Post by Kosga on Jan 15, 2012 21:14:51 GMT -5
I will be implementing some modifications to Dave's original concept. Hopefully these changes will reduce the power creep while maintaining the free form magic that everyone has found to be both fun and dangerous. Here goes.
Spell Points:
I will be using a spell points system. Each character will have spell points equal to twice there total knowledge arcana skill.
There is also a feat that can be taken to further increase your spell points, I will detail that with the other new feats.
Each spell that is cast will cost a number of spell points equal to the spells level before casting time reduction. Example, if you were to cast a fortify intelligence spell for four points with a duration of one year you would have a spell point cost of 11.(10 base +16(4 points)=26+50(duration)=76-10=66/58=11) Even if you took all day to cast such a powerful spell(dc drops to 31) the total spell points needed to complete it would not change.
A full nights rest is required to recover any used spell points. Note if you get interrupted by combat etc you do not regain them based upon the amount of rest you actually got.
Arcane Spell Failure:
I will be using the normal spell failure rate for whatever armor type that each person is wearing.
Feats:
Blood Magic
Prerequisite: spell casting
Benefit: With this feat you can empower your magic with your own life force. For every three hit points that you expend the DC of the current spell you are casting is reduced by one. Note that if you spend all of your hit points you will become staggered right after your spell is cast. Secondly you can spend hit points in place of spell points. For every three hit points that you expend you reduce the cost of your current spell by one spell point. The maximum that you can reduce the dc of one of your spells is equal to our level.
Bonus Magic:
Prerequisite: none
Benefit: you gain one additional spell seed available to you. This spell can be taken as new magic or used to specialize in a spell you already have. All normal time to learn this additional spell is still needed. If you do not cast magic and take this feat if gives you the ability to cast one spell seed. Though you must still have the appropriate skills to cast with.(wording?)
This feat may be taken multiple times,
Magical Endurance:
Prerequisite: spell casting
Benefit: You gain ten additional spell points.
This feat may be taken multiple times.
Magical study
Prerequisite: wizard, cleric, druid, sorcerer
Benefit: You gain an additional one times multiplier when determining your spell points.
Scholarly study
Prerequisite: none
Benefit: You gain additional class skills equal to one plus your intelligence modifier.
This feat does not grant any additional skill points. This feat may be taken multiple times, selecting new skills each time. Note when determining your intelligence modifier any bonus that is not inherent does not apply.(wording?)
Classes:
Fighter:
Battlefield Awareness at level one the fighter gains a plus one to their awareness skill. At level two, four, six etc the fighter gains a bonus of plus one to his initiative.
Paladin
A Paladin gains all class ability's as normal.
A paladin must select a god and maintain his alignment within one step of their gods.
Ranger:
A Ranger gains all class ability's as normal.
A Rangers spell points are equal to his knowledge religion skill.
A ranger paladin gains additional spell points as his religion skill increases or by feats.
Rogue
A rogue gains all class ability's as normal
A rogue gains the assassinate ability.(see Dave for more details)
Wizard
A wizard gains all class ability's as normal.
A wizard gains one extra spell point per level
A wizard has spell points equal to twice his knowledge arcana skill.
As long as you have a magic seed available to learn when you level up as a wizard you spend only five days to learn it.
Cleric
A cleric gains all class ability's as normal.
A cleric is the only class that has access to the heal seed.
A cleric must select a god and maintain his alignment within one step of the gods.
A clerics spell points are equal to twice his knowledge religion skill.
Barbarian:
A barbarian gains all class ability's as normal.
Bard:
A bard gains all class ability's as normal.
A bards spell points are equal to his knowledge arcana skill
Monk:
A monk gains all class ability's as normal.
(suggestions)
Sorcerer:
All normal class ability's.
A sorcerer has spell points equal to three times there knowledge arcana.
A sorcerer learns their spells faster than any other class. They only spends two days time to learn a new seed.
A sorcerer's has learned how to harness the power of the weave in such a way that he suffers much less magical backlash for the use of his powers. Starting at level one the sorcerer reduces the backlash damage he would take by one. This reduction increases by one every three levels after that.
SPELLS
Heal
The heal spell will now be an exclusive spell for clerics.
Energy
Energy will grant a reflex save for half damage.
Fortify
Fortify can only be cast up to the caster level of the person casting.
The person receiving the benefit of a fortify spell cannot benefit more than there own character level.
Thus a level three fighter cannot gain a plus four to his strength from the fourth level wizard.
Inflict:
Prerequisite: Heal
Cast time: standard
Base DC: 10
Spell Resistance: yes
Save: Will for half. Special
Backlash: Special
The cleric can attempt to use there vast knowledge of healing to inflict great harm or even death upon the unsuspecting foe. The base DC for such an attempt is ten for there caster level in damage. For each additional point of damage that the caster wishes to inflict the Dc is increased by two.
Using this spell is especially dangerous. For if your designated target (or targets in case of a burst) make a successful will save, through the force of there will to live, they push back upon you part of the harmful effects that you are sending them. Half of the damage that the cast then goes to the target, the other half goes to the caster.(in case of an odd number in damage the caster takes the higher amount)
This does not impart them with the knowledge of whom is attempting to hurt them.
