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*Pathfinder & Starfinder
Quick and Dirty Magic System
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<blockquote data-quote="hawaiianbrian" data-source="post: 5420550" data-attributes="member: 6667615"><p>Hello, new to these boards and just thought I'd start by mentioning an alternative Pathfinder magic system that's been kicking around in my head the last few days. It's supposed to be simple, easy, and quick. I'd love to know what people think.</p><p></p><p>Quick and Dirty Magic System for Pathfinder/3.5:</p><p></p><p>* All spells are cast by making an Intelligence check against a flat DC 10. This never changes -- it's the DC of casting a spell of any level. Of course, modifiers may apply (horseback, distractions, etc.)</p><p></p><p>* Both arcane and divine spells are cast by spending spell points (call it what you want -- Mana, Power Points, Focus Points, etc.). A spell costs the same amount of points to cast as its spell level. Cantrips/orisons are free to cast as often as you like.</p><p></p><p>* Spellcasters have a number of spell points equal to their spellcaster levels + appropriate modifier (Intelligence, Charisma, or Wisdom).</p><p></p><p>* Spending a move action refreshes one spell point per round. This means your wizard can go Total Defense and not budge and get a spell point back. Alternatively, he can use his move action to refresh a spell point, then convert his standard action to a move action if he wants to move.</p><p></p><p>* Spells with a duration (like Mage Armor, Web, etc., or anything that has a "concentration" duration) keep spent spell points "tied up" until the duration is complete or the spell dropped. In other words, if a Wizard spends 2 points on a Mage Armor, he can't refresh those spell points until he drops the spell or it runs out. Until then his spell point maximum is effectively two points lower.</p><p></p><p>* At 12th level, spellcasters may take a new feat, "Rapid Recharge," which allows a character to gain two points instead of one when recharging.</p><p></p><p>* The cantrip <em>Cure Minor Wounds </em>now only stabilizes dying characters, instead of healing 1 hp (otherwise you could just cast 50 of these in rapid succession for free after combat and nix your healer).</p><p></p><p>I recommend playing with small stones, beads, poker chips, gold coins, etc. Make a pile to represent the spell point pool, another to represent "held" points tied up by an ongoing spell, and another to represent spent spell points. This helps visualize one's spell point resource, and keep one from having to constantly draw/erase a number on paper.</p><p></p><p>Any reactions? Ideas? Notice any obvious game play or design flaws? I appreciate any feedback, as I might just introduce this to my group soon.</p></blockquote><p></p>
[QUOTE="hawaiianbrian, post: 5420550, member: 6667615"] Hello, new to these boards and just thought I'd start by mentioning an alternative Pathfinder magic system that's been kicking around in my head the last few days. It's supposed to be simple, easy, and quick. I'd love to know what people think. Quick and Dirty Magic System for Pathfinder/3.5: * All spells are cast by making an Intelligence check against a flat DC 10. This never changes -- it's the DC of casting a spell of any level. Of course, modifiers may apply (horseback, distractions, etc.) * Both arcane and divine spells are cast by spending spell points (call it what you want -- Mana, Power Points, Focus Points, etc.). A spell costs the same amount of points to cast as its spell level. Cantrips/orisons are free to cast as often as you like. * Spellcasters have a number of spell points equal to their spellcaster levels + appropriate modifier (Intelligence, Charisma, or Wisdom). * Spending a move action refreshes one spell point per round. This means your wizard can go Total Defense and not budge and get a spell point back. Alternatively, he can use his move action to refresh a spell point, then convert his standard action to a move action if he wants to move. * Spells with a duration (like Mage Armor, Web, etc., or anything that has a "concentration" duration) keep spent spell points "tied up" until the duration is complete or the spell dropped. In other words, if a Wizard spends 2 points on a Mage Armor, he can't refresh those spell points until he drops the spell or it runs out. Until then his spell point maximum is effectively two points lower. * At 12th level, spellcasters may take a new feat, "Rapid Recharge," which allows a character to gain two points instead of one when recharging. * The cantrip [I]Cure Minor Wounds [/I]now only stabilizes dying characters, instead of healing 1 hp (otherwise you could just cast 50 of these in rapid succession for free after combat and nix your healer). I recommend playing with small stones, beads, poker chips, gold coins, etc. Make a pile to represent the spell point pool, another to represent "held" points tied up by an ongoing spell, and another to represent spent spell points. This helps visualize one's spell point resource, and keep one from having to constantly draw/erase a number on paper. Any reactions? Ideas? Notice any obvious game play or design flaws? I appreciate any feedback, as I might just introduce this to my group soon. [/QUOTE]
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