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Other d20 games: What's worth stealing?
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<blockquote data-quote="chatdemon" data-source="post: 81905" data-attributes="member: 228"><p>Here's the basics on the SovStone magic system, cut and pasted from a recent chatroom conv i had about it.</p><p></p><p>there are no spell levels or spells per day limits</p><p></p><p> instead, spells have whats called a Casting Threshhold</p><p></p><p>wizards generate 1d20+casting bonus points per round to apply to the CT of a spell</p><p></p><p> when you reach the CT, you cast the spell</p><p></p><p>The more powerful the spell, the higher the CT.</p><p></p><p>each round of casting, you have to make a fort save (dc8to12, rises by one each round) or take 1d4 subdual damage, not to mention concentration checks if someone is beating on you.</p><p></p><p> so a 1st level wzard could theoretically cast a spell like wish, but realistically it wouldnt happen, the CT would be around 300 (or higher, possibly around 5 or 6 hundred)</p><p></p><p>most '1st level' type spells have a CT between 20 and 40, taking anywhere from 1 to 4 or 5 rounds to cast, depending on your roll and you casting bonus</p><p></p><p>they dont include CTs for the PHB spells, but they do have a fairly detailed method for calculating the CT for new spells though, so I've started working out the CT's for the PHB and R&R spells</p><p></p><p>they have thier own set of spells based around a 5 elements type scheme; earth, air, fire, water, void</p><p></p><p>when you cast void spells (stuff like necromancy) the damage is real damage, not subdual</p><p></p><p></p><p>That's not very detailed, but I think it gives the basic idea. It's really a great deviation from the standard d20 system, IMO.</p></blockquote><p></p>
[QUOTE="chatdemon, post: 81905, member: 228"] Here's the basics on the SovStone magic system, cut and pasted from a recent chatroom conv i had about it. there are no spell levels or spells per day limits instead, spells have whats called a Casting Threshhold wizards generate 1d20+casting bonus points per round to apply to the CT of a spell when you reach the CT, you cast the spell The more powerful the spell, the higher the CT. each round of casting, you have to make a fort save (dc8to12, rises by one each round) or take 1d4 subdual damage, not to mention concentration checks if someone is beating on you. so a 1st level wzard could theoretically cast a spell like wish, but realistically it wouldnt happen, the CT would be around 300 (or higher, possibly around 5 or 6 hundred) most '1st level' type spells have a CT between 20 and 40, taking anywhere from 1 to 4 or 5 rounds to cast, depending on your roll and you casting bonus they dont include CTs for the PHB spells, but they do have a fairly detailed method for calculating the CT for new spells though, so I've started working out the CT's for the PHB and R&R spells they have thier own set of spells based around a 5 elements type scheme; earth, air, fire, water, void when you cast void spells (stuff like necromancy) the damage is real damage, not subdual That's not very detailed, but I think it gives the basic idea. It's really a great deviation from the standard d20 system, IMO. [/QUOTE]
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