Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Variant spellcasting (inspired by Ars Magica)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="gpetruc" data-source="post: 835990" data-attributes="member: 2255"><p>I was working on a simple variant spellcasting system for a moderatly magic world.</p><p>The system is partially inspired to Ars Magica, and the Dusk setting</p><p></p><p>--------------------------------------------------</p><p><strong><span style="color: red"><span style="font-size: 15px"> The Art</span></span></strong></p><p><strong><span style="color: red"></span></strong>This is a variant spellcasting system for D&D, to give spellcasters greater flexibility</p><p>The system is designed for worlds where magic in the form of spells is a little more common that in the standard D&D world, but magical items a bit rarer. Anyway I will provide options for worlds with a different level of magic later on</p><p></p><p></p><p><strong><span style="color: limegreen"> <span style="font-size: 12px"> The Basics: </span></span></strong></p><p><strong><span style="color: limegreen"></span></strong>A magician (or mage) can either use formulaic spells (that must be memorized) or create them on the fly; formulaic spells are easier to cast and usually more powerful, but lack the versatility of free spells.</p><p>Each spell requires the expenditure of <strong><span style="color: royalblue">spell points </span></strong>and a <strong><span style="color: royalblue">casting check</span></strong>.</p><p><strong>[COLOR= limegreen] <span style="font-size: 12px"> Disciplines </span></strong></p><p><strong>[/COLOR] Spells are divided in five disciplines:</strong></p><p><strong><span style="color: royalblue">Mind: </span></strong>Divination, Enchantment (Charm, Compulsion), Illusion (Figment, Phantasm), </p><p><strong><span style="color: royalblue">Matter: </span></strong>Transmutation (any other), Illusion (Glamer), Evocation (Creation)</p><p><strong><span style="color: royalblue">Soul: </span></strong>Abjuration (any other), Necromancy, Evocation (Healing)</p><p><strong><span style="color: royalblue">Energy: </span></strong>Conjuration, Illusion (Pattern), Abjuration (dispel)</p><p><strong><span style="color: royalblue">Planes: </span></strong>Evocation (Summoning, Calling), Transmutation (Travel), Illusion (Shadow)</p><p></p><p><strong><span style="color: royalblue">Note:</span></strong> <strong>Transmutation (Travel)</strong> includes all Transmutation [Teleport] spells and any plane travelling spells like <em>planeshift; </em><strong>Abjuration (Dispel)</strong> includes any spell that affects other spells such as <em>spell resistance</em>, <em>globe of invulnerability</em>, <em>dispel magic</em></p><p><strong><span style="color: royalblue">Note:</span></strong> the following spells are considered <strong>universal spells</strong> <em>detect magic, read magic, prestidigitation, arcane mark, permanency, limited whish, symbol, whish</em>. They can be considered of any discipline</p><p></p><p><strong><span style="color: royalblue">Discipline skills: </span></strong>Mages receive <strong>3 magic skill points/level</strong> that they can assign to different spell disciplines. These <strong>magical skill points are not modified by intelligence</strong>. The maximum number of ranks that a mage can have in a discipline is equal to his <strong>level + 3</strong>. Disciplines can be used untrained, and discipline checks are based on <strong>Charisma</strong></p><p></p><p></p><p><strong>[COLOR= limegreen] <span style="font-size: 12px">Spell Points</span></strong></p><p><strong>[/COLOR]</strong>Every mage has a number of spell points (<strong>sp</strong>) equal to <strong>8/level</strong>. Spell points are regained fully in 8 hours of sleep (or rest in case of races that don’t sleep). </p><p><strong><span style="color: royalblue">Channelling: </span></strong>Through spells, feats or other abilities a mage can channel other sources in spell points, using these conversion ratios.</p><p><strong>1 sp</strong> = <strong>10 XP</strong> = <strong>50 gp</strong> (in gems) = <strong>2 hp</strong> = <strong>5 subdual hp</strong> = <strong>1/3 temporary ability damage</strong></p><p></p><p></p><p><strong>[COLOR= limegreen] <span style="font-size: 12px">Casting Spells</span></strong></p><p><strong>[/COLOR]<span style="color: orange">Casting Formulaic Spells:</span></strong></p><p><strong><span style="color: orange"></span><span style="color: royalblue">Memorization:</span></strong> the spell must be memorized. A mage can memorize a number of spells <strong>as a wizard of his level</strong> (modified by <strong>Intelligence</strong>). Casting the spell does not make you loose the memorized spell, anyway.