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Weakening the magic system
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<blockquote data-quote="Drawmack" data-source="post: 345195" data-attributes="member: 4981"><p><span style="color: white"></span></p><p><span style="color: white"><strong>Weakened Magic Rules</strong></span></p><p><span style="color: white">While the core magic rules of the d20 system are a lot of fun and work very well in a high-magic fantasy setting, using the standard combat rules they do not port well to other combat and hit point systems or to a lower magic setting. These rules are offered as a means to easily reduce the power and frequency of magic for a setting with moderate magic. This system is designed specifically for use with the <em>Grim –n- Gritty Hit Point and Battle System by Kenneth S. Hood</em> but should be generic enough to work with other systems as well.</span></p><p><span style="color: white"></span><span style="color: orange"></span></p><p><span style="color: orange">Definitions:</span><span style="color: white"></span></p><p><span style="color: white"><strong>Day</strong> – The time it takes a day to pass on your world.</span></p><p><span style="color: white"></span><span style="color: orange"></span></p><p><span style="color: orange">Casting Checks</span><span style="color: white"></span></p><p><span style="color: white">To cast a spell the caster must pass a casting check. To cast an arcane spell, the spell caster must pass a concentration check with a DC of 10 + spell level + # of damage/healing dice. To cast a divine spell the spell caster must pass a knowledge religion check with a DC of 10 + spell level + # of damage/healing dice. If a spell has no damage/healing dice then the DC becomes 10 + (spell level * 2). If the casting check is failed then the caster still fills a spell slot.</span></p><p><span style="color: white"></span></p><p><span style="color: white">This check applies to creatures that gain caster levels innately such as dragons. The casting check does not apply to spell-like abilities such as a slaad’s summon slaad ability.</span></p><p><span style="color: white"></span><span style="color: orange"></span></p><p><span style="color: orange">Spell Damage and Healing</span><span style="color: white"></span></p><p><span style="color: white">Spell damage and healing suffer a possible reduction. When rolling the damage or healing for any spell all of the dice that come up with an odd number are worth 1 point instead of the face value. This means that spells still have the same maximum damage and healing but the average damage or healing of spells is greatly reduced.</span></p><p><span style="color: white"></span><span style="color: orange"></span></p><p><span style="color: orange">Spell Slots</span><span style="color: white"></span></p><p><span style="color: white">A character gets a number of spell slots equal to ½ their con ability or the number of spells allowed by the core rules; whichever is less. The spell slots are filled when a cast is attempted, not when a spell is prepared. Wizards, Clerics and other classes that must prepare or choose their spells ahead of time still prepare or choose their standard number of spells. The most spells that a caster can attempt to cast are equal to their number of spell slots. You must sleep 1/3 of a day (eight out of twenty-four hours) in order to empty your spell slots again.</span></p><p><span style="color: white"></span><span style="color: orange"></span></p><p><span style="color: orange">Turning Undead</span><span style="color: white"></span></p><p><span style="color: white">This is not a spell or a spell-like ability but rather a gift to the pious from their god. Therefore this is not affected by these rules. </span></p><p><span style="color: white"></span><span style="color: orange"></span></p><p><span style="color: orange">Resurrection (rebirth)</span><span style="color: white"></span></p><p><span style="color: white">Resurrection spells are considered a special case and therefore have their own additional rules. All of the above rules still apply to the caster that is casting resurrection; however the character being resurrected must also follow the rules below.</span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Maximum Rebirths</strong></span></p><p><span style="color: white">You can only be resurrected, or reborn, a limited number of times. Resurrection requires the direct intervention of a god and therefore gets a god’s attention. As any clergy member will tell you, asking for the direct attention of a god is not a good thing. In this case the gods mark you with a rebirth number, which can never increase. The rebirth number decreases by one every time the same character is reborn, including the first time.</span></p><p><span style="color: white">Rebirth Number: ½ constitution score (excluding temporary bonuses) rounded down</span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Constitution Reduction</strong></span></p><p><span style="color: white">Each time a character is reborn their constitution score is reduced by one. If a character was under the effects of a constitution drain at the time of death then the constitution drain becomes permanent, however constitution bonuses are lost. If the character’s constitution becomes less then their remaining rebirths then their remaining rebirths equal their new constitution score.