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General Tabletop Discussion
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What kind of variant magic systems do you all use?
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<blockquote data-quote="bloodymage" data-source="post: 287750" data-attributes="member: 4381"><p>There are no sorcerers IMC. The way I run my wizards makes the sorcerer class superfulous. Here are wizards IMC:</p><p></p><p><em>Wizards</em>: Wizards are automatically literate in draconic, the language of magic. <ul> <li data-xf-list-type="ul"><em>Mana</em>: A wizard utilizes mana to cast spells. The amount of initial mana is equal to Int + Dex modifier + 1d4. Mana increases every level the wizard gains a new level spell at the rate of 1d4 + Int modifier. [A 1st level wizard has an Int=17 and Dex=16 and rolls a 2 on a d4. Mana =21 (17 + 2 + 2). At 3rd level a 4 is rolled on a d4. Mana is now 28 (21 + 4 + 3).] It costs 1 mana/spell level + 1 mana to cast a spell (Fireball costs 4 mana.). Certain spells cost mana to maintain, usually 1/round. When a wizard exceeds ½ his mana he loses 1 temporary point of Con with all adverse effects of such a loss. Exceeding ¾ mana causes the loss of another point. If a wizard hits 0 mana, he loses another point and he goes unconscious. If at any time during this progression the wizard loses enough hit points due to Con loss to drop his hit point level to 0 he loses consciousness immediately. If the hit point loss is great enough, the wizard will die. It takes 1 full rest cycle to recover mana, and consciousness. This applies to any mana recovery; it’s all or nothing. Temporary Con loss is recovered at the same rate as the loss. One point after ½ a “night,” another after ¾. Because of the use of mana, most spells no longer require a material component (exceptions: valuable components or components used in the actual crafting of the dweomer) for casting, though material components are required to research any new spell and some existing spells may be improved through research utilizing power components. A wizard may lose mana permanently if he fails a Fortitude Save when casting a spell which has an xp cost. Consequently, these spells no longer actually cost xp but do run the risk of permanently losing the mana expended on the spell. </li> <li data-xf-list-type="ul"><em>Spellbooks</em>: Arcane spells are memorized from a spell book. Spell books are heavy, so are not normally carried with the wizard, though low-level wizards usually carry their first with them to keep it secure. Traveling spellbooks are also available. Wizards have a base 1d4 1st level spells in their spellbooks to start with. A d4 is added for every point of Int bonus (our wizard started with 4d4 1st level spells in his spellbook). Additionally, wizards do not have all cantrips to start with. Roll 2d8 and add your Int bonus. It takes time to inscribe a spell into a spell book and memorize it. A wizard may memorize only spells that he has inscribed. </li> <li data-xf-list-type="ul"><em>Reading spells</em>: A spell may be read from a scroll, but is permanently lost. A spell may also be read from another’s spell book without being lost, but cannot be memorized until time is taken to inscribe the spell into the wizard’s own spell book. A spell read from a scroll costs no mana. A spell cast from a book costs the level of that spell + 1 in mana. A spell may be overcast when read (higher than what the wizard can use) with a 15%/level over chance of failure modified by Int. [Our wizard has a 12% chance of failure overcasting by one level.] Beware, sometimes failures are catastrophic! </li> <li data-xf-list-type="ul"><em>Memorization</em>: A wizard is capable of memorizing as many spell levels as he has mana to cast. [Our previous 3rd level wizard (with 28 mana) might memorize 4 cantrips (4 mana), 6 1st level spells (12 mana) and 4 2nd level spells (12 mana) from his spell book.] A spell needs only to be memorized once to be used multiple times. A wizard loses all spell memory upon reaching 0 mana. </li> <li data-xf-list-type="ul"><em>Acquisition</em>: Wizards must acquire their spells. They do not automatically gain spells when increasing in level. They have to come from somewhere, treasure, mentoring, purchase, or…? </li> <li data-xf-list-type="ul"><em>Specialization</em>: Wizards may specialize. It costs 1 less mana to cast spells from a specialty school and DC for that school increases by 2. A specialist is not proscribed from any other schools, however he still must choose proscribed