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Seeking a d20 translation of the GURPS version of White Wolf's Mage
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<blockquote data-quote="eyebeams" data-source="post: 2076309" data-attributes="member: 9225"><p>Hm. Lessee, I wrote for Mage and I write D20M stuff now . . .</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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:</p><p></p><p>Akashic: Wis, Dex</p><p>Celestial Chorus: Wis, Cha</p><p>Cult of Ecstacy: Con, Cha</p><p>Dreamspeakers: Wis, Con</p><p>Euthanatos: Int, Con</p><p>Order of Hermes: Int, Cha</p><p>Sons of Ether: Int, Wis</p><p>Verbena: Str, Wis</p><p>Virtual Adepts: Int, Dex</p><p></p><p>(etc, etc.)</p><p></p><p>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.</p><p></p><p>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</p><p></p><p>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.</p><p></p><p>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:</p><p></p><p>* 1 point of Paradox eliminates 1 action point instead of inflicting damage.</p><p>* 1 point of Paradox acts as an "anti-Action point," reducing a die roll.</p><p>* 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.</p><p></p><p>The GM determines these alternate results as desired.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Mages may cast Incantations like other characters, but acquire several bonuses for already being versed in magical knowledge:</p><p></p><p>* The mage may substitute a Caster Level check for any required skill.</p><p>* If the mage has the necessary Spheres (but not necessarily the Intensity), she gains a bonus equal to her class level.</p><p>* 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.</p><p></p><p>Anyway -- very quick and dirty.</p></blockquote><p></p>
[QUOTE="eyebeams, post: 2076309, member: 9225"] 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. [/QUOTE]
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Seeking a d20 translation of the GURPS version of White Wolf's Mage
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