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New Microlite20 thread
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<blockquote data-quote="Darrell" data-source="post: 4059448" data-attributes="member: 680"><p>Glad to see there's still interest in m20. I wondered if the 'long-thread rule' would kill off our discussion. </p><p></p><p>Anyhow, as promised on the other thread, here is the work I've done on differentiating one type of magic from another. I know Greywulf will consider it needless complexity, but my group wants to try out something of this nature. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> It all kind of came out of our desire to change and define the nature of magic for our games. At any rate, here it is:</p><p></p><p><strong>MAGIC</strong></p><p>Magic is separated into three types. Divine Magic is that granted by the gods, and controlled by clerics. Arcane Magic depends on formulae and arcane knowledge, and is the province of wizards. Ritual Magic can be either Divine or Arcane in origin, and is dependent on eldritch ritual and the petitioner's skill at acquiring and using such.</p><p></p><p><strong>DIVINE MAGIC</strong></p><p>Clerics focus divine power in order to effect certain miraculous abilities. This power focus can be used a number of times per day equal to the cleric’s level + his MIND bonus + 2. </p><p></p><p>The divine energies channelled by the cleric can have any one of the following effects:</p><p></p><p><em>Bless:</em> The cleric grants his allies a +2 bonus to Attack/Damage/AC/Saves/Skills per 5 cleric levels, to all allies within 30 feet.</p><p></p><p><em>Create:</em> The cleric can summon up to 50 GP worth of non-magical, non-living items per cleric level. </p><p></p><p><em>Cure:</em> The cleric cures blindness, deafness, insanity, or disease in a subject. Certain diseases might resist clerical curing, and curing does not prevent reinfection by the same disease.</p><p></p><p><em>Heal:</em> The cleric is able to heal 1d8 hp of damage per cleric level.</p><p></p><p><em>Purify:</em> The cleric is able to remove spoilage from food and water, and to remove poisons from either substance, or from the body of a subject. </p><p></p><p><strong>ARCANE MAGIC</strong></p><p>A wizard learns spellcraft as arcane formulae and lore, and records it in his grimoire, a book of collected magickal knowledge. A wizard can cast any arcane spell from the Microlite20 spell list, as long as he has that spell in his grimoire, and is able to cast spells of that level.</p><p></p><p>A wizard begins play with a grimoire which contains all 0-level spells (cantrips) from the spell list, as well as 1d6+1 1st-level spells. He adds 1d3 spells of the highest level he may cast to his grimoire at each successive character level; and may also add spells through study (say, by studying the recovered grimoires from enemy wizards he has defeated), and by purchasing them from other wizards.</p><p></p><p>Wizards can cast any arcane spell with a spell level equal to or below ½ their class level, rounded up. </p><p></p><p>Casting an arcane spell costs Hit Points. The cost is 1 + double the level of the spell being cast. This hp loss cannot be healed normally, but is recovered after 8 hours rest. </p><p></p><p><strong>RITUAL MAGIC</strong></p><p>Ritual magic can be either of arcane or divine origin, and is based on the use of rituals and ceremonies to accomplish effects. Examples of ritual magic might include summoning and binding extraplanar creatures, creating magical items, temporarily changing local weather patterns, communing with a deity, or raising the dead.</p><p></p><p>In order to accomplish a specific ritual, a character must find, purchase, or possess several things:</p><p></p><p>a) the proper rite for the task he wishes to accomplish (it may be necessary to purchase or obtain this information from a church or a high-level wizard)</p><p>b) the necessary materials required to perform the rite; possibly including rare items or artefacts, or the assistance of several other clerics or wizards</p><p>c) a requisite number of successful skill checks made to signify that the ritual has been correctly performed.