schools per the rules in the PHB in order to apply a –2 to his DC for spells from those schools. Additionally, a specialist has a base 50% chance to forego the opportunity to inscribe any spells encountered from any other school in his spellbook increasing by 5% for every point of Int bonus (representing the intelligent wizard’s greater focus in developing his specialty). There is even a 5% chance (same roll, 01-05) that the wizard will refuse to use the spell at all, discarding it, decreasing by 1% for every point of Int bonus. If the scroll is not left behind, sold or given away (a successful roll), the specialist may use it normally even if he’s not inclined to inscribe it in his spellbook.. A specialist may change his mind, as reflected in a new dice roll, about acquiring the same spell if it is encountered again. A specialist also has a base 50% chance of rejecting a charged item which is primarily magicked with spells from another school. However, an intelligent wizard has less of a chance of discarding such an item (the same 5% per). Specialties may also be developed from several schools. An Animator, for instance, might specialize in animating non-living things such as objects, undead, constructs, etc. </li> <li data-xf-list-type="ul"><em>Elven Wizards</em>: Elven wizards can weaken themselves to increase their power. One point of Con spent in powering their spell increases their effective casting level by 1 with no limit in a 24 hour period. That is why humans have historically been so afraid of Elven forests and the magic contained in them. Each point of Con loss is recovered in a linear progression once the wizard rests from his labors in that 24 hour period. One point requires a tenday of total rest, 2 points require 2 tendays, etc. Additionally, the wizard suffers a temporary loss of 1 point of Str for every point of Con used, recovered normally. If the wizard attempts to postpone or ignore the required rest, he suffers a permanent loss of 1 mana/day and he suffers an additional temporary loss of 1 Con point and 1 Str point. If he allows his Con to drain to 0, he dies. Obviously, this capability is not used often. If an elf decides to pour his total life force (his Con must be at full strength) into a casting the level increase is doubled. All elven wizards know however, that this decision is irrevocable. Not even a wish, miracle or true resurrection will bring them back. <br /> Ilythiirians (drow), banished to the Underdark, lost this ability.</li> </ul></blockquote><p></p>
[QUOTE="bloodymage, post: 287750, member: 4381"] There are no sorcerers IMC. The way I run my wizards makes the sorcerer class superfulous. Here are wizards IMC: [i]Wizards[/i]: Wizards are automatically literate in draconic, the language of magic.[list] [*][i]Mana[/i]: A wizard utilizes mana to cast spells. The amount of initial mana is equal to Int + Dex modifier + 1d4. Mana increases every level the wizard gains a new level spell at the rate of 1d4 + Int modifier. [A 1st level wizard has an Int=17 and Dex=16 and rolls a 2 on a d4. Mana =21 (17 + 2 + 2). At 3rd level a 4 is rolled on a d4. Mana is now 28 (21 + 4 + 3).] It costs 1 mana/spell level + 1 mana to cast a spell (Fireball costs 4 mana.). Certain spells cost mana to maintain, usually 1/round. When a wizard exceeds ½ his mana he loses 1 temporary point of Con with all adverse effects of such a loss. Exceeding ¾ mana causes the loss of another point. If a wizard hits 0 mana, he loses another point and he goes unconscious. If at any time during this progression the wizard loses enough hit points due to Con loss to drop his hit point level to 0 he loses consciousness immediately. If the hit point loss is great enough, the wizard will die. It takes 1 full rest cycle to recover mana, and consciousness. This applies to any mana recovery; it’s all or nothing. Temporary Con loss is recovered at the same rate as the loss. One point after ½ a “night,” another after ¾. Because of the use of mana, most spells no longer require a material component (exceptions: valuable components or components used in the actual crafting of the dweomer) for casting, though material components are required to research any new spell and some existing spells may be improved through research utilizing power components. A wizard may lose mana permanently if he fails a Fortitude Save when casting a spell which has an xp cost. Consequently, these spells no longer actually cost xp but do run the risk of permanently losing the mana expended on the spell. [*][i]Spellbooks[/i]: Arcane spells are