ocircuit82
First Post
Hello All,
Ive been browsing House rules forum for a while, and im amazed at the quality
of the varients you bunch come up with.. Very inspiring stuff.
At the moment I am working on a GW Warhammer based campaign world for my warhammer obsessed PC's to play in. Changing the magic system has me a little stumped though.
Wizards are very different in this world, the Magic in Warhammer flows around on winds and is 'seen' and controlled by students of the collages of magic. This magic is broken down into 8 different colours, each one a different style of magic. Human minds are only capable of controlling and tuning their minds into one colour of magic. The higher level the wizard is the easier it is for him to draw from the winds to power more spells.
My problem is that each collage only has a small list of spells to chose from, so i am going to have to make up for this, however i am scared of unbalancing the system...
To counter the limited spell selection each wizard will have I has going to give them a d6 hitdice, as well as the ability to draw from the winds of magic to power their spells.
Draw form the winds [EA]
A wizard draws from the winds of magic to power his/her spells. As they grow in power more magic is able to be seen in the winds, and their own power reservoir grows.
Every time a wizard casts a spell they may make a DC 10+spell level check.
d20+wizard level+governing attribute modifier[INT]
Fail by more than 10= Spell costs quadruple Spell Points [round up]
Fail by more than 5= Spell costs double Spell Points [round up]
Succeed by more than 5= Spell costs half Spell Points [round up]
Succeed by more than 10= Spell costs 1/4 Spell Points [round up]
If a 1 is rollled the wizard has failed badley! [loses extra points]
If a 20 is rolled the wizard has casted masterfully [Free spell & Cannot be dispelled]
I am also thinking of adding in easier counterspelling, using the Out of turn dodge varient from UA, and a 1st level Minor Dispel spell.
Below is an example of one of the winds of magic and it's spells, as well as the universal list.
Universal Magic
Level 0
Read Magic
Detect Magic
Arcane Mark
Prestiditation
Light
Level 1
Magic Missile
Mage Armour
Minor Dispel***
Level 3
Dispel Magic
Level 5
Permanancy
Level 6
Dispel Magic Greater
Celestial - The Magic of the stars.
Specializes in Divinations/Lightning/Time Spells. Uses portents and signs to know the future.
Level 1
Shocking Grasp
Comprehend Languages
Detect Secret Doors
Identify
True Strike
Entropic Shield
True Strike
Shield
Lesser Electric Orb*
Level 2
Arcane Lock
Resist Energy [Electricity]
Gust of Wind
Detect Thoughts
Locate Objects
See Invisibility
Misdirection
Cat's Grace
Augury
Level 3
Nondetection
Protection from Energy [Electrcity]
Lightning Bolt
Arcane Sight
Clairaudiance/Clairvoyance
Tongues
Slow
Haste
Darkvision
Locate Object
Summon Elemental Small [Air]
Level 4
Arcane Eye
Detect Scrying
Locate Creature
Scrying
Rainbow Pattern
Air Walk
Discern Lies
Divination
Sending
Mass Resist Elements [Electricity]
Electric Orb*
Level 5
Call Lightning Storm
Teleport
Contact Other Plane
Permanancy
Summon Elemental Medium [Air]
True Seeing
Spell Resistance
Control Winds
Level 6
Greater Call Lightning**
Summon Elemental Large [Air]
Wind Walk
Legend Lore
Cat's Grace, Mass
Chain Lightning
* This Spell is Listed in 3E "Tome & Blood"
** This Spell is listed in 3E "Masters of the Wild"
** This spell is of my own creation and has not been created
I have only been playing PNP DND since 3.5 so I don't have that much history with this stuff. I would love comments on balance, as I have been doing lots of work and havn't asked for feedback yet.
Suggestions? Critisims?
Cheers....
Ive been browsing House rules forum for a while, and im amazed at the quality
of the varients you bunch come up with.. Very inspiring stuff.