</span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Rebirth Check</strong></span></p><p><span style="color: white">When an attempt is made to resurrect a character that character must pass a rebirth check (Fort save). The rebirth check is completed before the constitution reduction. If the character fails this check the spell caster still used a spell slot and the character is permanently dead.</span></p><p><span style="color: white"><strong>Rebirth Check DC:</strong> 25 – ½ con + ½ character level; round final result up</span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Death from Constitution Damage</strong></span></p><p><span style="color: white">If a character dies from constitution damage they cannot be resurrected by any means.</span></p><p><span style="color: white"></span></p><p><span style="color: LimeGreen">Questions, comments, criticisms, good points - all are welocome and requested.</span></p></blockquote><p></p>
[QUOTE="Drawmack, post: 345195, member: 4981"] [color=white] [b]Weakened Magic Rules[/b] While the core magic rules of the d20 system are a lot of fun and work very well in a high-magic fantasy setting, using the standard combat rules they do not port well to other combat and hit point systems or to a lower magic setting. These rules are offered as a means to easily reduce the power and frequency of magic for a setting with moderate magic. This system is designed specifically for use with the [i]Grim –n- Gritty Hit Point and Battle System by Kenneth S. Hood[/i] but should be generic enough to work with other systems as well. [/color][color=orange] Definitions:[/color][color=white] [b]Day[/b] – The time it takes a day to pass on your world. [/color][color=orange] Casting Checks[/color][color=white] To cast a spell the caster must pass a casting check. To cast an arcane spell, the spell caster must pass a concentration check with a DC of 10 + spell level + # of damage/healing dice. To cast a divine spell the spell caster must pass a knowledge religion check with a DC of 10 + spell level + # of damage/healing dice. If a spell has no damage/healing dice then the DC becomes 10 + (spell level * 2). If the casting check is failed then the caster still fills a spell slot. This check applies to creatures that gain caster levels innately such as dragons. The casting check does not apply to spell-like abilities such as a slaad’s summon slaad ability. [/color][color=orange] Spell Damage and Healing[/color][color=white] Spell damage and healing suffer a possible reduction. When rolling the damage or healing for any spell all of the dice that come up with an odd number are worth 1 point instead of the face value. This means that spells still have the same maximum damage and healing but the average damage or healing of spells is greatly reduced. [/color][color=orange] Spell Slots[/color][color=white] A character gets a number of spell slots equal to ½ their con ability or the number of spells allowed by the core rules; whichever is less. The spell slots are filled when a cast is attempted, not when a spell is prepared. Wizards, Clerics and other classes that must prepare or choose their spells ahead of time still prepare or choose their standard number of spells. The most spells that a caster can attempt to cast are equal to their number of spell slots. You must sleep 1/3 of a day (eight out of twenty-four hours) in order to empty your spell slots again. [/color][color=orange] Turning Undead[/color][color=white] This is not a spell or a spell-like ability but rather a gift to the pious from their god. Therefore this is not affected by these rules. [/color][color=orange] Resurrection (rebirth)[/color][color=white] Resurrection spells are considered a special case and therefore have their own additional rules. All of the above rules still apply to the caster that is casting resurrection; however the character being resurrected must also follow the rules below. [b]Maximum Rebirths[/b] You can only be resurrected, or reborn, a limited number of times. Resurrection requires the direct intervention of a god and therefore gets a god’s attention. As any clergy member will tell you, asking for the direct attention of a god is not a good thing. In this case the gods mark you with a rebirth number, which can never increase. The rebirth number decreases by one every time the same character is reborn, including the first time. Rebirth Number: ½ constitution score (excluding temporary bonuses) rounded down [b]Constitution Reduction[/b] Each time a character is reborn their constitution score is reduced by one. If a character was under the effects of a constitution drain at the time of death then the constitution drain becomes permanent, however constitution bonuses are lost. If the character’s constitution becomes less then their remaining rebirths then their remaining rebirths equal their new constitution score. [b]Rebirth Check[/b] When an attempt is made to resurrect a character that character must pass a rebirth check (Fort save). The rebirth check is completed before the constitution reduction. If the character fails this check the spell caster still used a spell slot and the character is permanently dead. [b]Rebirth Check DC:[/b] 25 – ½ con + ½ character level; round final result up [b]Death from Constitution Damage[/b] If a character dies from constitution damage they cannot be resurrected by any means. [/color] [color=LimeGreen]Questions, comments, criticisms, good points - all are welocome and requested.[/color] [/QUOTE]
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