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| Juggernaut11-19-07, 01:47 PM | I have an idea that I need everyones elses help to complete. I have developed a magic system for a Harry Potter D20 book I would like to construct shortly but I need everyone to comment on the following system, because it is different. First the New Class Even though I am planning on using the D20 moden rules, I have made this class 20 levels. Witch/Wizard class 1 +1 magic level 2 +1 magic level Feat 3 +1 magic level 4 +1 magic level Feat 5 +1 magic level 6 +1 magic level Feat 7 +1 magic level ... 20 +1 magic level Feat I hope you get the idea While the BAB, DEF, Fort, Ref, Will, Reputation is left out for now for simplicities sake Second is the New Magic Feats These feats can only be taken by someone taking the Witch/Wizard class General Magic Feats Spell Proficiency -1 magic level on any spell of your choosing Apperation Allows you to Apperate Patronous Allows you to cast Patronous Heir of Gryffindor Courageous Makes you immune to magical fear Deep Dark Magic Feind Fire Allows you to controll Feind Fire Inferius Gives you adequire knowledge in making Inferi Potions Mastery Multiply Potion Allows you to make potions in greater abandance Quicken Potion Allows you to make potions quicker Transfiguration Feats Master Transfiguration Gives you a -2 to all Transfiguration magic You get the idea, the list of feats can go on and on. I'll explain my position on Hogwarts later Third, Compleatly rewritten magic system Alohomora - Level 1, Simple Charm Opens any mundane lock and counters the Colloportus charm Duration - Instantanious Target - one target within 10 feet Saving throw - none Metamagic Silent +1 Change target to 100ft +3 Change target to every known lock in 10ft radius +3 Each additional 5ft radius +1 Blow the Lid/Window/Door open +2 More spells comming. But lets just say that you want to blow open every door within 50ft without saying a word, you will need to be a level 15 witch/wizard with 15 magic levels. Colloportus - Level 1, Simple charm Magically seals any mundane lock, and counters the Alohomora charm Duration - Instantanious Target - one target within 10 feet Saving throw - none Metamagic Silent +1 Change target to 100ft +3 Change target to every known lock in 10ft radius +3 Each additional 5ft radius +1 Slam the Lid/Window/Door close +2 Lets just say that some Level 5 witch/wizard comes to a door that has been magically sealed with the Colloportus charm, and the witch/wizard that sealed the door was level 5, that means that there is a level 4 seal on the door which means that you would have to be level 5 to break the seal. Lets also say that the witch/wizard decided to slam it shut without a word, that means there is only a level 1 seal on the door. If the wizard was about 100ft away and slamed it shut, that means there is no magical seal keeping the door closed or the lock shut. Glacious - level 2, simple conjuration Sends a magical bolt of ice towards target Duration - instantanious Target - Ranged touch attack 80ft Effect - 1d6 cold damage Saving throw - Fortitude for half damage Metamagic Silent +2 Additional 1d6 +2 Additional Glacious this round (max dex bonus) +2 Change target to 10ft cone +2 Increase cone by 10ft more +2 And there are charts of Transfiguration and lists of simple potions And also, I'll like ideas for adventures in the Harry Potter world. Thank you, your comments are apprecieated, and I'll try to be more compelete next time. Juggernaut |
| Ranger REG11-19-07, 09:38 PM | Your magic system is based on "spells as feats" model? :uh-huh: |
| metalmayhem8011011-21-07, 05:16 PM | Your magic system is based on "spells as feats" model? :uh-huh: I thought I was crazy when I thought it was based off of that... At least somebody else saw it that way too... Don't bring feats into spellcasting... It's not a good idea... |
| Tristan_Dag111-22-07, 08:37 AM | So they're no actual spells, just magic feats? |
| Juggernaut11-22-07, 02:55 PM | Thanks for your comments. I don't have time to reply adequitly, but I am unaware of Spells and feats model, thought by its title it sounds right. so, bad idea? |
| mankyle2211-24-07, 05:06 PM | I think that in this case you are talking a magic system similar to the Force rules of the SAGA book is the best way for simulating Harry Potter's magic and spells. Everything would be based on a Feat called Wizardblood, which would be equivalent to the Force Sensitive Feat. Some of the uses would not be avalaible because they don't fit with the flavour. Then for casting spells we would continue basing on the Use the Force skill. The UtF skill would be then renamed to something like Use Magic Skill and a very high penalty would be applied when casting spells without a wand. Finally the talent trees would have to be adapted to the Potterverse flavour For example: Transfiguration, Defense against Dark Arts, Dark Arts, Potions,... For example an idea for a Dark Arts talent called "Death Eater" Death Eater Whenever you use a Spell with the [Dark Arts] descriptor you may reroll you Use Magic check, but you must accept the reroll even if it is worse. Prerrequisites: You must know at least two spells with the [Dark Arts] descriptor. This system would help to unify rules because all spells and potions could be described using only one set of rules. The spells could then be made scalable depending on the Use Magic skill check and describe many of the effect seen on the books an films wuite faithfully. Just my two cents |
