Seeking a d20 translation of the GURPS version of White Wolf's Mage


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I must be ill, because I'm starting to think this could actually work as a prestige class.

Tie the sphere effects to Spellcraft, much like bardic music is tied to Perform. Each level of the prestige class ("True Mage?") would let you create effects comparable to an arcane spell level, or the maximum level of spell your core spellcasting class can cast, whichever is lower. (Yes, you could be a raver or a mountain climber mage in M:tA, but I can't stretch my mind far enough to think of a system that wouldn't break when you added that to D20). Allow the character to spontaneously cast any spell effect of the appropriate level this way. Oh, and no spell progression whatsoever for the True Mage prestige class, and make it 10 levels, with the first level not getting access to True Magic.

Hmm, still pretty badly broken (any arcane spell is pretty over the top), but it's a start.

EDIT: Wait, give it uses per day like bardic music ... hmmm.

EDIT 2: Gah, I'm going to have to write this up tomorrow or this weekend at latest. Will post it when I do.
 
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Hm. Lessee, I wrote for Mage and I write D20M stuff now . . .

Use D20 Modern as a base. Awakened Mage is an Advanced Class. Each Tradition/Convention has a Prestige Class, but you must choose one when taking a level of mage.

Effects have two criteria: Intensity and Type. Type is determined by Sphere rank; a new Mage gains 1 Trad +5 other Sphere ranks, +1 per class level (and may spend a feat slot t gain either 1 Sphere rank of any type or 2 of her Tradition). Intensity is keyed to how much oomph an Effect has; this is determined by class level. It starts at 0 and goes up to 5 through the 10 levels of the AdC, indicating the equivalent spell level (0/1/1/2/2/3/3/4/4/5). For instance, a 5th level Awakened Mage can cast the equivalent of 2nd level spells. The Awakened Archmage PrC exists to handle levels 6-9.

To cast a spell at its base Intensity, make a Caster Level check against the effective Intensity level of the spell +10. You may choose one of two Ability scores to modify this check at 1st level, depending on your paradigm:

Akashic: Wis, Dex
Celestial Chorus: Wis, Cha
Cult of Ecstacy: Con, Cha
Dreamspeakers: Wis, Con
Euthanatos: Int, Con
Order of Hermes: Int, Cha
Sons of Ether: Int, Wis
Verbena: Str, Wis
Virtual Adepts: Int, Dex

(etc, etc.)

Mage characters call Action Points Quintessence, and have the ability to acquire and store additional APs from Nodes. At 1st level, a mage may spend an action point to raise the Intensity level of a spell by 1. Quintessence has other uses as well.

Mage characters have several flaws. First of all, any obvious magic adds a +2 modifier to the check DC. In the presence of non-supernatural witnesses, this increases to +4

Mages also suffer from Paradox: a force that strikes back at them when they overly disrupt the accepted flow of reality. When a character casts a vulgar spell, he suffers 1 point of Paradox per rank of the Effect's Intensity. When a character's player rolls a natural 1, the character gains that Paradox + 1 point for *any* spell (vulgar or coincidental), +1 if it was coincidental to begin with.

All accumulated Paradox is rolled with 1d6 per point. On a roll of 6, the Paradox is retained in the pool and has no Effect. On a 1-5, the character takes this much damage. Paradox may also have the following penalties:

* 1 point of Paradox eliminates 1 action point instead of inflicting damage.
* 1 point of Paradox acts as an "anti-Action point," reducing a die roll.
* Multiple points of Paradox can be combined to cast a spell against a mage. This spell is treated as if cast with a level=Paradox (but can be no higher than the mage's own level) with no ability score bonus or penalty.

The GM determines these alternate results as desired.

Finally, mages require foci: an action or object that allows them to cast spells. Without a focus, the mage must spend an action point and suffer a +4 modifier to the casting DC.

Unlike normal spells (referred to as Sorcery or Hedge Magic in Mage game), Awakened spells are cast as a move action and do not require Concentration checks unless the GM determines that the focus would be spoiled by damage in combat or similar distractions. Many mages spontaneously boost their attacks with Awakened magic.