</p><p></p><p>Note that the obtaining of these materials may, in themselves, be cause for further adventures. Perhaps the rite for raising a dead comrade requires the party to travel to a far-off kingdom to obtain a rare incense (which, of course, must be kept safe from brigands and thieves during the return journey).</p><p></p><p>SAMPLE RITUALS</p><p></p><p><em>Enchant Weapon: </em> Used to enhance a weapon (to create a +3 longsword, +1 battle axe, +2 short bow, etc.)</p><p> Required: Weapon Enchantment rite (a scroll, obtainable from a wizard of level 5 or higher); a masterwork weapon to be enchanted; the assistance of one additional wizard per point of bonus to be enhanced; 1d4 successful Know + MIND checks.</p><p></p><p><em>Summon Servitor: </em> Used to summon and bind to service either a creature of nature or a minor fiendish being.</p><p> Required: Servitor summoning rite (a scroll, obtainable from a wizard of level 3 or higher); knowledge of a creature to be summoned; the assistance of 1d2 assistants in the rite; a sacrifice of incense worth at least 150 gp; 1 successful Know + MIND check.</p><p></p><p><em>Summon Demon: </em> Used to summon and bind to service a creature from the depths of Hell.</p><p> Required: Demon summoning rite (a scroll, obtainable from a wizared of level 10 or higher); the true name of the demon to be summoned; the assistance of 2 additional wizards, or 1d4+1 cultists devoted to the demon; a blood sacrifice; 1d4 successful Know + MIND checks.</p><p></p><p><em>Commune: </em> Used to commune with a deity, in order to seek guidance.</p><p> Required: Communion rite (a scroll, obtainable from a cleric of the proper deity of level 5 or higher); a number of questions needing to be answered; a cleric devoted to the proper deity; 1 successful Com + MIND check per question to be answered.</p><p></p><p><em>Raise the Dead: </em> Used to return life to a recently-deceased being. Must be used within (STR) days of death.</p><p> Required: Raise the Dead rite (a scroll, obtainable from a cleric of level 15 or higher); a holy site dedicated to the deity being called upon to return life to the body; the body of the recently deceased being; the assistance of one cleric per level of the deceased being; 1d6 successful Com + MIND checks.</p><p></p><p>Well, that's it. I'm still working on which spells to include in the Arcane Magic spell list. Let me know what you guys think.</p><p></p><p>Regards,</p><p>Darrell</p><p></p><p>PS--</p><p>Should there be a blatant link to the m20 site on this new thread, or do ya think the one in Greywulf's sig will suffice?</p><p>--D.</p></blockquote><p></p>
[QUOTE="Darrell, post: 4059448, member: 680"] Glad to see there's still interest in m20. I wondered if the 'long-thread rule' would kill off our discussion. Anyhow, as promised on the other thread, here is the work I've done on differentiating one type of magic from another. I know Greywulf will consider it needless complexity, but my group wants to try out something of this nature. :) It all kind of came out of our desire to change and define the nature of magic for our games. At any rate, here it is: [B]MAGIC[/B] Magic is separated into three types. Divine Magic is that granted by the gods, and controlled by clerics. Arcane Magic depends on formulae and arcane knowledge, and is the province of wizards. Ritual Magic can be either Divine or Arcane in origin, and is dependent on eldritch ritual and the petitioner's skill at acquiring and using such. [B]DIVINE MAGIC[/B] Clerics focus divine power in order to effect certain miraculous abilities. This power focus can be used a number of times per day equal to the cleric’s level + his MIND bonus + 2. The divine energies channelled by the cleric can have any one of the following effects: [I]Bless:[/I] The cleric grants his allies a +2 bonus to Attack/Damage/AC/Saves/Skills per 5 cleric levels, to all allies within 30 feet. [I]Create:[/I] The cleric can summon up to 50 GP worth of non-magical, non-living items per cleric level. [I]Cure:[/I] The cleric cures blindness, deafness, insanity, or disease in a subject. Certain diseases might resist clerical curing, and curing does not prevent reinfection by the same disease. [I]Heal:[/I] The cleric is able to heal 1d8 hp of damage per cleric level. [I]Purify:[/I] The cleric is able to remove spoilage from food and water, and to remove poisons from either substance, or from the body of a subject. [B]ARCANE