Tweak RPG/Magic
From NexusCrossing
Contents |
[edit] Table of Contents
- Magic
- Other Details
- Experimental
[edit] Under Construction
This section is under construction. Until it is finished, please refer to the Anime D20 SRD, D20SRD 3.5 and the Players Handbook for anything not covered here.
[edit] TODO
- Spell Lists need to be created.
- The rules for Divine Magic need to be fleshed out more.
- Input is always welcome!
[edit] Basic Overview
At this time the magic system is a jumble of notes that in the near future will form into something useable.
Every caster has a caster rating. That caster rating is their "Caster Level" for dealing with spells. Each character can have a Divine Caster rating and an Arcane Caster rating.
Spells will be divided into two lists. There will be the list of Divine spells and the list of Arcane spells. Some of these spells may be on both lists, and some may only be on one or the other. If the character is able to cast both Divine and Arcane spells, then the spells that are on both lists effectively have two versions, an Arcane version and a Divine version. For the most part the list of Divine Spells should be used more as a guide.
Spells are cast with energy points. These energy points represent a combination of the characters physical and psychic reserves, and their ability to channel magical energies through their physical form.
All characters gain 1d2+Con EP per level(min 1). In order to be effective, Spell casters will need to purchase additional EP.
Each caster rating level purchased will grant +1 "Caster Level" for Divine or Arcane spells, and also an additional 1d4+Con EP.
Each Caster Rating (Divine or Arcane) cannot be higher than the character's Effective Character Level.
Magic Attribute Point Costs
Arcane Caster Rating 2CP/rank Divine Caster Rating 3CP/rank Energy Points 3CP/rank 1 Rank = 20 EP
[edit] Divine Magic
Divine Spell Casters have a Divine Casting Rank.
Divine Casting Rank is an attribute that costs 3 points per level, and cannot be higher than the character's character level.
Every day, the Divine Caster must carry out rituals appropriate to their deity, and must follow the moral and ethical laws of their religion/deity. Those who fail to do so will lose access to divine spell casting capability.
Every religion will have some sort of foci. Those foci may be physical objects, rituals, or gestures that are used in the casting of spells.
A divine caster does not have to study spells. They do not have to know spells. Magic is not a solid part of them. It is an extension of their connection to their deity. Energy points are expended in the casting of their spells, but this is a measure of the drain of channeling divine energies into the world. They do not cast spells, they ask their god for help, and then allow him/her to work through them.
A divine caster can request most anything of their deity, but whether or not that request will be accepted is up to the whim of their god. Anything that goes outside of the purview of their deity will be more difficult or impossible to request.
Most gods will grant simple requests for healing and damage causing, but many other things are a different matter. A god of chaos and destruction may be a little reticent about resurrecting the follower of another deity, especially an opposed deity.
The power level and effectiveness of the spells that a Divine Caster can cast are based on their Divine Caster Rating. See the chart bellow (Chart: Divine Spell Casting) for an indication of what a spell caster can do at a given Divine Caster Rating. Equivalent Spell Level is a rough estimate of the power level of spells that he or she can cast, as compared to Arcane Spell casters or Divine Spell casters in other D20 based systems. The spell lists in the book(s) can be used as a guide.
In order to cast a spell, the Divine Caster will make a caster check. To do this, he or she will roll 1d20 and add his or her Divine Caster Rating to the result. It is possible that there may be other modifiers that can be applied as well.
Further more, the DC listed in this chart assumes that the spell requested falls within the Deity's purview, and is something the Deity is inclined to do. If this is not true, then there may be modifiers to the difficulty. If the GM wishes, they may allow Divine Casters to attempt to go outside of their normal limits, but this can be expected to be more tiring (i.e. will cost extra), and potentially more dangerous.
Divine casters are intended to be somewhat freeform in their magic style, and all Divine Effects must be adjudicated by the GM. The GM has final say on any such spell or effect.
