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Variant (Maztican) magic - Rules help anybody?
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<blockquote data-quote="Cernunnos" data-source="post: 1225800" data-attributes="member: 8821"><p>So, I'm playing around with the magic classes and skills for Forgotten Realms' Maztica, which for those of you who don't know, is their Aztec/Mayan campaign region. Since its pretty much semi-officially abandoned (i.e., don't expect to see material for it published in the next decade or so), I'm going to try converting some stuff.</p><p>Overall, what I'd like to do is "de-castrate" Maztican magic and spellcasters. They were EXTREMELY under-balanced in 2E (to the point that most sane players would refuse to play one). I'd at least like to give the natives a fighting chance.</p><p>Now, a little background on magic in Maztica (and mind you, this is before the Weave became a concept in FR). There are two (technically, three, if you count divine) forms of magic in Maztica: Pluma (feathermagic), which is a kind of semi-benign form of magic mostly centered around birds, air, growing things, etc.; and its darker cousin Hishna (talonmagic), which is centered on beasts, claws, fire, death, etc. The people who practiced these magics were considered "artisans" in 2E, because they could craft magical talismans using the respective materials. The kits were based off the rogue class (but for the most part without rogue abilities). They totally avoided the questions of magical schools and whether it was even divine or arcane magic. And Maztican priests could cast these spells (which only had 5 levels) if their deity had the hishna or pluma sphere.</p><p>Rather than recreate these as prestige classes, I'm thinking of writing some variant magic rules... kind of along the lines of the Shadow Weave. Then, thinking of having characters take a Feat to be able to access Pluma or Hishna. The Plumaweavers and Hishnashapers will be made into Prestige Classes to more fully integrate the original ideals of the kit. And to top it off, I'm trying to keep things relatively simple.</p><p>So, by taking the Feat, I need the characters to gain access to one of the forms of magic. This would, naturally, give them some innate benefits and disadvantages a la use of the Shadow Weave. Foremost, it would allow them access to pluma or hishna (spells you couldn't cast without the feat). The thing I REALLY need help in is how exactly to stat it out for balance purposes, especially since native characters are the only ones who could take it at first level (non-natives can take it later with a few ranks of Knowledge (Local), the right stats, and a willing tutor). I'm thinking of making the feat only available to sorcerers, due to Maztican magic's more primal nature (that, and in 2E the plumaweaver and hishnashaper are described as receiving spells via meditations vs. spellbooks).</p><p>So, here are my draft feats... I'd be lying if I said I was 100% happy with them, so I'm definately looking for feedback.</p><p></p><p>Pluma Magic:</p><p>You have learned the ancient Maztican art of pluma, or feather magic.</p><p>Prerequisites: Sorcerer, Int 13+, any non-evil. Only natives can take at 1st level, non-natives need 4 ranks Knowlege - Local (Maztica) and a willing instructor.</p><p>Pluma Magic:</p><p>Benefits:</p><p>- Pluma Magic</p><p>- +1 bonus to DC for all saving throws of spells with Air, Light or Good descriptors</p><p>- Effective caster level of spells with Air, Light or Good descriptors +1</p><p>Disadvantages:</p><p>- Cannot cast spells with Fire, Death, or Evil descriptors</p><p></p><p>Hishna Magic:</p><p>You have learned the ancient Maztican art of hishna, or talon magic.</p><p>Prerequisites: Sorcerer, Int 13+, any non-good. Only natives can take at 1st level, non-natives need 4 ranks Knowlege - Local (Maztica) and a willing instructor.</p><p>Benefits:</p><p>- Hishna Magic</p><p>- +1 bonus to DC for all saving throws of spells with Fire, Death, or Evil descriptors</p><p>- Effective caster level of spells with Fire, Death, or Evil descriptors +1</p><p>Disadvantages:</p><p>- Cannot cast spells with Air, Light, or Good descriptors</p><p></p><p>My big issues:</p><p>- Should I make bonuses/penalties involving magical schools? Maztican magic doesn't really differentiate, so this is kind of a grey area.</p><p>- Should I do something to pump these feats up more? Its kind of a shame to force somebody to take a feat at 1st level just to play a native sorcerer. At least I feel the non-natives part is balanced... if your Faerunian wizard gets to Maztica, wants to pick up some pluma skills, he picks up a level of sorcerer, finds a tutor, and picks up the feat. He can now cast arcane spells unfettered via his Wizard levels, but his sorcerer levels are now rules by the feat, so he can cast pluma as well (and sorcerer spells within the confines of the feat).</p><p>- Is this a good method? Others argue the bard is a more suitable base class to re-create this, since they both practice magic AND artistry. I just think it will be harder to use the bard, since for balance you'll have to create a few magical abilites of their own.</p><p></p><p>Thoughts/feedback/concerns?</p></blockquote><p></p>