</p><p><strong><span style="color: royalblue">Spell points: </span></strong>spend spell points equal to <strong>3 sp/spell level</strong>; if you want the spell to be cast at caster level higher than the minimum for that spell level you can raise it at a cost of <strong>1 sp/level</strong> (of course the caster level of a spell cannot exceed your caster level).</p><p><strong><span style="color: royalblue">Casting check: </span></strong>Make a discipline check <strong>DC 12 + 2/spell level</strong>. Success indicates the spell is cast without problems. Remember that all discipline checks are modified by <strong>Charisma</strong>. If a caster is already fatigued he receives a −2 penalty to casting checks.</p><p><strong><span style="color: royalblue">Failure:</span></strong> if you fail the check a <strong>Concentration check DC 5 + sp used</strong> must be done, otherwise the caster takes <strong>1d6/spell level subdual damage</strong> and is <strong>fatigued</strong> (note that if he’s already fatigued he becomes exhausted). Fatigue can be removed by resting <strong>30 minutes</strong></p><p></p><p><strong><span style="color: orange">Casting Free Spells:</span></strong></p><p><strong><span style="color: orange"></span><span style="color: royalblue">Declaration:</span></strong> the mage declares what he wants to do with the spell, and the discipline used.</p><p><strong><span style="color: royalblue">Casting time:</span></strong> a free spell can be cast either as a <strong>full round action</strong> or as a <strong>1 minute ritual</strong></p><p><strong><span style="color: royalblue">Discipline check: </span></strong>then he makes a discipline check. The maximum power level he can achieve with that spell is determined by the outcome of the check: if the result is less than 15 it’s a failure; otherwise <strong>subtract 15</strong> from the check and <strong>divide by 5</strong> the result (rounding down). The free spell has a power level equal to the result, and so can achieve results similar to those of a spell of that level. </p><p>If the spell was cast as a <strong>1 minute ritual</strong>, <strong>subtract 10</strong>, and <strong>divide by 3</strong> instead of five. As for formulatic spells if a caster is already fatigued he receives a −2 penalty to casting checks.</p><p><strong><span style="color: royalblue">Spell points: </span></strong>spend a number of spell points <strong>double the cost</strong> for casting a formulaic spell of that level.</p><p><strong><span style="color: royalblue">Failure:</span></strong> in case of failure you spend <strong>5 sp</strong> and you’re <strong>fatigued</strong></p><p><strong></strong></p><p><strong></strong><strong><span style="color: royalblue">Ability requirements:</span></strong> a charisma score of at least <strong>10 + spell level</strong> is required to cast a spell (including free spells), and an intelligence of at least <strong>10 + spell level</strong> to memorize a formulaic spell.</p><p><strong><span style="color: royalblue">Spell List:</span></strong> Mages normally use the wizard spell list, but they can also cast spells from the druidical and clerical spell list but at one level higher (so <em>cure moderate wounds</em> is considered level 3)</p><p><strong><span style="color: royalblue">Healing Spells:</span></strong> all healing spells (those who heal hp, poison, disease and ability damage, but not those that remove magical conditions such as paralysis, petrification, curses, etc) have a casting time of <strong>1 minute</strong> if the mage wants to achieve permanent effects. Otherwise the spells last only <strong>1 minute/caster level</strong>. Spells that raise dead or resurrect can only be cast in a permanent version. There is also an <strong>XP cost</strong> in healing spells, equal to <strong>10 XP * spell level * spell level</strong> these cost can be divided in any proportion between the mage and the healed creature; if the spells already had an XP cost, use the higher one.</p><p><strong><span style="color: royalblue">Spell Components:</span></strong> every spell has vocal and somatic components <strong>(V, S)</strong>. Material components and foci are not needed unless they are expensive (with a gp cost listed), rare or simply necessary (such as a mirror for <em>scry</em>). Vocal and somatic components can be removed with the appropriate feats, anyway.