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Opinions please -- New caster class
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<blockquote data-quote="CerberusAOD" data-source="post: 180804" data-attributes="member: 4484"><p>Thx for the replies so far. The spell list is quite incomplete. I have not found a big master list anywhere, so I'm having to go through my PHB, WoT book, R&R, T&B, etc. and patch a list together. It will eventually be a 0-9 level list (I think...I may keep the fighting enhanced more and make a 0-7 level list).</p><p></p><p>As far as it being odd...yes, it is.</p><p></p><p> </p><p></p><p>It states quite clearly that only charisma is used for the DCs. Though I think since it is blood magic I may as well go w/ Con.</p><p></p><p>As far as the path for this class...the only arcane casters will be warriors as well. In the campaign, that is how it started out, and it has continued. They will be the only arcane casters, though I will have clerics only slightly modified (reputation, defense bonus, and making the fort save 2/5HD + 1) in there for more standard stuff. The few custom spells I will be making will mostly end up enhancing armor and weaponry (as the one spell already there does)</p><p></p><p> </p><p>The Wheel of Time book. same spell chart as a wizard, but this, unlike the wizard, gets bonus slots from multiple attributes (which ends up making it more powerful early on, but hardly any bonus slots for 3rd and 4th level spells).</p><p></p><p>Here's a link to the current revision (with a spell progression chart, no less):</p><p><a href="http://www.doddstech.com/Blood Fetter.doc" target="_blank">http://www.doddstech.com/Blood Fetter.doc</a></p><p></p><p>As I work on it and the world it will take more shape, and be less scattered thoughts, and make gradually more and more sense.</p><p></p><p>Also, here's the short version of magic history:</p><p>Long ago, blah blah, shamans and stuff managed to summon and compel weak spirits. Eventually they learned that what they were doing to compel the spirits could do other things on its own, but it was quite dangerous to mess around with.</p><p>Fast forward a few hundred years...through the gradual tampering with magic, a portal-thingie-ma-jig was opened up and out came demons and fiends, which had been locked in darkness for ages and ages. The humans had to fight them, and were slowly, at a great cost, winning.</p><p>One guy came around and began studying magic with scientific methods and genius that propelled it forward...the end problem being he was also a megalomaniac...hey, no one's perfect, right?<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /> </p><p>He discovered that bone, especially the skull, and fresh blood and certain organs had a connection with magical power. His students, since it was the middle of a war, were taught almost as much about fighting as magic, and it wasn't until quite recently that any real scholarly studying efforts really started popping up. Most of it before that was "Bring back a type IV demon head and heart and let's see what we can do with it...try not to die in the process, now..."</p></blockquote><p></p>
[QUOTE="CerberusAOD, post: 180804, member: 4484"] Thx for the replies so far. The spell list is quite incomplete. I have not found a big master list anywhere, so I'm having to go through my PHB, WoT book, R&R, T&B, etc. and patch a list together. It will eventually be a 0-9 level list (I think...I may keep the fighting enhanced more and make a 0-7 level list). As far as it being odd...yes, it is. It states quite clearly that only charisma is used for the DCs. Though I think since it is blood magic I may as well go w/ Con. As far as the path for this class...the only arcane casters will be warriors as well. In the campaign, that is how it started out, and it has continued. They will be the only arcane casters, though I will have clerics only slightly modified (reputation, defense bonus, and making the fort save 2/5HD + 1) in there for more standard stuff. The few custom spells I will be making will mostly end up enhancing armor and weaponry (as the one spell already there does) The Wheel of Time book. same spell chart as a wizard, but this, unlike the wizard, gets bonus slots from multiple attributes (which ends up making it more powerful early on, but hardly any bonus slots for 3rd and 4th level spells). Here's a link to the current revision (with a spell progression chart, no less): [URL=http://www.doddstech.com/Blood Fetter.doc]http://www.doddstech.com/Blood Fetter.doc[/URL] As I work on it and the world it will take more shape, and be less scattered thoughts, and make gradually more and more sense. Also, here's the short version of magic history: Long ago, blah blah, shamans and stuff managed to summon and compel weak spirits. Eventually they learned that what they were doing to compel the spirits could do other things on its own, but it was quite dangerous to mess around with. Fast forward a few hundred years...through the gradual tampering with magic, a portal-thingie-ma-jig was opened up and out came demons and fiends, which had been locked in darkness for ages and ages. The humans had to fight them, and were slowly, at a great cost, winning. One guy came around and began studying magic with scientific methods and genius that propelled it forward...the end problem being he was also a megalomaniac...hey, no one's perfect, right?:rolleyes: He discovered that bone, especially the skull, and fresh blood and certain organs had a connection with magical power. His students, since it was the middle of a war, were taught almost as much about fighting as magic, and it wasn't until quite recently that any real scholarly studying efforts really started popping up. Most of it before that was "Bring back a type IV demon head and heart and let's see what we can do with it...try not to die in the process, now..." [/QUOTE]
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