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Tailoring magic to fit this type of world
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<blockquote data-quote="Turanil" data-source="post: 2047265" data-attributes="member: 9646"><p>Well, as already said above, I am searching for a new sytem myself, to be used with d20 Modern (Grim Tales) classes. After a little playtesting, Grim Tales as is, just enable you to cast one or two spells per week, and require some bookeeping. I want something different. Here are my ideas that I would like to discuss:</p><p></p><p><strong>1) Magic Items.</strong> </p><p></p><p>This will be an easy houserule for me. There will be two categories of magical items: +1 or +2 armors and weapons, and lesser potions are relatively easy to come by. True magical items are much more rare than in traditional D&D.</p><p></p><p>-- Enchanted Weapons (and Armors): This is your typical +1 sword. As far as flavor is concerned, it is not seen a "magic weapon" but an "enchanted blade". You can do it yourself (item creation feats) or go to the nearest alchemist/artificer and order one. It costs around 100 to 200 gp + 80 XP (paid by customer, not alchemist), and takes a few days to manufacture. The only thing is, the enchantment is not permanent but wears off after 1 year per level of the alchemist who laid the enchantment on the balde. Getting simple potions is also relatively easy and not too expensive, but a potion of healing might give hit-point over the course of a full night of sleep rather than instantaneously while drinking it.</p><p></p><p>-- Magical Items: They are wonderful, weird, and mysterious. They have various side effects that can act as plot device. For example, there is no such thing as a mere "+3 sword". Instead, there is, for example, The <em>Sword of Sleckr</em>. Okay, basically it is +3. But then it is black and engraved with malevolent runes. Wielding or just wearing the sword unsheated, due to its malevolent aura the owner gets a +4 circumstance bonus to Intimidate checks, and likewise -4 penalty to Diplomacy checks. Sleckr was a drow murderer, and some people may remember the sword, with possible reole-playing / plot devices effects. Then, those killed by the sword have their souls doomed, and anytime one passes near a graveyard or something, there is a chance that a ghost or something will come attack the owner. Lastly, when you hit in the threat range, no-need to confirm as it automatically critical hit. However, wielder must roll a Will save or be possessed by a killing frenzy for 1d12 rounds, attacking friends and foes alike. So you see, magical items are clearly something <em>special</em>, not just a convenient bonus.</p><p></p><p></p><p><strong>2) Spellcasting System.</strong></p><p></p><p>First it is not "low-magic", but "less magic at higher levels". I want magic not tied to a specific character class (like wizard, etc.). Also, level of spell one can cast will not be tied to character's level, and system is very flexible. I want that anyone could cast a couple of spells, but those who get appropriate talents (restricted to Smart, Dedicated, and Charismatic heroes) can do it better. So far here is my idea:</p><p></p><p>-- Anyone with ranks in Spellcraft can learn a spell, and record it in his spellbook (or similar item). As normal: DC 15 + level of the spell to learn a spell. Spells must be found, while researching a spell takes months and requires a new feat (spell creation).</p><p></p><p>-- Casting a spell uses spell-points (if any; 1 point per spell level), or burns hit-points (1d6 per spell level of lethal damage). Then you make a caster level check at DC 10 + spell level. On a natural 1 not only spell fails, but also create a wild-surge / magical accident. It is possible to take 10 or 20 with this check, but of course casting time is dramatically increased. Caster level check is d20 + caster level. Caster level is not PC level; it's equal to 0 unless one has a Magical Adept talent. Spell is cast at the level of the spell + caster level. [Example: A Fast hero knows Fireball and wants to cast it. First he loses 3d6 pts of damage; then he must roll a d20+0 = 13 or more; and thus will be able to create a fireball of 3d6 of damage. Not really impressive, but he is not a Smart Hero with appropriate talents...]</p><p></p><p>-- Magical Adept Talent: You can take it only once, per type of magic: Arcane (Int.; wizard list), Divine (Wis.; cleric or druid list), or Wild (Cha.; bard list). It gives you a caster level and number of spell-points equal to your Ability Score modifier. [Example: A Smart hero with 18 Int knows Fireball and wants to cast it. First he loses 3 spell-points; then he must roll a d20+4 = 13 or more; and thus will be able to create a fireball of 7d6 of damage. Impressive for a 3rd level character, but once he has cast this spell, he has just 1 spell-point remaining. Let's say he wants to cast it again: he will spend his last spell-point + suffer 2d6 of damage. If DM thinks that a 7d6 fireball spell is overpowering for a 3rd level character, he just needs not giving this spell until the PC is 7th level.]</p><p></p><p>-- Improved Magical Adept Talent: Once the character has got Magical Adept Talent, he can improve it with this subsequent talent that gives him 1 additional spell-point and increase his caster level by +1. </p><p></p><p>-- Recovering Spell-points: Probably 1 per hour of sleep. Let's say that maximum is thus 8 per night, and 1 or 2 per siesta after lunch. Then, some rare mystical things or places could restore spell-points more quickly, but it's like finding a "magical fountain" or what-not... and utterly dependant on the DM's whim.</p><p></p><p></p><p>What do you think of this? Feedback appreciated.</p></blockquote><p></p>