[QUOTE="Cernunnos, post: 1225800, member: 8821"] So, I'm playing around with the magic classes and skills for Forgotten Realms' Maztica, which for those of you who don't know, is their Aztec/Mayan campaign region. Since its pretty much semi-officially abandoned (i.e., don't expect to see material for it published in the next decade or so), I'm going to try converting some stuff. Overall, what I'd like to do is "de-castrate" Maztican magic and spellcasters. They were EXTREMELY under-balanced in 2E (to the point that most sane players would refuse to play one). I'd at least like to give the natives a fighting chance. Now, a little background on magic in Maztica (and mind you, this is before the Weave became a concept in FR). There are two (technically, three, if you count divine) forms of magic in Maztica: Pluma (feathermagic), which is a kind of semi-benign form of magic mostly centered around birds, air, growing things, etc.; and its darker cousin Hishna (talonmagic), which is centered on beasts, claws, fire, death, etc. The people who practiced these magics were considered "artisans" in 2E, because they could craft magical talismans using the respective materials. The kits were based off the rogue class (but for the most part without rogue abilities). They totally avoided the questions of magical schools and whether it was even divine or arcane magic. And Maztican priests could cast these spells (which only had 5 levels) if their deity had the hishna or pluma sphere. Rather than recreate these as prestige classes, I'm thinking of writing some variant magic rules... kind of along the lines of the Shadow Weave. Then, thinking of having characters take a Feat to be able to access Pluma or Hishna. The Plumaweavers and Hishnashapers will be made into Prestige Classes to more fully integrate the original ideals of the kit. And to top it off, I'm trying to keep things relatively simple. So, by taking the Feat, I need the characters to gain access to one of the forms of magic. This would, naturally, give them some innate benefits and disadvantages a la use of the Shadow Weave. Foremost, it would allow them access to pluma or hishna (spells you couldn't cast without the feat). The thing I REALLY need help in is how exactly to stat it out for balance purposes, especially since native characters are the only ones who could take it at first level (non-natives can take it later with a few ranks of Knowledge (Local), the right stats, and a willing tutor). I'm thinking of making the feat only available to sorcerers, due to Maztican magic's more primal nature (that, and in 2E the plumaweaver and hishnashaper are described as receiving spells via meditations vs. spellbooks). So, here are my draft feats... I'd be lying if I said I was 100% happy with them, so I'm definately looking for feedback. Pluma Magic: You have learned the ancient Maztican art of pluma, or feather magic. Prerequisites: Sorcerer, Int 13+, any non-evil. Only natives can take at 1st level, non-natives need 4 ranks Knowlege - Local (Maztica) and a willing instructor. Pluma Magic: Benefits: - Pluma Magic - +1 bonus to DC for all saving throws of spells with Air, Light or Good descriptors - Effective caster level of spells with Air, Light or Good descriptors +1 Disadvantages: - Cannot cast spells with Fire, Death, or Evil descriptors Hishna Magic: You have learned the ancient Maztican art of hishna, or talon magic. Prerequisites: Sorcerer, Int 13+, any non-good. Only natives can take at 1st level, non-natives need 4 ranks Knowlege - Local (Maztica) and a willing instructor. Benefits: - Hishna Magic - +1 bonus to DC for all saving throws of spells with Fire, Death, or Evil descriptors - Effective caster level of spells with Fire, Death, or Evil descriptors +1 Disadvantages: - Cannot cast spells with Air, Light, or Good descriptors My big issues: - Should I make bonuses/penalties involving magical schools? Maztican magic doesn't really differentiate, so this is kind of a grey area. - Should I do something to pump these feats up more? Its kind of a shame to force somebody to take a feat at 1st level just to play a native sorcerer. At least I feel the non-natives part is balanced... if your Faerunian wizard gets to Maztica, wants to pick up some pluma skills, he picks up a level of sorcerer, finds a tutor, and picks up the feat. He can now cast arcane spells unfettered via his Wizard levels, but his sorcerer levels are now rules by the feat, so he can cast pluma as well (and sorcerer spells within the confines of the feat). - Is this a good method? Others argue the bard is a more suitable base class to re-create this, since they both practice magic AND artistry. I just think it will be harder to use the bard, since for balance you'll have to create a few magical abilites of their own. Thoughts/feedback/concerns? [/QUOTE]
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