memorized from a spell book. Spell books are heavy, so are not normally carried with the wizard, though low-level wizards usually carry their first with them to keep it secure. Traveling spellbooks are also available. Wizards have a base 1d4 1st level spells in their spellbooks to start with. A d4 is added for every point of Int bonus (our wizard started with 4d4 1st level spells in his spellbook). Additionally, wizards do not have all cantrips to start with. Roll 2d8 and add your Int bonus. It takes time to inscribe a spell into a spell book and memorize it. A wizard may memorize only spells that he has inscribed. [*][i]Reading spells[/i]: A spell may be read from a scroll, but is permanently lost. A spell may also be read from another’s spell book without being lost, but cannot be memorized until time is taken to inscribe the spell into the wizard’s own spell book. A spell read from a scroll costs no mana. A spell cast from a book costs the level of that spell + 1 in mana. A spell may be overcast when read (higher than what the wizard can use) with a 15%/level over chance of failure modified by Int. [Our wizard has a 12% chance of failure overcasting by one level.] Beware, sometimes failures are catastrophic! [*][i]Memorization[/i]: A wizard is capable of memorizing as many spell levels as he has mana to cast. [Our previous 3rd level wizard (with 28 mana) might memorize 4 cantrips (4 mana), 6 1st level spells (12 mana) and 4 2nd level spells (12 mana) from his spell book.] A spell needs only to be memorized once to be used multiple times. A wizard loses all spell memory upon reaching 0 mana. [*][i]Acquisition[/i]: Wizards must acquire their spells. They do not automatically gain spells when increasing in level. They have to come from somewhere, treasure, mentoring, purchase, or…? [*][i]Specialization[/i]: Wizards may specialize. It costs 1 less mana to cast spells from a specialty school and DC for that school increases by 2. A specialist is not proscribed from any other schools, however he still must choose proscribed schools per the rules in the PHB in order to apply a –2 to his DC for spells from those schools. Additionally, a specialist has a base 50% chance to forego the opportunity to inscribe any spells encountered from any other school in his spellbook increasing by 5% for every point of Int bonus (representing the intelligent wizard’s greater focus in developing his specialty). There is even a 5% chance (same roll, 01-05) that the wizard will refuse to use the spell at all, discarding it, decreasing by 1% for every point of Int bonus. If the scroll is not left behind, sold or given away (a successful roll), the specialist may use it normally even if he’s not inclined to inscribe it in his spellbook.. A specialist may change his mind, as reflected in a new dice roll, about acquiring the same spell if it is encountered again. A specialist also has a base 50% chance of rejecting a charged item which is primarily magicked with spells from another school. However, an intelligent wizard has less of a chance of discarding such an item (the same 5% per). Specialties may also be developed from several schools. An Animator, for instance, might specialize in animating non-living things such as objects, undead, constructs, etc. [*][i]Elven Wizards[/i]: Elven wizards can weaken themselves to increase their power. One point of Con spent in powering their spell increases their effective casting level by 1 with no limit in a 24 hour period. That is why humans have historically been so afraid of Elven forests and the magic contained in them. Each point of Con loss is recovered in a linear progression once the wizard rests from his labors in that 24 hour period. One point requires a tenday of total rest, 2 points require 2 tendays, etc. Additionally, the wizard suffers a temporary loss of 1 point of Str for every point of Con used, recovered normally. If the wizard attempts to postpone or ignore the required rest, he suffers a permanent loss of 1 mana/day and he suffers an additional temporary loss of 1 Con point and 1 Str point. If he allows his Con to drain to 0, he dies. Obviously, this capability is not used often. If an elf decides to pour his total life force (his Con must be at full strength) into a casting the level increase is doubled. All elven wizards know however, that this decision is irrevocable. Not even a wish, miracle or true resurrection will bring them back. Ilythiirians (drow), banished to the Underdark, lost this ability.[/list] [/QUOTE]
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