Mages may cast Incantations like other characters, but acquire several bonuses for already being versed in magical knowledge:

* The mage may substitute a Caster Level check for any required skill.
* If the mage has the necessary Spheres (but not necessarily the Intensity), she gains a bonus equal to her class level.
* Drawback: If the mage uses any of these benefits, she accrues Paradox at the rate of 1 point per check +1 point for every 5 points of the Incantation's highest DC.

Anyway -- very quick and dirty.
 

eyebeams said:
Hm. Lessee, I wrote for Mage and I write D20M stuff now . . .

Use D20 Modern as a base. Awakened Mage is an Advanced Class. Each Tradition/Convention has a Prestige Class, but you must choose one when taking a level of mage.

Effects have two criteria: Intensity and Type. Type is determined by Sphere rank; a new Mage gains 1 Trad +5 other Sphere ranks, +1 per class level (and may spend a feat slot t gain either 1 Sphere rank of any type or 2 of her Tradition). Intensity is keyed to how much oomph an Effect has; this is determined by class level. It starts at 0 and goes up to 5 through the 10 levels of the AdC, indicating the equivalent spell level (0/1/1/2/2/3/3/4/4/5). For instance, a 5th level Awakened Mage can cast the equivalent of 2nd level spells. The Awakened Archmage PrC exists to handle levels 6-9.

To cast a spell at its base Intensity, make a Caster Level check against the effective Intensity level of the spell +10. You may choose one of two Ability scores to modify this check at 1st level, depending on your paradigm:

Akashic: Wis, Dex
Celestial Chorus: Wis, Cha
Cult of Ecstacy: Con, Cha
Dreamspeakers: Wis, Con
Euthanatos: Int, Con
Order of Hermes: Int, Cha
Sons of Ether: Int, Wis
Verbena: Str, Wis
Virtual Adepts: Int, Dex

(etc, etc.)

Mage characters call Action Points Quintessence, and have the ability to acquire and store additional APs from Nodes. At 1st level, a mage may spend an action point to raise the Intensity level of a spell by 1. Quintessence has other uses as well.

Mage characters have several flaws. First of all, any obvious magic adds a +2 modifier to the check DC. In the presence of non-supernatural witnesses, this increases to +4

Mages also suffer from Paradox: a force that strikes back at them when they overly disrupt the accepted flow of reality. When a character casts a vulgar spell, he suffers 1 point of Paradox per rank of the Effect's Intensity. When a character's player rolls a natural 1, the character gains that Paradox + 1 point for *any* spell (vulgar or coincidental), +1 if it was coincidental to begin with.

All accumulated Paradox is rolled with 1d6 per point. On a roll of 6, the Paradox is retained in the pool and has no Effect. On a 1-5, the character takes this much damage. Paradox may also have the following penalties:

* 1 point of Paradox eliminates 1 action point instead of inflicting damage.
* 1 point of Paradox acts as an "anti-Action point," reducing a die roll.
* Multiple points of Paradox can be combined to cast a spell against a mage. This spell is treated as if cast with a level=Paradox (but can be no higher than the mage's own level) with no ability score bonus or penalty.

The GM determines these alternate results as desired.

Finally, mages require foci: an action or object that allows them to cast spells. Without a focus, the mage must spend an action point and suffer a +4 modifier to the casting DC.

Unlike normal spells (referred to as Sorcery or Hedge Magic in Mage game), Awakened spells are cast as a move action and do not require Concentration checks unless the GM determines that the focus would be spoiled by damage in combat or similar distractions. Many mages spontaneously boost their attacks with Awakened magic.

Mages may cast Incantations like other characters, but acquire several bonuses for already being versed in magical knowledge:

* The mage may substitute a Caster Level check for any required skill.
* If the mage has the necessary Spheres (but not necessarily the Intensity), she gains a bonus equal to her class level.
* Drawback: If the mage uses any of these benefits, she accrues Paradox at the rate of 1 point per check +1 point for every 5 points of the Incantation's highest DC.

Anyway -- very quick and dirty.
So crazy it might just work...
 

Driddle said:
Thanks for your input.

Now I can start converting the resulting d20 translation to the Hero System ...
Good! Let us know when you're done, so I can start a conversion from Hero to BRP.
 


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