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Sovereign Stone magic for generic D&D

Soldarin

First Post
I've been trying to rework the SS system to have it replace the standard slot system. One of the bigger problems was the division into elements used by SS. Below is my attempt to fix that problem, plus how using this system affects the other classes.
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Sovereign Stone magic for generic D&D. Use spell level x 15 for Casting Threshold.

<b>Notes on Classes: </b>
Druidic spellcasters: druid/ranger Use Wisdom instead of Intelligence
Chaos mage: sorcerer
Spellsong casters: bard (?)
Clerics cease to exit as a class, subsumed in wizard.
Priest/Wizard (being one class) gets d6 HD, also gains Heal as a class skill, and proficiency in the use of all simple weapons and of light armor.
Ranger/Paladin can start casting/learning to cast spells from 2nd level onwards.
Note that Paladins and Rangers count only half their level when determining the CT limits.

<b>Schools of Magic:</b> There are five schools of magic: the School of Summoning (Abjuration, Conjuration, except Conjuration (Healing)), the School of Glamour (Enchantment, Illusion), the School of Battle (Evocation), the School of Spirit (Divination, Necromancy), and the School of Change (Transmutation, and Conjuration (Healing)). Upon gaining a level (including 1st level) a character must choose the school of magic that level applies to. This determines several things, most important of which, it determines from which schools you may learn and cast spells. A pure Battlemage can cast very powerful Evocation spells, but cannot cast spells from any other school, except Universal. More about that below under Spellcasting Bonus and Spell Familiarity.
Wizards are often named after the school they are strongest in (Summoner, Enchanter, Battlemage, Spiritualist (or Necromancer for those Spiritualists with an evil bend), and Transmuter) although those with access to 3 or more schools, none of which is clearly superior, are commonly referred to as Mages, those with a clear focus or dual focus are named after that focus (Summoner-Battlemage for example). Priests tend not to use such naming conventions outside of their own circles, though informally they are often refered to by the priestly name for the school of magic they are strongest in: Exorcist (Summoner), Prophet (Spiritualist), Proselitizer (Enchanter), Wrath of God (Battlemage), and Healer (Transmuter).

<b>Races and Schools of Magic</b>

Race Advantaged Disadvantaged
Human School of Battle School of Spirit
Elf School of Glamour School of Battle
Dwarf None School of Glamour
Gnome School of Glamour School of Summoning
Halfling School of Change School of Battle
Half-elf School of Glamour None
Half-orc School of Spirit School of Glamour
Plane-Touched School of Summoning None
 

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Well, I don't have the SS Campaign or Rules, but I thought I would comment on one thing.

In converting this to D&D you should consider the precepts of D&D. Humans are versatile, and the other races are balanced.

With that in mind I think that Human PCs should be able to choose what they are good and bad at, just like they can choose their preferred multi-class. Half-Elves can choose what they are good at or what they are bad at, but one of them has to match their elven parent. Dwarves are good at Shaping (because they are Shapers: metal. stone, gems, etc.) and Plane-touched have to be bad at something ... Spirit maybe?

Just some thoughts about balance, playability and keeping the themes of the races. I am sure that Dwarves in SS get something to make up for the fact that they are lousy spellcasters, but in D&D they don't, so don't punish them. Lets Humans and Half-Elves be the flexible people they are.

Irda Ranger
 

Good points. Of course, the racial division as given above is completely arbitrary. ;)
The reason planetouched got boosted is because of their inherent magical nature and the fact that they are very weak +1 races. The dwarf was 2e thinking. As for humans; choosing would be too powerful I think, so maybe giving them no advantaged and no disadvantaged schools would work best.

Most important however (and the part on which I could really use some feedback) is the division of spells into the 5 schools above.

Thank you for your response.
 

elemental type spells

hi,

You got the six basic type of spell dammage: Fire, Cold, Sonic, Acid, Electric and Force. At the moment Acid and Force are also used a lot in other schools of magic. You got no problem with this (sovstone split everything up) or you gone split/change spells also in this system to type of force used?

laiyna
 

The intention of this division is that is is simple and unambiguous. If I decide to dig deeper, for example by putting spells into different schools based on energy type or extraplanar nature, DMs would be forced to look up the guidelines every time they open up a new book of spells, not to mention the fact that DMs would have to approve of every single spell in a player's spell book. Both are things I don't think add to the fun of the game.

So, no, I don't intend to divide spells based on energy type. The 5 schools are based on the standard 8 schools, with schools of comparable subject thrown together. The ONLY exception (so far) is that Conjuration (healing) spells have been assigned to the School of Change (analogy with Psychometabolism).
 

Hi Soldarin. It looks good. How do you prevent paladins and rangers from being too effective at casting? If they only get +1 casting every other level (as opposed to every level for wizards) and half the rate or quantity of spell memorization advancement that would be a start. However, part of the limitation of a caster is expressed in his advancing hit points, saving throws, and concentration skill. Unfortunately these things can still be advanced by a paladin/ranger at a rate equal to or superior to a wizard. I wonder if a high level ranger or paladin would be almost as good of a caster as a straight wizard.
 

Hmm. Let's see. Yep, these half-level casters (rangers & paladins) could be as good as a pure caster (wizard/priests) in a single school of magic, assuming those spellcasters put only about half their levels in a single school -which isn't too unlikely, considering the limited spell list they would get stuck with if they put more levels into that school.
They would also have (way) better Fort saves, making the loss of HP less likely, whilst their higher HP total makes that loss even less of a problem. Most important limit would be spells known, but that might not be enough.
Wizard/priests on the other hand would have more metamagic feats and a wider selection of spells (known and learnable).

Two possible (easy) solutions:
A) reduce caster level advancement to 1/3.
B) give wizard/priests a good Fort save.

Of course, there might not be a problem, as paladins are alos likely to take more than one school of magic.
 

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