasted stuff)

Spells that don't use multiple powers are 'free' to cast as amove-equivalent action, requiring no skill roll in social use, and a Concentration check (DC 10) in combat. These would have about cantrip-level power.
1st-tier spells have about 1-2 wiz/clr level power
2nd-tier spells have about 3-4 wiz/clr level power
3rd-tier spells have about 5-6 wiz/clr level power
Anything beyond that would typically require more people, more time, and possibly material components.

For example, a flamboyant 1st-tier spell:
Buerbarow's Grandiose Web of Dickering
Tier: 1
Requirements:
Awakening (feat)
Channel +9 (skill)
Bluff +6 (a skill that isn't a house rule :))
Range: Single target selling wares
Duration: Encounter
Spell Resistance: Yes
Save: Sense Motive

When you are shopping--you know, the basics, like masterwork battle axes and lacquered (sp) plate, those shop-keepers are always trying to rip you off! Well, no more! Just cast this wonderful spell, beating the shop-keeper in a Diplomacy vs. Sense Motive check, and watch those prices fall, as you baffle him in a web of bull:):):):) that he is now unable to fully comprehend!


Here's the enchantment powers I've worked up so far (though their names may change, of course...I like making things somewhat vancian to help w/ atmosphere)...Necromancy will probably prove the most difficult of powers to make.

(note that I use bonuses, because IMO, if someone wants to raise a skill to be somewhat of a specialist early on...if they are willing to sacrifice other feats, I don't see a problem with it)

- Enchantment (1st-tier)
Requires:
Channeling (feat)
Awakening (feat)
Diplomacy +6
Bluff +6
Sense Motive +6
Description: Minor charms and mood changes. Spells would include modified Charm Person or Animal, Hyptotism, etc.

- Beguiling Manner (2nd-tier)
Requires:
Enchantment (feat)
Diplomacy +9
Bluff +6
Sense Motive +9
Perform +6
Description: This will include major charms, though none which would allow the target to harm himself or others, unless he was already of a mind to do so.

- Delusive Rapture (3rd-tier)
Requires:
Beguiling Manner (feat)
Diplomacy +12
Bluff +9
Sense Motive +12
Perform +9
Description: This will include enchantments that can cause the subject to harm himself or others, even if he is of sound mind.

Here's how I'm figuring the required skills:
1st-tier should be +6, +6 and +6
2nd-tier should be +9/+9, or +9/+6/+6, or +6/+6/+6/+6
3rd-tier should be +12/+12/+12 or +12/+12/+9/+9, or +12/+9/+9...you get the picture: -3 and double the number of skills.

Lastly, since they will all be feats, a character could just get 1 or 2 levels in a caster class and then stay in another class. In fact, if they didn't want to get all the abilities, this is perferable, because of a few things:
1) It allows more free multiclassing
2) It would encourage more interesting specialists
3) With the increased skill requirements, many specialists would need to multiclass...but after all, wouldn't an enchanter fit more as a social rogue multiclass?
4) I like it :)

I think I'm going to make powers cost 1 point per tier, and leave points 'open' for spending if the players wish, because their character won't be learning their spells all at once.

So here's the basic class:

Adept

Alignment: Any.
Hit Die: d6.
Class Skills: The bard's class skills (and the key ability for each skill) are Alchemy (Int), Appraise (Int), Balance (Dex), Bluff (Cha), Channel (Cha), Concentration (Con), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disguise, Gather Information (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Scry (Int, exclusive skill), Sense Motive (Wis).

Skill points per level: 6 (they'll need them for extra powers!)

BAB: 1/2 HD
Fort: 1/3HD
Ref: 2/5H +1
Will: 2/5HD + 1

Bonus feats: At 1st-level, then every other level, the Adept gains a new magic feat.

Magic: Each level, the Adept gains an additional spell, regardless.

Opinions? TIA
 

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karyant

First Post
In my first look, the rules are Ok, however some problems only become evident when are tested. Myself, try some house rules to magic. In principle some rules are ok, when put in pratice in several diferents situations the weakness apeears.
So, my advice to you is put in pratice your rules, with different players if possible.

:)

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