MAGIC[/B] A wizard learns spellcraft as arcane formulae and lore, and records it in his grimoire, a book of collected magickal knowledge. A wizard can cast any arcane spell from the Microlite20 spell list, as long as he has that spell in his grimoire, and is able to cast spells of that level. A wizard begins play with a grimoire which contains all 0-level spells (cantrips) from the spell list, as well as 1d6+1 1st-level spells. He adds 1d3 spells of the highest level he may cast to his grimoire at each successive character level; and may also add spells through study (say, by studying the recovered grimoires from enemy wizards he has defeated), and by purchasing them from other wizards. Wizards can cast any arcane spell with a spell level equal to or below ½ their class level, rounded up. Casting an arcane spell costs Hit Points. The cost is 1 + double the level of the spell being cast. This hp loss cannot be healed normally, but is recovered after 8 hours rest. [B]RITUAL MAGIC[/B] Ritual magic can be either of arcane or divine origin, and is based on the use of rituals and ceremonies to accomplish effects. Examples of ritual magic might include summoning and binding extraplanar creatures, creating magical items, temporarily changing local weather patterns, communing with a deity, or raising the dead. In order to accomplish a specific ritual, a character must find, purchase, or possess several things: a) the proper rite for the task he wishes to accomplish (it may be necessary to purchase or obtain this information from a church or a high-level wizard) b) the necessary materials required to perform the rite; possibly including rare items or artefacts, or the assistance of several other clerics or wizards c) a requisite number of successful skill checks made to signify that the ritual has been correctly performed. Note that the obtaining of these materials may, in themselves, be cause for further adventures. Perhaps the rite for raising a dead comrade requires the party to travel to a far-off kingdom to obtain a rare incense (which, of course, must be kept safe from brigands and thieves during the return journey). SAMPLE RITUALS [I]Enchant Weapon: [/I] Used to enhance a weapon (to create a +3 longsword, +1 battle axe, +2 short bow, etc.) Required: Weapon Enchantment rite (a scroll, obtainable from a wizard of level 5 or higher); a masterwork weapon to be enchanted; the assistance of one additional wizard per point of bonus to be enhanced; 1d4 successful Know + MIND checks. [I]Summon Servitor: [/I] Used to summon and bind to service either a creature of nature or a minor fiendish being. Required: Servitor summoning rite (a scroll, obtainable from a wizard of level 3 or higher); knowledge of a creature to be summoned; the assistance of 1d2 assistants in the rite; a sacrifice of incense worth at least 150 gp; 1 successful Know + MIND check. [I]Summon Demon: [/I] Used to summon and bind to service a creature from the depths of Hell. Required: Demon summoning rite (a scroll, obtainable from a wizared of level 10 or higher); the true name of the demon to be summoned; the assistance of 2 additional wizards, or 1d4+1 cultists devoted to the demon; a blood sacrifice; 1d4 successful Know + MIND checks. [I]Commune: [/I] Used to commune with a deity, in order to seek guidance. Required: Communion rite (a scroll, obtainable from a cleric of the proper deity of level 5 or higher); a number of questions needing to be answered; a cleric devoted to the proper deity; 1 successful Com + MIND check per question to be answered. [I]Raise the Dead: [/I] Used to return life to a recently-deceased being. Must be used within (STR) days of death. Required: Raise the Dead rite (a scroll, obtainable from a cleric of level 15 or higher); a holy site dedicated to the deity being called upon to return life to the body; the body of the recently deceased being; the assistance of one cleric per level of the deceased being; 1d6 successful Com + MIND checks. Well, that's it. I'm still working on which spells to include in the Arcane Magic spell list. Let me know what you guys think. Regards, Darrell PS-- Should there be a blatant link to the m20 site on this new thread, or do ya think the one in Greywulf's sig will suffice? --D. [/QUOTE]
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