At the moment I am working on a GW Warhammer based campaign world for my warhammer obsessed PC's to play in. Changing the magic system has me a little stumped though.
Wizards are very different in this world, the Magic in Warhammer flows around on winds and is 'seen' and controlled by students of the collages of magic. This magic is broken down into 8 different colours, each one a different style of magic. Human minds are only capable of controlling and tuning their minds into one colour of magic. The higher level the wizard is the easier it is for him to draw from the winds to power more spells.
My problem is that each collage only has a small list of spells to chose from, so i am going to have to make up for this, however i am scared of unbalancing the system...
- Each collage can only use thier own colour of magic
- Spell points system from UA
- Spells are gained slowly over time like a sorcerer
- All wizards can cast from a small universal spell list [essential spells for any wizard]
- +4 dispel against own colour
- -4 to dispel opposing colour
- Each wizard is considered a "spelialist wizard" of their own colour
To counter the limited spell selection each wizard will have I has going to give them a d6 hitdice, as well as the ability to draw from the winds of magic to power their spells.
Draw form the winds [EA]
A wizard draws from the winds of magic to power his/her spells. As they grow in power more magic is able to be seen in the winds, and their own power reservoir grows.
Every time a wizard casts a spell they may make a DC 10+spell level check.
d20+wizard level+governing attribute modifier[INT]
Fail by more than 10= Spell costs quadruple Spell Points [round up]
Fail by more than 5= Spell costs double Spell Points [round up]
Succeed by more than 5= Spell costs half Spell Points [round up]
Succeed by more than 10= Spell costs 1/4 Spell Points [round up]
If a 1 is rollled the wizard has failed badley! [loses extra points]
If a 20 is rolled the wizard has casted masterfully [Free spell & Cannot be dispelled]
I am also thinking of adding in easier counterspelling, using the Out of turn dodge varient from UA, and a 1st level Minor Dispel spell.
Below is an example of one of the winds of magic and it's spells, as well as the universal list.
Universal Magic
Level 0
Read Magic
Detect Magic
Arcane Mark
Prestiditation
Light
Level 1
Magic Missile
Mage Armour
Minor Dispel***
Level 3
Dispel Magic
Level 5
Permanancy
Level 6
Dispel Magic Greater
Celestial - The Magic of the stars.
Specializes in Divinations/Lightning/Time Spells. Uses portents and signs to know the future.
Level 1
Shocking Grasp
Comprehend Languages
Detect Secret Doors
Identify
True Strike
Entropic Shield
True Strike
Shield
Lesser Electric Orb*
Level 2
Arcane Lock
Resist Energy [Electricity]
Gust of Wind
Detect Thoughts
Locate Objects
See Invisibility
Misdirection
Cat's Grace
Augury
Level 3
Nondetection
Protection from Energy [Electrcity]
Lightning Bolt
Arcane Sight
Clairaudiance/Clairvoyance
Tongues
Slow
Haste
Darkvision
Locate Object
Summon Elemental Small [Air]
Level 4
Arcane Eye
Detect Scrying
Locate Creature
Scrying
Rainbow Pattern
Air Walk
Discern Lies
Divination
Sending
Mass Resist Elements [Electricity]
Electric Orb*
Level 5
Call Lightning Storm
Teleport
Contact Other Plane
Permanancy
Summon Elemental Medium [Air]
True Seeing
Spell Resistance
Control Winds
Level 6
Greater Call Lightning**
Summon Elemental Large [Air]
Wind Walk
Legend Lore
Cat's Grace, Mass
Chain Lightning
* This Spell is Listed in 3E "Tome & Blood"
** This Spell is listed in 3E "Masters of the Wild"
** This spell is of my own creation and has not been created
I have only been playing PNP DND since 3.5 so I don't have that much history with this stuff. I would love comments on balance, as I have been doing lots of work and havn't asked for feedback yet.
Suggestions? Critisims?
Cheers....