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Tell me about magic in your world.
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<blockquote data-quote="arscott" data-source="post: 1862129" data-attributes="member: 17969"><p>That is Awesome. I want to play in that campaign.</p><p></p><p>Are these all seperate classes? and if so, is there some method you used to create all of them, or did you write each one from the ground up?</p><p></p><p>I'm (slowly) putting together rules for my fantasy world using the d20Modern rules set, and I'm creating six magic-using classes:</p><p></p><p>The Arcanist, an Int based class: This is the traditional guy who gets his spells from intricate diagrams and funny looking books. He specialized in miscilanious effects like invisibility, flight, and force spells.</p><p></p><p>The Witch, a Wis based class: The mysterious woman who lives in the woods and may or may not eat children. Her strength lies in animal and plant spells, curses, shapechanging effects, and enchantments.</p><p></p><p>The Elementalist, a Cha based class: They work like specialist wizards, with a favored element and a forbidden one. They've got some of the best direct damage spells.</p><p></p><p>The Paragon, a Str/Wis based class: Basically, a paladin. Like the Arcana Unearthed champion, he choses some cause and his abilities are tied to it. He's got all of the Affiliation (D20Modern Alignment) spells, plus a selection of spells that tie into whichever cause he choses.</p><p></p><p>The Shadow, a Dex/Int based class: This is basically a thief with spells. I'm not quite sure what she should specialize in thought. maybe anti-magic.</p><p></p><p>The Blood Mage, a Con/Cha based class: whether a spell is morally iffy or just downright evil, this guy has it. He's got summoning spells, necromantic spells, plus a variety of wicked special abilities (such as wearing a creatures skin to assume it's form and abilities) and the ability to increase his spellcasting power by sacrificing constitution (either his own or his victim's)</p><p></p><p>I'm using a spellpoint system taken from Unearthed Arcana (which in turn was taken from the Psionics Handbook). And in order to make the creation of spells lists easier (and add flexibility), I'm splitting the list up into disciplines, each related to some theme or effect. For instance, an Arcanist might have major access to the flight, creation, warding, light, and force disciplines, plus minor access to healing and the elemental disciplines, plus major access to two disciplines of his choice.</p><p></p><p>I've just barely started, so I've got a lot of tweaking ahead of me.</p></blockquote><p></p>
[QUOTE="arscott, post: 1862129, member: 17969"] That is Awesome. I want to play in that campaign. Are these all seperate classes? and if so, is there some method you used to create all of them, or did you write each one from the ground up? I'm (slowly) putting together rules for my fantasy world using the d20Modern rules set, and I'm creating six magic-using classes: The Arcanist, an Int based class: This is the traditional guy who gets his spells from intricate diagrams and funny looking books. He specialized in miscilanious effects like invisibility, flight, and force spells. The Witch, a Wis based class: The mysterious woman who lives in the woods and may or may not eat children. Her strength lies in animal and plant spells, curses, shapechanging effects, and enchantments. The Elementalist, a Cha based class: They work like specialist wizards, with a favored element and a forbidden one. They've got some of the best direct damage spells. The Paragon, a Str/Wis based class: Basically, a paladin. Like the Arcana Unearthed champion, he choses some cause and his abilities are tied to it. He's got all of the Affiliation (D20Modern Alignment) spells, plus a selection of spells that tie into whichever cause he choses. The Shadow, a Dex/Int based class: This is basically a thief with spells. I'm not quite sure what she should specialize in thought. maybe anti-magic. The Blood Mage, a Con/Cha based class: whether a spell is morally iffy or just downright evil, this guy has it. He's got summoning spells, necromantic spells, plus a variety of wicked special abilities (such as wearing a creatures skin to assume it's form and abilities) and the ability to increase his spellcasting power by sacrificing constitution (either his own or his victim's) I'm using a spellpoint system taken from Unearthed Arcana (which in turn was taken from the Psionics Handbook). And in order to make the creation of spells lists easier (and add flexibility), I'm splitting the list up into disciplines, each related to some theme or effect. For instance, an Arcanist might have major access to the flight, creation, warding, light, and force disciplines, plus minor access to healing and the elemental disciplines, plus major access to two disciplines of his choice. I've just barely started, so I've got a lot of tweaking ahead of me. [/QUOTE]
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