</p><p><strong><span style="color: royalblue">Casting in Armor:</span></strong> mages have the normal chances of failure when casting spells with somatic component while wearing armor. This penalty can be reduced by class features and feats.</p><p><strong><span style="color: royalblue">Metamagic:</span></strong> metamagic can be applied on the fly to any spell, without increasing the casting time.</p><p></p><p></p><p><strong>[COLOR= limegreen] <span style="font-size: 12px">The Mage</span></strong></p><p><strong>[/COLOR]<span style="color: royalblue">HP: d4 </span></strong>(as wizard)</p><p><strong><span style="color: royalblue">BAB: 1/2 </span></strong>(as wizard)</p><p><strong><span style="color: royalblue">Saves:</span></strong> Will good, Fort and Refl bad (as wizard)</p><p><strong><span style="color: royalblue">Skill Points:</span></strong> 4 + Int bonus /level (x4 at level 1)</p><p><strong><span style="color: royalblue">Class skills: </span></strong>Alchemy (Int), Concentration (Con), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int).</p><p><strong><span style="color: royalblue">Weapon and Armor Proficiency: </span></strong>mages are proficient in simple weapons, but not in any armor.</p><p><strong><span style="color: royalblue">Summon Familiar:</span></strong> mages can summon a familiar as wizards.</p><p><strong><span style="color: royalblue">Bonus Feats:</span></strong> mages receive the <strong>Scribe Scroll</strong> feat at first level; at level 4, 8, 12, 16, 20 they receive a bonus feat that can be: any metamagic feat, spell penetration, and any other feat with the [Mage] descriptor provided here.</p><p><strong><span style="color: royalblue">Spell book:</span></strong> mages keep their known formulaic spells in a spell book. A spell uses <strong>two pages/spell level</strong> (1 page for level 0 spells). Scribing a spell on the book costs <strong>10gp/page</strong> and requires <strong>30 minutes/page</strong>. The spell must be researched before it can be written (see rules later). A mage starts with 6 level 0 spells and 2 + Int bonus level 1 spells.</p><p><strong><span style="color: royalblue">Memorized spells:</span></strong> a mage can memorize a number of formulaic spells as a wizard of the same level, modified by intelligence.</p><p></p><p></p><p><strong>[COLOR= limegreen] <span style="font-size: 12px">Researching and Learning Spells</span></strong></p><p><strong>[/COLOR]</strong>Researching a formulaic spell requires time and skill.</p><p><strong><span style="color: royalblue">Researching new spells:</span></strong> researching a spell from scratch requires at least <strong>3 days/spell level</strong>. After that time a mage must make two checks, a discipline check and a spellcraft check, against the same DC of <strong>15 + 3/spell level</strong>. These checks can be tried again, but only after <strong>1 day/spell level</strong> (you don’t need to retry both checks, only the one you’ve failed).</p><p><strong><span style="color: royalblue">Learning from scrolls/books:</span></strong> learning a spell from a written source is easier, as it requires only <strong>1 day/spell level</strong> and a DC of <strong>12 + 2/spell level</strong>. Retry is allowed after <strong>2 hours/spell level</strong> (note: you can study a maximum of 8 hours/day)</p><p></p><p>---------------------------------------</p><p>What do you think of it ? I know there is still much to do, but I would like to know what are your opinions on this before writing other.</p><p></p><p>Please post any comments</p></blockquote><p></p>
[QUOTE="gpetruc, post: 835990, member: 2255"] I was working on a simple variant spellcasting system for a moderatly magic world. The system is partially inspired to Ars Magica, and the Dusk setting -------------------------------------------------- [b][COLOR=red][SIZE=4] The Art[/SIZE] [/COLOR][/b]This is a variant spellcasting system for D&D, to give spellcasters greater flexibility The system is designed for worlds where magic in the form of spells is a little more common that in the standard D&D world, but magical items a bit rarer. Anyway I will provide options for worlds with a different level of magic later on [b][COLOR=limegreen] [SIZE=3] The Basics: [/SIZE] [/COLOR][/b]A magician (or mage) can either use formulaic spells (that must be memorized) or create them on the fly; formulaic spells are easier to cast and usually more powerful, but lack the versatility of free spells. Each spell requires the expenditure of [b][COLOR=royalblue]spell points [/COLOR][/b]and a [b][COLOR=royalblue]casting