Sniperfox47
First Post
A lot of rpgs have books full of rule variants so I thought I'd post a few that have worked for our group. I'll be putting any new variant rules, traditions, and races that we make in this thread.
Licenses will be drawn up for all these pending further development in the game.
Items prefixed with *OGC* would be required by the OGL to be released as open game content and therefore should be treated as if lisenced under said liscense. That is of course assuming the book does eventually get licensed under the OGL.
For now all other content is released free-of-charge for personal private use. Please do not copy or redistribute without permission. (Bla bla bla... Usual legal mumbo jumbo)
Rule Variants:
1) Partial Lists
Rather than learning full spell lists you learn either a target or effect. You may use any spell list for which you have both the target and the affect.
Pros: adds a bit more diversity to spellcasters. It also makes spell lists like weave -ones that need multiple spell lists to be useful- a bit less costly to attain.
Cons: does give a little bit more power to spellcasters. Its not a lot, but may hurt balance.
2) *OGC* volatile and stable weather
Rather than rolling 2 dice for weather roll a different number.Divide the result by the number of dice and times by 2 and divide by the number of die (rounding to the nearest whole number). Rolling less die makes extreme weather more common while rolling more makes it more rare.
[EDIT] multiplying first makes the math slightly easier.
Pros: gives weather options for different settings without needing whole new tables
Cons: calculations are a bit more complicated.
3) ritual casting
In place of innate arcane power, it's possible to substitute an external source of power for spells. In this case the caster must make an INT check as if casting the spell from a spell book, but pays the MP cost with a ritual. The ritual may be anything from sacrificing herbs/alchemy components with an MP value high enough, or performing a ritual sacrifice in a place infused with dark energies, to a ranger attuning themselves to the power of nature. Whether the specific ritual works is up to the DM's discretion.
Pros: gives ways for nonspellcasters to cast spells in settings where magic needs a special spark
Cons: gives ways for nonspellcasters to cast spells in settings where magic needs a special spark
4) mathematically balanced linear progression experience costs
This one probably won't be very popular and the experience system is likely to change again in the future so I won't put it up yet. Its something that drives my OCD crazy though xD
Pros: doing A then B would be the same as doing B then A. Symmetry.
Cons: people don't seem to like that from other threads I've mentioned it in...
Combat Tricks:
1) Magic Circles 250 XP
-MAG 5+; INT 5+
-2 Dice
Multiple people with circle magic can work together to cast spells in a magic circle.
One caster acts as the primary caster. They cast the spell, pay the MP and determine all the characteristics of the spell.
All other casters who contribute to the spell may add up to one effect from below:
-change the target type of a spell list to that of a spell list they know
-change the affect type of a spell list to that of a spell list they know
-add a new spell list to the spell
-contribute up to their MAG in MP to the spell
-increase the spells MP cap by their MAG/3. This cap increase also raises the MP limit of one spell list.
-add MAG/3 attack dice.
-other effects at the DM's discretion.
The casting time for a spell cast with circle magic goes up based on the number of casters contributing. Its casting time is equal to the normal casting time of the spell times 2^the number of extra casters.
Pros: allows mages to work together to create super powerful spells
Cons: may not fit well with some settings and may not be balanced currently.
Licenses will be drawn up for all these pending further development in the game.
Items prefixed with *OGC* would be required by the OGL to be released as open game content and therefore should be treated as if lisenced under said liscense. That is of course assuming the book does eventually get licensed under the OGL.
For now all other content is released free-of-charge for personal private use. Please do not copy or redistribute without permission. (Bla bla bla... Usual legal mumbo jumbo)
Rule Variants:
1) Partial Lists
Rather than learning full spell lists you learn either a target or effect. You may use any spell list for which you have both the target and the affect.
Pros: adds a bit more diversity to spellcasters. It also makes spell lists like weave -ones that need multiple spell lists to be useful- a bit less costly to attain.
Cons: does give a little bit more power to spellcasters. Its not a lot, but may hurt balance.
2) *OGC* volatile and stable weather
Rather than rolling 2 dice for weather roll a different number.
[EDIT] multiplying first makes the math slightly easier.
Pros: gives weather options for different settings without needing whole new tables
Cons: calculations are a bit more complicated.
3) ritual casting
In place of innate arcane power, it's possible to substitute an external source of power for spells. In this case the caster must make an INT check as if casting the spell from a spell book, but pays the MP cost with a ritual. The ritual may be anything from sacrificing herbs/alchemy components with an MP value high enough, or performing a ritual sacrifice in a place infused with dark energies, to a ranger attuning themselves to the power of nature. Whether the specific ritual works is up to the DM's discretion.
Pros: gives ways for nonspellcasters to cast spells in settings where magic needs a special spark
Cons: gives ways for nonspellcasters to cast spells in settings where magic needs a special spark
4) mathematically balanced linear progression experience costs
This one probably won't be very popular and the experience system is likely to change again in the future so I won't put it up yet. Its something that drives my OCD crazy though xD
Pros: doing A then B would be the same as doing B then A. Symmetry.
Cons: people don't seem to like that from other threads I've mentioned it in...
Combat Tricks:
1) Magic Circles 250 XP
-MAG 5+; INT 5+
-2 Dice
Multiple people with circle magic can work together to cast spells in a magic circle.
One caster acts as the primary caster. They cast the spell, pay the MP and determine all the characteristics of the spell.
All other casters who contribute to the spell may add up to one effect from below:
-change the target type of a spell list to that of a spell list they know
-change the affect type of a spell list to that of a spell list they know
-add a new spell list to the spell
-contribute up to their MAG in MP to the spell
-increase the spells MP cap by their MAG/3. This cap increase also raises the MP limit of one spell list.
-add MAG/3 attack dice.
-other effects at the DM's discretion.
The casting time for a spell cast with circle magic goes up based on the number of casters contributing. Its casting time is equal to the normal casting time of the spell times 2^the number of extra casters.
Pros: allows mages to work together to create super powerful spells
Cons: may not fit well with some settings and may not be balanced currently.
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