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<blockquote data-quote="ruemere" data-source="post: 360973" data-attributes="member: 5515"><p><strong>[PLAIN][BC magic] ideas...[/PLAIN]</strong></p><p></p><p>Having read through this thread, I would like to contribute a few ideas (yes, I thought about running a game in this setting):</p><p></p><p>1.</p><p>There are no divine spellcasters. Divine spells are available as arcane counterparts, i.e. you have learn them. Cure spells convert lethal damage to subdual damage. Spells restoring lost ability points are most difficult to find and require sacrifice of a living being (nonsentient animal in case of temporary ability loss, sentient being otherwise).</p><p></p><p>1b. </p><p>Non human races are nonexistent.</p><p></p><p>2. </p><p>Spellcaster abilities come either from gods and other epic scale beings (through pacts) or through one's own innate talent (Magical Aptitude feat).</p><p></p><p>3.</p><p>The moment anyone takes Magical Aptitude, they become subject to "strip power" action, to be performed by anyone else with a Magical Aptitude feat. The person who wants to perform the "stripping" must know target's true name (i.e. name given at target's birth). Afterwards, the target's magical powers are lost forever unless one makes a pact (i.e. finds a different way to power her or his spells).</p><p></p><p>4.</p><p>In case of target with multiple personalities (Soulcatcher), the "strip power" must be performed against each of the personalities. However, successful stripping against one of the personalities, suppresses magical abilities of the target for a period of one month.</p><p></p><p>5.</p><p>Spellcaster's choice of classes is limited to those who memorize spells (i.e. no Sorcerers, Paladins, Bards). </p><p>All spellcasters can and must specialize in a school of magic.</p><p></p><p>6.</p><p>Maximum spell level is specified by the lowest of Intelligence, Wisdom and Charisma. However save DCs are calculated using the highest of these three abilities.</p><p></p><p>7.</p><p>In order to cast a spell, a spellcaster must perform "activate spell power" action (standard, no AoO). Afterwards, he can cast spells using only vocal and somatic components. Each round after, the spellcaster must either cast a spell or lose one spell slot (spells which require longer casting times do not cause a spell slot to be lost during spellcasting). The "active spell power" state can be ended by performing "deactivate spell power" action (standard, no AoO). This action does not cease spell effects.</p><p></p><p>8.</p><p>"Active spell power" can be used to generate other effects than spells, each requiring a different feat and each taking a standard action to perform. Use of each of those feats requires a spell slot to be used up. The effect duration is either "long" (one hour per spell slot level) or "instantaneous" or "deactivation" (until you deactivate your spell power). The "effect power" is equal to spell slot level used up. Multiple uses of the same feat are cumulative with regard to duration. The "spell power" is increased by +1 for mutlitple uses. No ability can increased beyond twice its original score.</p><p>- Superhuman Strength (long)(effect power) - gain Strength enhancement bonus</p><p>- Superhuman Dexterity (long)(effect power) - gain Dexterity enhancement bonus</p><p>- Superhuman Constitution (long)(effect power) - gain Constitution enhancement bonus</p><p></p><p>- Enhanced Healing (instantaneous)(effect power)(required Superhuman Constitution feat) - convert lethal damage (effect power) to subdual damage</p><p>- Superior Healing (instantaneous)(effect power)(required Enhanced Healing feat) - gain amount of hitpoints as if you rested for (effect power) days.</p><p></p><p>- Force Strike (instantaneous)(effect power)(required Superhuman Strength feat) - project a blast of (choose one energy type at the time of taking this feat, [Force] is a viable choice) energy inflicting (effect power)d4 damage to a single target within Short range (25 feet plus 5 feet per (effect power)).</p><p>- Force Wave (as above) - produce a cone of force.</p><p></p><p>- Burst of Speed (deactivation)(effect power)(required Superhuman Dexterity feat) - gain one move-equivalent action per round.</p><p>- Superior Burst of Speed (deactivation)(effect power)(required Burst of Speed feat) - gain one partial action per round. Does not stack with Haste effects.</p><p></p><p>9. Spellcasters do not need to memorize spells from spell books. However, they must rest eight hours to regain used spell slots. </p><p></p><p>10.</p><p>Once learnt, the spell stays spellcaster's memory. No spell book is required. Consequently, finding a new spell is much more difficult.</p><p></p><p>9.</p><p>All spellcasters can take this feat:</p><p>Counter Magic - perform a Dispel Magic versus any spell being cast in your vicinity at a cost of two spell slots.</p><p></p><p>10.</p><p>The Taken template:</p><p>Change spellcaster creature type to Undead - change hitdice do d12, keep the Constitution ability, but do not apply Constitution bonus to hitpoints.</p><p>Follow the rules for Lich Phylactery, but instead of a magic box use spellcaster's physical body (i.e. final death upon destruction of the body).</p><p></p><p>Upon being brought to 0 hitpoints, the Taken must make a Will save at DC 15 or perish. In case of successful save, increase hitpoints to 1 and lose one spell slot. Once out of spell slots, apply one point of Permanent Constitution damage (represents destruction of Taken's body) instead of losing spell slots.</p><p>The Taken reduced to 0 Constitution is irrevocably slain.</p><p></p><p></p><p>Hope this helps,</p><p>Ruemere</p></blockquote><p></p>