check[/COLOR][/b]. [b][COLOR= limegreen] [SIZE=3] Disciplines [/SIZE] [/COLOR] Spells are divided in five disciplines: [COLOR=royalblue]Mind: [/COLOR][/b]Divination, Enchantment (Charm, Compulsion), Illusion (Figment, Phantasm), [b][COLOR=royalblue]Matter: [/COLOR][/b]Transmutation (any other), Illusion (Glamer), Evocation (Creation) [b][COLOR=royalblue]Soul: [/COLOR][/b]Abjuration (any other), Necromancy, Evocation (Healing) [b][COLOR=royalblue]Energy: [/COLOR][/b]Conjuration, Illusion (Pattern), Abjuration (dispel) [b][COLOR=royalblue]Planes: [/COLOR][/b]Evocation (Summoning, Calling), Transmutation (Travel), Illusion (Shadow) [b][COLOR=royalblue]Note:[/COLOR][/b] [b]Transmutation (Travel)[/b] includes all Transmutation [Teleport] spells and any plane travelling spells like [i]planeshift; [/i][b]Abjuration (Dispel)[/b] includes any spell that affects other spells such as [i]spell resistance[/i], [i]globe of invulnerability[/i], [i]dispel magic[/i] [b][COLOR=royalblue]Note:[/COLOR][/b] the following spells are considered [b]universal spells[/b] [i]detect magic, read magic, prestidigitation, arcane mark, permanency, limited whish, symbol, whish[/i]. They can be considered of any discipline [b][COLOR=royalblue]Discipline skills: [/COLOR][/b]Mages receive [b]3 magic skill points/level[/b] that they can assign to different spell disciplines. These [b]magical skill points are not modified by intelligence[/b]. The maximum number of ranks that a mage can have in a discipline is equal to his [b]level + 3[/b]. Disciplines can be used untrained, and discipline checks are based on [b]Charisma[/b] [b][COLOR= limegreen] [SIZE=3]Spell Points[/SIZE] [/COLOR][/b]Every mage has a number of spell points ([b]sp[/b]) equal to [b]8/level[/b]. Spell points are regained fully in 8 hours of sleep (or rest in case of races that don’t sleep). [b][COLOR=royalblue]Channelling: [/COLOR][/b]Through spells, feats or other abilities a mage can channel other sources in spell points, using these conversion ratios. [b]1 sp[/b] = [b]10 XP[/b] = [b]50 gp[/b] (in gems) = [b]2 hp[/b] = [b]5 subdual hp[/b] = [b]1/3 temporary ability damage[/b] [b][COLOR= limegreen] [SIZE=3]Casting Spells[/SIZE] [/COLOR][COLOR=orange]Casting Formulaic Spells: [/COLOR][COLOR=royalblue]Memorization:[/COLOR][/b] the spell must be memorized. A mage can memorize a number of spells [b]as a wizard of his level[/b] (modified by [b]Intelligence[/b]). Casting the spell does not make you loose the memorized spell, anyway. [b][COLOR=royalblue]Spell points: [/COLOR][/b]spend spell points equal to [b]3 sp/spell level[/b]; if you want the spell to be cast at caster level higher than the minimum for that spell level you can raise it at a cost of [b]1 sp/level[/b] (of course the caster level of a spell cannot exceed your caster level). [b][COLOR=royalblue]Casting check: [/COLOR][/b]Make a discipline check [b]DC 12 + 2/spell level[/b]. Success indicates the spell is cast without problems. Remember that all discipline checks are modified by [b]Charisma[/b]. If a caster is already fatigued he receives a −2 penalty to casting checks. [b][COLOR=royalblue]Failure:[/COLOR][/b] if you fail the check a [b]Concentration check DC 5 + sp used[/b][b][COLOR=royalblue] [/COLOR][/b]must be done, otherwise the caster takes [b]1d6/spell level subdual damage[/b] and is [b]fatigued[/b] (note that if he’s already fatigued he becomes exhausted). Fatigue can be removed by resting [b]30 minutes[/b] [b][COLOR=orange]Casting Free Spells: [/COLOR][COLOR=royalblue]Declaration:[/COLOR][/b] the mage declares what he wants to do with the spell, and the discipline used. [b][COLOR=royalblue]Casting time:[/COLOR][/b] a free spell can be cast either as a [b]full round action[/b] or as a [b]1 minute ritual[/b] [b][COLOR=royalblue]Discipline check: [/COLOR][/b]then he makes a discipline check. The maximum power level he can achieve with that spell is determined by the outcome of the check: if the result is less than 15 it’s a failure; otherwise [b]subtract 15[/b] from the check and [b]divide by 5[/b] the result (rounding down). The free spell has a power level equal to the result, and so can achieve results similar to those of a spell of that level. If the spell was cast as a [b]1 minute ritual[/b], [b]subtract 10[/b], and [b]divide by 3[/b] instead of five. As for formulatic spells if a caster is already fatigued he receives a −2 penalty to casting checks. [b][COLOR=royalblue]Spell points: [/COLOR][/b]spend a number of spell points [b]double the cost[/b] for casting a formulaic spell of that level. [b][COLOR=royalblue]Failure:[/COLOR][/b] in