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General Tabletop Discussion
*Pathfinder & Starfinder
new magic type: nature
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<blockquote data-quote="Spatzimaus" data-source="post: 945668" data-attributes="member: 3051"><p>Actually, we already did exactly this IMC, except there are FOUR types of magic (Psionic being the fourth).</p><p></p><p>Since we combined Wizard and Sorcerer into a single Mage class, that means each type of magic has a "pure" and a "hybrid" class: Cleric/Paladin, Druid/Ranger, Mage/Bard, Psion/PsyWar.</p><p></p><p>So, how to change Nature Magic to make it distinct?</p><p></p><p>1> They don't need any sort of focus at all (divine or otherwise). If a spell needs a focus for an obvious reason (the mirror for Scry, for example), the Nature version will use some appropriate part of the scenery (pool of water, heat mirage, etc.) to act as a substitute.</p><p>2> Any spells requiring expensive material components can be cast with inexpensive natural alternatives. Instead of crushing a diamond, you break an egg.</p><p>3> On the other hand, practically all of their spells require inexpensive material components (like arcane spells). So, unlike Clerics, they might need a supply of bat guano to cast fire spells.</p><p>4> Since there's no divine oversight involved, there's no alignment restrictions on spells. A Good druid could cast [Evil] spells, although doing so repeatedly would change his alignment. Druidic orders police behavior from within, it's not forced on them by a god.</p><p></p><p>(This was pre-3.5, when Druids couldn't swap for anything. If you want that ability, you'll need to tone these down)</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 945668, member: 3051"] Actually, we already did exactly this IMC, except there are FOUR types of magic (Psionic being the fourth). Since we combined Wizard and Sorcerer into a single Mage class, that means each type of magic has a "pure" and a "hybrid" class: Cleric/Paladin, Druid/Ranger, Mage/Bard, Psion/PsyWar. So, how to change Nature Magic to make it distinct? 1> They don't need any sort of focus at all (divine or otherwise). If a spell needs a focus for an obvious reason (the mirror for Scry, for example), the Nature version will use some appropriate part of the scenery (pool of water, heat mirage, etc.) to act as a substitute. 2> Any spells requiring expensive material components can be cast with inexpensive natural alternatives. Instead of crushing a diamond, you break an egg. 3> On the other hand, practically all of their spells require inexpensive material components (like arcane spells). So, unlike Clerics, they might need a supply of bat guano to cast fire spells. 4> Since there's no divine oversight involved, there's no alignment restrictions on spells. A Good druid could cast [Evil] spells, although doing so repeatedly would change his alignment. Druidic orders police behavior from within, it's not forced on them by a god. (This was pre-3.5, when Druids couldn't swap for anything. If you want that ability, you'll need to tone these down) [/QUOTE]
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new magic type: nature
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