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<blockquote data-quote="ocircuit82" data-source="post: 1663237" data-attributes="member: 20409"><p>Hello All,</p><p></p><p>Ive been browsing House rules forum for a while, and im amazed at the quality </p><p>of the varients you bunch come up with.. Very inspiring stuff.</p><p></p><p>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.</p><p> </p><p>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. </p><p></p><p>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...</p><p></p><ul> <li data-xf-list-type="ul">Each collage can only use thier own colour of magic</li> <li data-xf-list-type="ul">Spell points system from UA</li> <li data-xf-list-type="ul">Spells are gained slowly over time like a sorcerer</li> <li data-xf-list-type="ul">All wizards can cast from a small universal spell list [essential spells for any wizard]</li> <li data-xf-list-type="ul">+4 dispel against own colour</li> <li data-xf-list-type="ul">-4 to dispel opposing colour</li> <li data-xf-list-type="ul">Each wizard is considered a "spelialist wizard" of their own colour</li> </ul><p></p><p>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.</p><p></p><p><strong>Draw form the winds [EA]</strong> </p><p>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.</p><p>Every time a wizard casts a spell they may make a DC 10+spell level check.</p><p>d20+wizard level+governing attribute modifier[INT]</p><p></p><p>Fail by more than 10= Spell costs quadruple Spell Points [round up]</p><p>Fail by more than 5= Spell costs double Spell Points [round up]</p><p>Succeed by more than 5= Spell costs half Spell Points [round up]</p><p>Succeed by more than 10= Spell costs 1/4 Spell Points [round up]</p><p></p><p>If a 1 is rollled the wizard has failed badley! [loses extra points]</p><p>If a 20 is rolled the wizard has casted masterfully [Free spell & Cannot be dispelled]</p><p></p><p>I am also thinking of adding in easier counterspelling, using the <em>Out of turn dodge</em> varient from UA, and a 1st level <em>Minor Dispel</em> spell.</p><p></p><p>Below is an example of one of the winds of magic and it's spells, as well as the universal list. </p><p></p><p>Universal Magic</p><p></p><p>Level 0</p><p>Read Magic</p><p>Detect Magic</p><p>Arcane Mark</p><p>Prestiditation</p><p>Light</p><p></p><p>Level 1</p><p>Magic Missile</p><p>Mage Armour</p><p>Minor Dispel***</p><p></p><p>Level 3</p><p>Dispel Magic</p><p></p><p>Level 5</p><p>Permanancy </p><p></p><p>Level 6</p><p>Dispel Magic Greater</p><p></p><p></p><p>Celestial - The Magic of the stars. </p><p>Specializes in Divinations/Lightning/Time Spells. Uses portents and signs to know the future. </p><p></p><p>Level 1</p><p>Shocking Grasp</p><p>Comprehend Languages</p><p>Detect Secret Doors</p><p>Identify</p><p>True Strike</p><p>Entropic Shield</p><p>True Strike</p><p>Shield</p><p>Lesser Electric Orb*</p><p></p><p>Level 2</p><p>Arcane Lock</p><p>Resist Energy [Electricity]</p><p>Gust of Wind</p><p>Detect Thoughts</p><p>Locate Objects</p><p>See Invisibility</p><p>Misdirection</p><p>Cat's Grace</p><p>Augury</p><p></p><p>Level 3</p><p>Nondetection</p><p>Protection from Energy [Electrcity]</p><p>Lightning Bolt</p><p>Arcane Sight</p><p>Clairaudiance/Clairvoyance</p><p>Tongues</p><p>Slow</p><p>Haste</p><p>Darkvision</p><p>Locate Object</p><p>Summon Elemental Small [Air]</p><p></p><p>Level 4</p><p>Arcane Eye</p><p>Detect Scrying</p><p>Locate Creature</p><p>Scrying</p><p>Rainbow Pattern</p><p>Air Walk</p><p>Discern Lies</p><p>Divination</p><p>Sending</p><p>Mass Resist Elements [Electricity]</p><p>Electric Orb*</p><p></p><p>Level 5</p><p>Call Lightning Storm</p><p>Teleport</p><p>Contact Other Plane</p><p>Permanancy</p><p>Summon Elemental Medium [Air]</p><p>True Seeing</p><p>Spell Resistance</p><p>Control Winds</p><p></p><p>Level 6</p><p>Greater Call Lightning**</p><p>Summon Elemental Large [Air]</p><p>Wind Walk</p><p>Legend Lore</p><p>Cat's Grace, Mass</p><p>Chain Lightning</p><p></p><p>* This Spell is Listed in 3E "Tome & Blood"</p><p>** This Spell is listed in 3E "Masters of the Wild"</p><p>** This spell is of my own creation and has not been created</p><p></p><p></p><p>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. </p><p> <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /> </p><p></p><p>Suggestions? Critisims?</p><p></p><p>Cheers....</p></blockquote><p></p>
[QUOTE="ocircuit82, post: 1663237, member: 20409"] 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... [list] [*]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 [/list] 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. [B]Draw form the winds [EA][/B] 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 [I]Out of turn dodge[/I] varient from UA, and a 1st level [I]Minor Dispel[/I] 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. :heh: Suggestions? Critisims? Cheers.... [/QUOTE]
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