Chart: Divine Spell Casting
Base
Equivalent Energy Point Minimum Caster
Spell Casting Divine Caster Check
Level Cost Rank DC
0 1 1 12
1 4 1 13
2 9 3 14
3 16 5 15
4 25 7 17
5 36 9 19
6 49 11 21
7 64 13 23
8 81 15 25
9 100 17 27
Using example spells from other sources is simple. Use them as written with one exception. Variables that are derived from "Caster Level" will use the character's Divine Caster Rating, or 1/2 of their Character Level (rounded down), whichever is higher.
[edit] Note:
Until the rules for divine casting are more fleshed out, use existing spell lists from other supplements to choose "spell effects" that the caster creates/requests from their deity. Use the chart above as a guideline for general level of spell availability. While divine casters do not use metamagic, they can cast spells as if metamagic feats were attached to them. When they do this, keep the adjusted spell level in mind. i.e. If they ask their god for a maximized level one spell, it is no longer a level one spell.
[edit] Arcane Magic
Like Divine Spell Casters, Arcane Spell Casters have a caster rating.
Unlike Divine Spell Casters, Arcane Spell Casters rely on knowledge, wisdom, or some kind of innate understanding to cast their spells. They must "learn" their spells in some way.
Arcane Caster Ranks cost 2CP per rank, and the rank cannot be higher than the character's character level.
Book Magic is an attribute that costs 2CP (basically a feat). It allows the character to use a spell book in the same manner as a wizard. Spells stored in a spell book do not cost CP to learn, but if the book is lost, so is that spell. Casters that practice this form of magic must spend an hour each day studying their spell book in order to propperly cast spells that day. This study time can take place at any time of the day, but if the character has not spent at least one hour studying durring the preceding twenty four hours, then all spells cost them twice the normal EP to cast.
For flavor purposes, this can be modified to represent any item that permanently "stores" spells, rather than the caster actually solidly learning them. This may include magical crystals, a mystic totem, etc. If the item in question does not lend itself to "study" in the scholastic sense, then the character may substitute an hour of meditation and contemplation instead.
If a character, requires a focus in order to cast arcane spells, then that is worth 2BP if the focus is one that can be easily replaced or changed often. If the focus is hard to replace, then it is worth 4BP. If a character with this flaw loses their focus all spells will cost them double EP to cast until the focus is reaquired or replaced. If they cannot cast spells at all without their focus, then this disadvantage is worth double (2BP and 8BP respectively). In order for a character with this flaw to cast spells, they must use the focus in the casting of the spell, regardless of other requirements stated in the spell description.
Some characters learn spells entirely independantly of books or other such objects. These characters have an innate understanding of how their own magic works. It is like they are their own spell book. Spells learned in this manner cost 1CP per spell known. Characters who practice this kind of magic do not need to relly on study or meditation in order to cast their spells. As long as they are rested enough to have the EP necessary to cast the spells, they are good to go.
Chart: Arcane Spell Casting
Energy Point Minimum
Spell Casting Arcane Caster
Level Cost Rank
0 1 1
1 2 1
2 4 3
3 8 5
4 12 7
5 16 9
6 25 11
7 32 13
8 41 15
9 50 17
Characters can easily use spells from other sources. Anyplace that the spell uses "Caster Level" to determine some value, use either Arcane Caster Rank, or 1/2 the Character level (rounded down) whichever is higher.
[edit] Discussion Notes
- The energy cost difference between the two is mostly a balance issue. Clerics do not have to deal with spell lists. for that matter, they do not truely have to deal with spells. If they wish, they can just tell the GM, I want to ask my god for <insert whatever>, and the GM can declare an effective level and go from there.
- Arcane and Divine Caster ranks are separate scores. Even though the cleric has access to freeform magic, it is within the restrictions/at the whim of his or her deity. Each deity will have their own requirements, and many may be quite fickle. There is also no "caster check" to see if an Arcane caster is in favor with any god before casting spells. Only Divine casters have to deal with this.
- Book Magic gives the Arcane Caster all the advantages of the Wizard, but it also gives them all the disadvantages. Also remember that the spell book, and known spells are two totally different lists. They may overlap, but they do not stack.
If you have input for this page, either add it to the discussion page (link at the top of the page) or Go Here and discuss it on the Tweak RPG game forum on RPOL!