[QUOTE="Turanil, post: 2047265, member: 9646"] Well, as already said above, I am searching for a new sytem myself, to be used with d20 Modern (Grim Tales) classes. After a little playtesting, Grim Tales as is, just enable you to cast one or two spells per week, and require some bookeeping. I want something different. Here are my ideas that I would like to discuss: [B]1) Magic Items.[/B] This will be an easy houserule for me. There will be two categories of magical items: +1 or +2 armors and weapons, and lesser potions are relatively easy to come by. True magical items are much more rare than in traditional D&D. -- Enchanted Weapons (and Armors): This is your typical +1 sword. As far as flavor is concerned, it is not seen a "magic weapon" but an "enchanted blade". You can do it yourself (item creation feats) or go to the nearest alchemist/artificer and order one. It costs around 100 to 200 gp + 80 XP (paid by customer, not alchemist), and takes a few days to manufacture. The only thing is, the enchantment is not permanent but wears off after 1 year per level of the alchemist who laid the enchantment on the balde. Getting simple potions is also relatively easy and not too expensive, but a potion of healing might give hit-point over the course of a full night of sleep rather than instantaneously while drinking it. -- Magical Items: They are wonderful, weird, and mysterious. They have various side effects that can act as plot device. For example, there is no such thing as a mere "+3 sword". Instead, there is, for example, The [I]Sword of Sleckr[/I]. Okay, basically it is +3. But then it is black and engraved with malevolent runes. Wielding or just wearing the sword unsheated, due to its malevolent aura the owner gets a +4 circumstance bonus to Intimidate checks, and likewise -4 penalty to Diplomacy checks. Sleckr was a drow murderer, and some people may remember the sword, with possible reole-playing / plot devices effects. Then, those killed by the sword have their souls doomed, and anytime one passes near a graveyard or something, there is a chance that a ghost or something will come attack the owner. Lastly, when you hit in the threat range, no-need to confirm as it automatically critical hit. However, wielder must roll a Will save or be possessed by a killing frenzy for 1d12 rounds, attacking friends and foes alike. So you see, magical items are clearly something [I]special[/I], not just a convenient bonus. [B]2) Spellcasting System.[/B] First it is not "low-magic", but "less magic at higher levels". I want magic not tied to a specific character class (like wizard, etc.). Also, level of spell one can cast will not be tied to character's level, and system is very flexible. I want that anyone could cast a couple of spells, but those who get appropriate talents (restricted to Smart, Dedicated, and Charismatic heroes) can do it better. So far here is my idea: -- Anyone with ranks in Spellcraft can learn a spell, and record it in his spellbook (or similar item). As normal: DC 15 + level of the spell to learn a spell. Spells must be found, while researching a spell takes months and requires a new feat (spell creation). -- Casting a spell uses spell-points (if any; 1 point per spell level), or burns hit-points (1d6 per spell level of lethal damage). Then you make a caster level check at DC 10 + spell level. On a natural 1 not only spell fails, but also create a wild-surge / magical accident. It is possible to take 10 or 20 with this check, but of course casting time is dramatically increased. Caster level check is d20 + caster level. Caster level is not PC level; it's equal to 0 unless one has a Magical Adept talent. Spell is cast at the level of the spell + caster level. [Example: A Fast hero knows Fireball and wants to cast it. First he loses 3d6 pts of damage; then he must roll a d20+0 = 13 or more; and thus will be able to create a fireball of 3d6 of damage. Not really impressive, but he is not a Smart Hero with appropriate talents...] -- Magical Adept Talent: You can take it only once, per type of magic: Arcane (Int.; wizard list), Divine (Wis.; cleric or druid list), or Wild (Cha.; bard list). It gives you a caster level and number of spell-points equal to your Ability Score modifier. [Example: A Smart hero with 18 Int knows Fireball and wants to cast it. First he loses 3 spell-points; then he must roll a d20+4 = 13 or more; and thus will be able to create a fireball of 7d6 of damage. Impressive for a 3rd level character, but once he has cast this spell, he has just 1 spell-point remaining. Let's say he wants to cast it again: he will spend his last spell-point + suffer 2d6 of damage. If DM thinks that a 7d6 fireball spell is overpowering for a 3rd level character, he just needs not giving this spell until the PC is 7th level.] -- Improved Magical Adept Talent: Once the character has got Magical Adept Talent, he can improve it with this subsequent talent that gives him 1 additional spell-point and increase his caster level by +1. -- Recovering Spell-points: Probably 1 per hour of sleep. Let's say that maximum is thus 8 per night, and 1 or 2 per siesta after lunch. Then, some rare mystical things or places could restore spell-points more quickly, but it's like finding a "magical fountain" or what-not... and utterly dependant on the DM's whim. What do you think of this? Feedback appreciated. [/QUOTE]
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