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<blockquote data-quote="Khaalis" data-source="post: 5817759" data-attributes="member: 2167"><p>For magic, I’d like to see something akin to what <em>Fantasy Craft</em> did.</p><p></p><p><u>Spellcasting Check</u></p><p>• Spellcasting requires a die roll (FC uses the Spellcasting skill)</p><p>• Spellcasting DC is based on Spell Level </p><p>• Attack spells – the Spellcasting check is also the attack roll and must succeed the normal Spellcasting DC and equal or exceed the target’s Defense (FC’s version of AC) or fail.</p><p>• Spell Defense – this is a new iteration of Spell Resistance. An attack spell must not only succeed the base Spellcasting check but the Spellcasting check must equal or exceed the Spell Defense or fail.</p><p></p><p></p><p><u>Spell Schools</u></p><p>I also like the way FC re-envisioned spell schools. In their system, the Mage class is the only true “Spellcasting” base class. Priests gain other abilities and can, through their domains, gain spell-like abilities (e.g. cast X spell Y times per day). If you want to mimic a D&D Cleric, you would play a Mage with the Cleric specialty. As such, there is no longer a divide between “Arcane” and “Divine” spells. There are just “Spells”.</p><p></p><p>Under this system you then have 8 Schools, each made up of spells from 3 Disciplines. Each spell belongs to only 1 Discipline, which is another major change from old D&D spells, and IMHO a good change. I think D&D could use to relook at spell schools.</p><p></p><p><strong>Channeler:</strong> Combative school that taps and controls primal forces.</p><p>* <em>Energy:</em> creates fire, light, sound (usually in destructive fashion)</p><p>* <em>Force:</em> creates invisible mass that can be shaped and directed</p><p>* <em>Weather:</em> manipulates the environment and atmosphere</p><p></p><p><strong>Conjurer:</strong> controls the building blocks of the physical world</p><p>* <em>Compass:</em> alters time, speed, position and size</p><p>* <em>Conversion:</em> changes the shape and properties of matter</p><p>* <em>Creation:</em> creates matter from nothing</p><p></p><p><strong>Enchanter:</strong> effects life in all forms</p><p>* <em>Charm: </em> influence minds and emotions</p><p>* <em>Healing:</em> repair and refresh the body and mind</p><p>* <em>Nature:</em> sways plants and animals </p><p> </p><p><strong>Preserver:</strong> focused on protecting and liberating places and people</p><p>* <em>Glory: </em> invoke righteous fury, promote excellence and victory in battle</p><p>* <em>Seals: </em> form magical glyphs and impediments</p><p>* <em>Warding: </em> prevent and deflect harm </p><p></p><p><strong>Prophet:</strong> spells about the worlds beyond ours, as well as what ours might become</p><p>* <em>Blessing: </em> reveal cosmic splendor, raising the body, mind, and spirit</p><p>* <em>Calling: </em> channel and summon from the fringes of this world, and beyond</p><p>* <em>Foresight: </em> predict and manifest the future</p><p></p><p><strong>Reaper:</strong> spells of suffering, death, pain, fear, and corruption</p><p>* <em>Affliction: </em> bring lasting suffering, commonly as curses</p><p>* <em>Necromancy: </em> explore the veil between death and undeath</p><p>* <em>Shadow: </em> harnesses the power of darkness</p><p></p><p><strong>Seer:</strong> unique insights about the mechanics of the known world. </p><p>* <em>Artifice: </em> exposes and transforms the inner workings of machines, magic items, and spells</p><p>* <em>Divination: </em> gleans details about the past and present</p><p>* <em>Word: </em> derives power from language</p><p></p><p><strong>Trickster:</strong> spells that make truth of untruth. </p><p>* <em>Illusion: </em> projects false images and feelings</p><p>* <em>Secrets: </em> invents lies and reveals truths</p><p>* <em>Shapeshifting: </em> transforms the body</p></blockquote><p></p>
[QUOTE="Khaalis, post: 5817759, member: 2167"] For magic, I’d like to see something akin to what [i]Fantasy Craft[/i] did. [u]Spellcasting Check[/u] • Spellcasting requires a die roll (FC uses the Spellcasting skill) • Spellcasting DC is based on Spell Level • Attack spells – the Spellcasting check is also the attack roll and must succeed the normal Spellcasting DC and equal or exceed the target’s Defense (FC’s version of AC) or fail. • Spell Defense – this is a new iteration of Spell Resistance. An attack spell must not only succeed the base Spellcasting check but the Spellcasting check must equal or exceed the Spell Defense or fail. [u]Spell Schools[/u] I also like the way FC re-envisioned spell schools. In their system, the Mage class is the only true “Spellcasting” base class. Priests gain other abilities and can, through their domains, gain spell-like abilities (e.g. cast X spell Y times per day). If you want to mimic a D&D Cleric, you would play a Mage with the Cleric specialty. As such, there is no longer a divide between “Arcane” and “Divine” spells. There are just “Spells”. Under this system you then have 8 Schools, each made up of spells from 3 Disciplines. Each spell belongs to only 1 Discipline, which is another major change from old D&D spells, and IMHO a good change. I think D&D could use to relook at spell schools. [b]Channeler:[/b] Combative school that taps and controls primal forces. * [i]Energy:[/i] creates fire, light, sound (usually in destructive fashion) * [i]Force:[/i] creates invisible mass that can be shaped and directed * [i]Weather:[/i] manipulates the environment and atmosphere [b]Conjurer:[/b] controls the building blocks of the physical world * [i]Compass:[/i] alters time, speed, position and size * [i]Conversion:[/i] changes the shape and properties of matter * [i]Creation:[/i] creates matter from nothing [b]Enchanter:[/b] effects life in all forms * [i]Charm: [/i] influence minds and emotions * [i]Healing:[/i] repair and refresh the body and mind * [i]Nature:[/i] sways plants and animals [b]Preserver:[/b] focused on protecting and liberating places and people * [i]Glory: [/i] invoke righteous fury, promote excellence and victory in battle * [i]Seals: [/i] form magical glyphs and impediments * [i]Warding: [/i] prevent and deflect harm [b]Prophet:[/b] spells about the worlds beyond ours, as well as what ours might become * [i]Blessing: [/i] reveal cosmic splendor, raising the body, mind, and spirit * [i]Calling: [/i] channel and summon from the fringes of this world, and beyond * [i]Foresight: [/i] predict and manifest the future [b]Reaper:[/b] spells of suffering, death, pain, fear, and corruption * [i]Affliction: [/i] bring lasting suffering, commonly as curses * [i]Necromancy: [/i] explore the veil between death and undeath * [i]Shadow: [/i] harnesses the power of darkness [b]Seer:[/b] unique insights about the mechanics of the known world. * [i]Artifice: [/i] exposes and transforms the inner workings of machines, magic items, and spells * [i]Divination: [/i] gleans details about the past and present * [i]Word: [/i] derives power from language [b]Trickster:[/b] spells that make truth of untruth. * [i]Illusion: [/i] projects false images and feelings * [i]Secrets: [/i] invents lies and reveals truths * [i]Shapeshifting: [/i] transforms the body [/QUOTE]
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