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The Shattered Lands: A simple d20 fantasy heartbreaker
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<blockquote data-quote="Meatboy" data-source="post: 6153928" data-attributes="member: 40857"><p>Magic probably has undergone one of the bigger changes in the game. Most spells from what I can see just end up being more powerful or tweaked versions of other spells and they certainly take up the lions share of the PHB. So in my quest to dial it back I crammed as many spells as I felt like into a 2 level system. There are now only generic spell slots that can be filled with either cantrips or spells. Cantrips are like at-wills from 4e and generally have the power of a first level spell, but not something OP like sleep. Spells on the other hand are lost once cast and are somewhere between 2nd and 3rd level spells in terms of power. </p><p></p><p>Magic also requires a focus. For wizards this is traditionally a staff and instead of memorizing spells they perform rituals to embed the spells into their focus. Not a huge change in actual play but for me it conceptualizes easier than just forgetting magic.<span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Mage (Intelligence)</span></p><p> Mages are masters of secrets. Through their studies of eldritch scrolls and blasphemous tomes they have garnered a small understanding of the underlying aspects of reality and, more importantly, how to twist, rip and weave them to serve their own ends. Mages have little combat ability, low Hit points but possess a strong willpower.</p><p>Intelligence is the primary attribute of a mage and should be the highest attribute score. Dexterity or Constitution are good choices for a second primary attribute as they help offset the mages fragility.<strong></strong></p><p><strong>Class Abilities</strong></p><p><strong>Hit Dice: d4</strong></p><p><strong>Attack Bonus: 0</strong></p><p><strong>Saves: Fortitude: 0, Reflex 0, Will +2</strong></p><p><strong></strong></p><p><strong>Arcane Mastery</strong></p><p> Mages are masters of the arcane and as such add a +2 bonus, plus half their level, to the DC saves of their arcane spells (see magic and casting). When activating wands or other magic items they only need to roll on the initial activation check, not every time. Provided they are arcane in nature.<strong></strong></p><p><strong>Arcane Spell Slots</strong></p><p> A mages ability to cast magic is tied to their preparation of spells. A mage can only prepare a certain number of spells every day. At first level a mage can prepare 2 spells per day.<strong></strong></p><p><strong>Schools of Magic</strong></p><p> Most mages prefer to follow one of the eight schools of magic. These specialist mages find casting spells associated with their school to be significantly easier. They gain an additional spell slot at first level but half of their spell slots (rounded up) must be used to memorize spells from their chosen school.<strong></strong></p><p><strong>Spells Known </strong></p><p> At first level a mages has a number of spells in their spell book equal to 1 plus their intelligence modifier.</p></blockquote><p></p>
[QUOTE="Meatboy, post: 6153928, member: 40857"] Magic probably has undergone one of the bigger changes in the game. Most spells from what I can see just end up being more powerful or tweaked versions of other spells and they certainly take up the lions share of the PHB. So in my quest to dial it back I crammed as many spells as I felt like into a 2 level system. There are now only generic spell slots that can be filled with either cantrips or spells. Cantrips are like at-wills from 4e and generally have the power of a first level spell, but not something OP like sleep. Spells on the other hand are lost once cast and are somewhere between 2nd and 3rd level spells in terms of power. Magic also requires a focus. For wizards this is traditionally a staff and instead of memorizing spells they perform rituals to embed the spells into their focus. Not a huge change in actual play but for me it conceptualizes easier than just forgetting magic.[SIZE=3] Mage (Intelligence)[/SIZE] Mages are masters of secrets. Through their studies of eldritch scrolls and blasphemous tomes they have garnered a small understanding of the underlying aspects of reality and, more importantly, how to twist, rip and weave them to serve their own ends. Mages have little combat ability, low Hit points but possess a strong willpower. Intelligence is the primary attribute of a mage and should be the highest attribute score. Dexterity or Constitution are good choices for a second primary attribute as they help offset the mages fragility.[B] Class Abilities Hit Dice: d4 Attack Bonus: 0 Saves: Fortitude: 0, Reflex 0, Will +2[/B] [B] Arcane Mastery[/B] Mages are masters of the arcane and as such add a +2 bonus, plus half their level, to the DC saves of their arcane spells (see magic and casting). When activating wands or other magic items they only need to roll on the initial activation check, not every time. Provided they are arcane in nature.[B] Arcane Spell Slots[/B] A mages ability to cast magic is tied to their preparation of spells. A mage can only prepare a certain number of spells every day. At first level a mage can prepare 2 spells per day.[B] Schools of Magic[/B] Most mages prefer to follow one of the eight schools of magic. These specialist mages find casting spells associated with their school to be significantly easier. They gain an additional spell slot at first level but half of their spell slots (rounded up) must be used to memorize spells from their chosen school.[B] Spells Known [/B] At first level a mages has a number of spells in their spell book equal to 1 plus their intelligence modifier. [/QUOTE]
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