Spell Points:
I will be using a spell points system. Each character will have spell points equal to twice there total knowledge arcana skill.
There is also a feat that can be taken to further increase your spell points, I will detail that with the other new feats.
Each spell that is cast will cost a number of spell points equal to the spells level before casting time reduction. Example, if you were to cast a fortify intelligence spell for four points with a duration of one year you would have a spell point cost of 11.(10 base +16(4 points)=26+50(duration)=76-10=66/58=11) Even if you took all day to cast such a powerful spell(dc drops to 31) the total spell points needed to complete it would not change.
A full nights rest is required to recover any used spell points. Note if you get interrupted by combat etc you do not regain them based upon the amount of rest you actually got.
Arcane Spell Failure:
I will be using the normal spell failure rate for whatever armor type that each person is wearing.
Feats:
Blood Magic
Prerequisite: spell casting
Benefit: With this feat you can empower your magic with your own life force. For every three hit points that you expend the DC of the current spell you are casting is reduced by one. Note that if you spend all of your hit points you will become staggered right after your spell is cast. Secondly you can spend hit points in place of spell points. For every three hit points that you expend you reduce the cost of your current spell by one spell point. The maximum that you can reduce the dc of one of your spells is equal to our level.
Bonus Magic:
Prerequisite: none
Benefit: you gain one additional spell seed available to you. This spell can be taken as new magic or used to specialize in a spell you already have. All normal time to learn this additional spell is still needed. If you do not cast magic and take this feat if gives you the ability to cast one spell seed. Though you must still have the appropriate skills to cast with.(wording?)
This feat may be taken multiple times,
Magical Endurance:
Prerequisite: spell casting
Benefit: You gain ten additional spell points.
This feat may be taken multiple times.
Magical study
Prerequisite: wizard, cleric, druid, sorcerer
Benefit: You gain an additional one times multiplier when determining your spell points.
Scholarly study
Prerequisite: none
Benefit: You gain additional class skills equal to one plus your intelligence modifier.
This feat does not grant any additional skill points. This feat may be taken multiple times, selecting new skills each time. Note when determining your intelligence modifier any bonus that is not inherent does not apply.(wording?)
Classes:
Fighter:
Battlefield Awareness at level one the fighter gains a plus one to their awareness skill. At level two, four, six etc the fighter gains a bonus of plus one to his initiative.
Paladin
A Paladin gains all class ability's as normal.
A paladin must select a god and maintain his alignment within one step of their gods.
Ranger:
A Ranger gains all class ability's as normal.
A Rangers spell points are equal to his knowledge religion skill.
A ranger paladin gains additional spell points as his religion skill increases or by feats.
Rogue
A rogue gains all class ability's as normal
A rogue gains the assassinate ability.(see Dave for more details)
Wizard
A wizard gains all class ability's as normal.
A wizard gains one extra spell point per level
A wizard has spell points equal to twice his knowledge arcana skill.
As long as you have a magic seed available to learn when you level up as a wizard you spend only five days to learn it.
Cleric
A cleric gains all class ability's as normal.
A cleric is the only class that has access to the heal seed.
A cleric must select a god and maintain his alignment within one step of the gods.
A clerics spell points are equal to twice his knowledge religion skill.
Barbarian:
A barbarian gains all class ability's as normal.
Bard:
A bard gains all class ability's as normal.
A bards spell points are equal to his knowledge arcana skill
Monk:
A monk gains all class ability's as normal.
(suggestions)
Sorcerer:
All normal class ability's.
A sorcerer has spell points equal to three times there knowledge arcana.
A sorcerer learns their spells faster than any other class. They only spends two days time to learn a new seed.
A sorcerer's has learned how to harness the power of the weave in such a way that he suffers much less magical backlash for the use of his powers. Starting at level one the sorcerer reduces the backlash damage he would take by one. This reduction increases by one every three levels after that.
SPELLS
Heal
The heal spell will now be an exclusive spell for clerics.
Energy
Energy will grant a reflex save for half damage.
Fortify
Fortify can only be cast up to the caster level of the person casting.
The person receiving the benefit of a fortify spell cannot benefit more than there own character level.
Thus a level three fighter cannot gain a plus four to his strength from the fourth level wizard.
Inflict:
Prerequisite: Heal
Cast time: standard
Base DC: 10
Spell Resistance: yes
Save: Will for half. Special
Backlash: Special
The cleric can attempt to use there vast knowledge of healing to inflict great harm or even death upon the unsuspecting foe. The base DC for such an attempt is ten for there caster level in damage. For each additional point of damage that the caster wishes to inflict the Dc is increased by two.
Using this spell is especially dangerous. For if your designated target (or targets in case of a burst) make a successful will save, through the force of there will to live, they push back upon you part of the harmful effects that you are sending them. Half of the damage that the cast then goes to the target, the other half goes to the caster.(in case of an odd number in damage the caster takes the higher amount)
This does not impart them with the knowledge of whom is attempting to hurt them.