| Post/Author/DateTime | Post |
|---|---|
| liquoriceanimal09-03-07, 03:01 PM | I've got this idea when i played MTG. So, this is an alternative form of wizardry/sorcery/clergy. Casters have a deck of cards where they draw their spells. Caster can have as many cards as he has spells slots(but see further description later). Spells can be cast infinitely, but not outside combat. In combat, the one who wins the initiative can draw the first card. He can now play it or keep it in hand. Now an example of game: Kaldra wins initiative. He draws card of See invisibility from his deck. His opponent isn't invisible so he keeps it in his hand. Now it's Kondas turn. He draws Summon monster III. He plays it. It's Kaldras turn again. He draws Summon monster I. He plays it. Now Konda must first kill Kaldras monster before he can damage Konda with his own monster. Pretty simple, huh. In the case that spell has valuable material component or focus, it must be provided. In the case that spell has range of touch, you must first slay opponents defending creatures before you can use this spell to him. Area spells and ranged touch spells can be casted normally. You can damage only one creature with your spells, with the exception of Chain lightning- like spells. |
| navar10009-03-07, 06:26 PM | It will suck in combat to spend a round not doing anything because you drew a card for a spell you can't use. |
| Khatoblepas09-03-07, 07:43 PM | Needs custom, generic spells. The existing magic spell system is based around choosing things tactically, not randomly. For a random card based "magic", try Tome of Battle's Crusader class for ideas. (it's not really cards, but works best with them) |
| LoneFlame09-03-07, 10:15 PM | It's a really bad idea. Scrap it. |