case of failure you spend [b]5 sp[/b] and you’re [b]fatigued [/b][b][COLOR=royalblue]Ability requirements:[/COLOR][/b] a charisma score of at least [b]10 + spell level[/b] is required to cast a spell (including free spells), and an intelligence of at least [b]10 + spell level[/b] to memorize a formulaic spell. [b][COLOR=royalblue]Spell List:[/COLOR][/b] Mages normally use the wizard spell list, but they can also cast spells from the druidical and clerical spell list but at one level higher (so [i]cure moderate wounds[/i] is considered level 3) [b][COLOR=royalblue]Healing Spells:[/COLOR][/b] all healing spells (those who heal hp, poison, disease and ability damage, but not those that remove magical conditions such as paralysis, petrification, curses, etc) have a casting time of [b]1 minute[/b] if the mage wants to achieve permanent effects. Otherwise the spells last only [b]1 minute/caster level[/b]. Spells that raise dead or resurrect can only be cast in a permanent version. There is also an [b]XP cost[/b] in healing spells, equal to [b]10 XP * spell level * spell level[/b] these cost can be divided in any proportion between the mage and the healed creature; if the spells already had an XP cost, use the higher one. [b][COLOR=royalblue]Spell Components:[/COLOR][/b] every spell has vocal and somatic components [b](V, S)[/b]. Material components and foci are not needed unless they are expensive (with a gp cost listed), rare or simply necessary (such as a mirror for [i]scry[/i]). Vocal and somatic components can be removed with the appropriate feats, anyway. [b][COLOR=royalblue]Casting in Armor:[/COLOR][/b] mages have the normal chances of failure when casting spells with somatic component while wearing armor. This penalty can be reduced by class features and feats. [b][COLOR=royalblue]Metamagic:[/COLOR][/b] metamagic can be applied on the fly to any spell, without increasing the casting time. [b][COLOR= limegreen] [SIZE=3]The Mage[/SIZE] [/COLOR][COLOR=royalblue]HP: d4 [/COLOR][/b](as wizard) [b][COLOR=royalblue]BAB: 1/2 [/COLOR][/b](as wizard) [b][COLOR=royalblue]Saves:[/COLOR][/b] Will good, Fort and Refl bad (as wizard) [b][COLOR=royalblue]Skill Points:[/COLOR][/b] 4 + Int bonus /level (x4 at level 1) [b][COLOR=royalblue]Class skills: [/COLOR][/b]Alchemy (Int), Concentration (Con), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). [b][COLOR=royalblue]Weapon and Armor Proficiency: [/COLOR][/b]mages are proficient in simple weapons, but not in any armor. [b][COLOR=royalblue]Summon Familiar:[/COLOR][/b] mages can summon a familiar as wizards. [b][COLOR=royalblue]Bonus Feats:[/COLOR][/b] mages receive the [b]Scribe Scroll[/b] feat at first level; at level 4, 8, 12, 16, 20 they receive a bonus feat that can be: any metamagic feat, spell penetration, and any other feat with the [Mage] descriptor provided here. [b][COLOR=royalblue]Spell book:[/COLOR][/b] mages keep their known formulaic spells in a spell book. A spell uses [b]two pages/spell level[/b] (1 page for level 0 spells). Scribing a spell on the book costs [b]10gp/page[/b] and requires [b]30 minutes/page[/b]. The spell must be researched before it can be written (see rules later). A mage starts with 6 level 0 spells and 2 + Int bonus level 1 spells. [b][COLOR=royalblue]Memorized spells:[/COLOR][/b] a mage can memorize a number of formulaic spells as a wizard of the same level, modified by intelligence. [b][COLOR= limegreen] [SIZE=3]Researching and Learning Spells[/SIZE] [/COLOR][/b]Researching a formulaic spell requires time and skill. [b][COLOR=royalblue]Researching new spells:[/COLOR][/b] researching a spell from scratch requires at least [b]3 days/spell level[/b]. After that time a mage must make two checks, a discipline check and a spellcraft check, against the same DC of [b]15 + 3/spell level[/b]. These checks can be tried again, but only after [b]1 day/spell level[/b] (you don’t need to retry both checks, only the one you’ve failed). [b][COLOR=royalblue]Learning from scrolls/books:[/COLOR][/b] learning a spell from a written source is easier, as it requires only [b]1 day/spell level[/b] and a DC of [b]12 + 2/spell level[/b]. Retry is allowed after [b]2 hours/spell level[/b] (note: you can study a maximum of 8 hours/day) --------------------------------------- What do you think of it ? I know there is still much to do, but I would like to know what are your opinions on this before writing other. Please post any comments [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Variant spellcasting (inspired by Ars Magica)
Top