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Opinions wanted about alternate spellcasting system [updated]
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<blockquote data-quote="Turanil" data-source="post: 2762030" data-attributes="member: 9646"><p>Well, it's meant to be a system for a d20 lite game inspired from Castles & Crusades (but with more customization allowed). I reread my copy of <em>Arcana Unearthed</em> (by Monte Cook) and thought of adding some of its ideas, but simplified. Basically the system I am thinking of would be:</p><p></p><p><strong>1)</strong> Still Arcane and Divine spells.</p><p></p><p><strong>2)</strong> Arcane spellcasters prepare/memorize their spells as spellcasters in AU do (i.e.: like a D&D wizard prepares a number of spells from his spellbook to cast as if he was a sorcerer, the prepared spells being "knonw spells" for that day).</p><p></p><p><strong>3)</strong> <s>Saints (white magic),</s> Sorcerers (black magic), <s>and Elementalists (fire/earth/etc. magic)</s> are determined by feats a spellcaster must acquire. </p><p></p><p><s>-- Elementalist: all spells such as <em>Acid Bolt, Fireball,</em> etc. are replaced with generic evocation spells such as Magic Bolt, Magic Burst, Magic Explosion, etc. Then, if the spellcaster has purchased the Elementalist feat, he can turn a Magic Bolt/Burst/etc spell into a Fire Bolt/Burst/etc spell for example. (This is for the principle, as the exact feats will be discussed in the next post.) Of course, having such a "magic bolt/whatever" spell changed to an elementalist spell would increase its potency and/or provide side effects.</s></p><p></p><p>-- Sorcerers: taking and using the feat "black magic" would corrupt the spellcaster's soul, induce alignment changes, etc. Spells affected by black magic would be more destructive, visually horrendous, and more difficult to resist (with side effects such as induced fear).</p><p></p><p><s>-- Saints: a pure of heart would be entitled to make an oath, purification ceremony, or what not, to take and use the "white magic" feat. Healing and benevolent spells and such would be more powerful.</s></p><p></p><p><strong>4)</strong> Ritual Magic: with a proper feat, spells could be turned into rituals. The idea would be to make the spells more powerful, permanent, or what not, but at the cost of an increased spellcasting time (minutes to hours), cost in money and preparation requirements, and need for some d20 rolls. Example: A summoning spell brings forth a creature for a number of rounds equal to the caster's level, then disappears; but the same spell cast as a summoning ritual brings forth the creature for several hours, and can bind them to places maybe for days long. Hence a mage could have bound "demons" accompanying him on a quest. Another example: Invisibility would have a permanent duration (until dispelled by usual means) as in old AD&D rather than the D&D 3.5 one minute per level.</p><p></p><p>Of course, all of this would require a document detailing all the spells, and their characteristics when modified by a particular feat.</p><p></p><p></p><p>Suppose you would be a player in my campaign using such magic houserules. Would you like it or not?</p><p>Any other comment?</p></blockquote><p></p>
[QUOTE="Turanil, post: 2762030, member: 9646"] Well, it's meant to be a system for a d20 lite game inspired from Castles & Crusades (but with more customization allowed). I reread my copy of [I]Arcana Unearthed[/I] (by Monte Cook) and thought of adding some of its ideas, but simplified. Basically the system I am thinking of would be: [b]1)[/b] Still Arcane and Divine spells. [b]2)[/b] Arcane spellcasters prepare/memorize their spells as spellcasters in AU do (i.e.: like a D&D wizard prepares a number of spells from his spellbook to cast as if he was a sorcerer, the prepared spells being "knonw spells" for that day). [b]3)[/b] [S]Saints (white magic),[/S] Sorcerers (black magic), [S]and Elementalists (fire/earth/etc. magic)[/S] are determined by feats a spellcaster must acquire. [S]-- Elementalist: all spells such as [I]Acid Bolt, Fireball,[/I] etc. are replaced with generic evocation spells such as Magic Bolt, Magic Burst, Magic Explosion, etc. Then, if the spellcaster has purchased the Elementalist feat, he can turn a Magic Bolt/Burst/etc spell into a Fire Bolt/Burst/etc spell for example. (This is for the principle, as the exact feats will be discussed in the next post.) Of course, having such a "magic bolt/whatever" spell changed to an elementalist spell would increase its potency and/or provide side effects.[/S] -- Sorcerers: taking and using the feat "black magic" would corrupt the spellcaster's soul, induce alignment changes, etc. Spells affected by black magic would be more destructive, visually horrendous, and more difficult to resist (with side effects such as induced fear). [S]-- Saints: a pure of heart would be entitled to make an oath, purification ceremony, or what not, to take and use the "white magic" feat. Healing and benevolent spells and such would be more powerful.[/S] [b]4)[/b] Ritual Magic: with a proper feat, spells could be turned into rituals. The idea would be to make the spells more powerful, permanent, or what not, but at the cost of an increased spellcasting time (minutes to hours), cost in money and preparation requirements, and need for some d20 rolls. Example: A summoning spell brings forth a creature for a number of rounds equal to the caster's level, then disappears; but the same spell cast as a summoning ritual brings forth the creature for several hours, and can bind them to places maybe for days long. Hence a mage could have bound "demons" accompanying him on a quest. Another example: Invisibility would have a permanent duration (until dispelled by usual means) as in old AD&D rather than the D&D 3.5 one minute per level. Of course, all of this would require a document detailing all the spells, and their characteristics when modified by a particular feat. Suppose you would be a player in my campaign using such magic houserules. Would you like it or not? Any other comment? [/QUOTE]
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