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Sovereign Stone magic for generic D&D
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<blockquote data-quote="Soldarin" data-source="post: 154069" data-attributes="member: 513"><p>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.</p><p>-----------------</p><p></p><p>Sovereign Stone magic for generic D&D. Use spell level x 15 for Casting Threshold.</p><p></p><p><b>Notes on Classes: </b></p><p>Druidic spellcasters: druid/ranger Use Wisdom instead of Intelligence</p><p>Chaos mage: sorcerer</p><p>Spellsong casters: bard (?)</p><p>Clerics cease to exit as a class, subsumed in wizard. </p><p>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.</p><p>Ranger/Paladin can start casting/learning to cast spells from 2nd level onwards.</p><p>Note that Paladins and Rangers count only half their level when determining the CT limits.</p><p></p><p><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.</p><p>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).</p><p></p><p><b>Races and Schools of Magic</b></p><p></p><p>Race Advantaged Disadvantaged</p><p>Human School of Battle School of Spirit</p><p>Elf School of Glamour School of Battle</p><p>Dwarf None School of Glamour</p><p>Gnome School of Glamour School of Summoning</p><p>Halfling School of Change School of Battle</p><p>Half-elf School of Glamour None</p><p>Half-orc School of Spirit School of Glamour </p><p>Plane-Touched School of Summoning None</p></blockquote><p></p>
[QUOTE="Soldarin, post: 154069, member: 513"] 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. ----------------- 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 [/QUOTE]
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