[QUOTE="ruemere, post: 360973, member: 5515"] [b][PLAIN][BC magic] ideas...[/PLAIN][/b] Having read through this thread, I would like to contribute a few ideas (yes, I thought about running a game in this setting): 1. There are no divine spellcasters. Divine spells are available as arcane counterparts, i.e. you have learn them. Cure spells convert lethal damage to subdual damage. Spells restoring lost ability points are most difficult to find and require sacrifice of a living being (nonsentient animal in case of temporary ability loss, sentient being otherwise). 1b. Non human races are nonexistent. 2. Spellcaster abilities come either from gods and other epic scale beings (through pacts) or through one's own innate talent (Magical Aptitude feat). 3. The moment anyone takes Magical Aptitude, they become subject to "strip power" action, to be performed by anyone else with a Magical Aptitude feat. The person who wants to perform the "stripping" must know target's true name (i.e. name given at target's birth). Afterwards, the target's magical powers are lost forever unless one makes a pact (i.e. finds a different way to power her or his spells). 4. In case of target with multiple personalities (Soulcatcher), the "strip power" must be performed against each of the personalities. However, successful stripping against one of the personalities, suppresses magical abilities of the target for a period of one month. 5. Spellcaster's choice of classes is limited to those who memorize spells (i.e. no Sorcerers, Paladins, Bards). All spellcasters can and must specialize in a school of magic. 6. Maximum spell level is specified by the lowest of Intelligence, Wisdom and Charisma. However save DCs are calculated using the highest of these three abilities. 7. In order to cast a spell, a spellcaster must perform "activate spell power" action (standard, no AoO). Afterwards, he can cast spells using only vocal and somatic components. Each round after, the spellcaster must either cast a spell or lose one spell slot (spells which require longer casting times do not cause a spell slot to be lost during spellcasting). The "active spell power" state can be ended by performing "deactivate spell power" action (standard, no AoO). This action does not cease spell effects. 8. "Active spell power" can be used to generate other effects than spells, each requiring a different feat and each taking a standard action to perform. Use of each of those feats requires a spell slot to be used up. The effect duration is either "long" (one hour per spell slot level) or "instantaneous" or "deactivation" (until you deactivate your spell power). The "effect power" is equal to spell slot level used up. Multiple uses of the same feat are cumulative with regard to duration. The "spell power" is increased by +1 for mutlitple uses. No ability can increased beyond twice its original score. - Superhuman Strength (long)(effect power) - gain Strength enhancement bonus - Superhuman Dexterity (long)(effect power) - gain Dexterity enhancement bonus - Superhuman Constitution (long)(effect power) - gain Constitution enhancement bonus - Enhanced Healing (instantaneous)(effect power)(required Superhuman Constitution feat) - convert lethal damage (effect power) to subdual damage - Superior Healing (instantaneous)(effect power)(required Enhanced Healing feat) - gain amount of hitpoints as if you rested for (effect power) days. - Force Strike (instantaneous)(effect power)(required Superhuman Strength feat) - project a blast of (choose one energy type at the time of taking this feat, [Force] is a viable choice) energy inflicting (effect power)d4 damage to a single target within Short range (25 feet plus 5 feet per (effect power)). - Force Wave (as above) - produce a cone of force. - Burst of Speed (deactivation)(effect power)(required Superhuman Dexterity feat) - gain one move-equivalent action per round. - Superior Burst of Speed (deactivation)(effect power)(required Burst of Speed feat) - gain one partial action per round. Does not stack with Haste effects. 9. Spellcasters do not need to memorize spells from spell books. However, they must rest eight hours to regain used spell slots. 10. Once learnt, the spell stays spellcaster's memory. No spell book is required. Consequently, finding a new spell is much more difficult. 9. All spellcasters can take this feat: Counter Magic - perform a Dispel Magic versus any spell being cast in your vicinity at a cost of two spell slots. 10. The Taken template: Change spellcaster creature type to Undead - change hitdice do d12, keep the Constitution ability, but do not apply Constitution bonus to hitpoints. Follow the rules for Lich Phylactery, but instead of a magic box use spellcaster's physical body (i.e. final death upon destruction of the body). Upon being brought to 0 hitpoints, the Taken must make a Will save at DC 15 or perish. In case of successful save, increase hitpoints to 1 and lose one spell slot. Once out of spell slots, apply one point of Permanent Constitution damage (represents destruction of Taken's body) instead of losing spell slots. The Taken reduced to 0 Constitution is irrevocably slain. Hope this helps, Ruemere [/QUOTE]
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