| Juggernaut11-26-07, 02:01 PM | mankyle22, You're right, even though I am unfamilar with the SAGA rules also. Only Patronous and maybe Apperition require feats (and perhaps Control Feind Fire, Create Inferni, and Animagi Potion) but all other feats add spell levels to talent trees. Though I never thought of having a Wand Magic Skill, should work. I'm also thinking (much like my Pokemon project) Reducing the Class to 10 level and have a prestigue class, or maybe not. Oh and for Hogwarts my thoughs are that how many years of schooling does it take to become level one? Every DM's reply is different so I decided against having a class for each House and one for the occupations of the Wizarding world. One class, My favorite way of doing things. But to promote the Hogwarts feel, I have a couple of feats that I feel do the Job Heir of Gryffindor Courageous: Makes you immune to magical fear Heir of Hufflepuff Teamwork: You can give an ally within 5ft pf you a +1 to spell level Heir of Ravenclaw Careful: If not in battle or otherwise pressed for time you get a +1 to spell levels Heir of Slytherin Cunning: Once a day, you can give yourself +2 Spell levels to any spell Master Student of Beautrex Beautiful Fury: You can cast one more Glacious/Inferno in a turn Master Deciple of Dumstrum Terrifing Magic: You can deal 1d6 non-lethal damage to yourself to deal 1d6 damage on any curse you cast Oh and with a bunch of other related feats when I get the time to do it Any further Ideas or input? |
| mankyle2212-17-07, 01:52 PM | Well, this is just a poupourri of some ideas based on the SAGA rules. As I cannot reproduce info of that book I post some some info referring to the particular entry on the SAGA book Now the crunch: The Wizard Base Level BAB Class Features 1st +0 Defense Bonuses, Starting feats, talent 2nd +1 Bonus feat 3rd +2 Talent 4th +3 Bonus Feat 5th +3 Talent 6th +4 Bonus feat 7th +5 Talent 8th +6 Bonus Feat 9th +6 Talent 10th +7 Bonus Feat 11th +8 Talent 12th +9 Bonus feat 13th +9 Talent 14th +10 Bonus Feat 15th +11 Talent 16th +12 Bonus Feat 17th +12 Talent 18th +13 Bonus feat 19th +14 Talent 20th +15 Bonus Feat Class Skills (trained in 4+Int Modifier): Class Features All the following are the features of the wizards class Defense Bonuses At first level you gain a +1 bonus to your Fortitude, Reflex and Will defenses. Starting Feats You begin to play with the following feats: Wizardblood Weapon Proficiences (Simple weapons) Talents At 1st level and every odd numbered level thereafter (3rd, 5th 7th, etc.) you select a talent from any of the following talent trees- You may select a talent from any talent tree you wish, but you must meet the prerequisites (if any) of the chose talent. No talent can be selected more than once unless expressly indicated. Griffindor Talent Tree Griffindors are renowned for their ability to inspire other by their resolve and courage. You can often get the best from your companions and friend, even things than they would not normally be able to do. Some of the talents in this talent tree are mind affecting effects- Moreover, you cannot use them on yourself. Griffndor initiate: As the Born Leader talent in the SAGA book Giffindor Adept: As the Fearless talent in the SAGA book Ravenclaw talent tree Ravenclaw are famous for their curiosity, dedication to the study and inquisitive minds. Ravencaw initiate: As the Educated talent in the SAGA book Ravenclaw Adept: When choosing the Magical training feat you add one additional spell to your spell suite. If you have chosen the Magical training more than once you immediately gain a number of Spells equal to the number of Magical Training Feats you possess. Dueling Talent tree Focus: As the Force focus talent in the SAGA book Improved Wand draw: As the Improved weapon Dra. Talent in the SAGA book Skills Use Magic (Cha) Requires the Wizardblood feat You can use magic. You must have the Wizardblood feat to become trained in this skill. Cast spell (trained only): You make a Use Magic check to cast an spell. Prophecy (Trained Only): As a full-round action you can make a Use Magic check for getting impresions about events happening around a particular being. You can use various methods for obtaining this information, such as Cristalomancy, tea leaves reading, etc... at your discretion. If the check result is less than the targets Will Defense you obtain no information and cannot do another Prophecy check against that target for 24 hours. If your check result equals or exceeds the target's Will Defense you can sense it's actual state and a vague sense of its surroundings, what he's currently doing and any strong emotions he's presently feeling. If you spend and action point you can also obtain some vague information about future whereabouts of the target, such as "Danger", "Death", "Happiness" or similar feelings. Telekinesis: (trained only) As a move action you can magically lift and move a relatively light object within your line of sight. A succesfull DC 10 Use Magic check allows you to move an object weighing up to 5 kg to a distance of 6 squares in any direction. As a standard you can use the object as a projectile weapon, but the DC increases to 15. Is you Use Magic check beats the target's Reflex defense the object hits and deals 1d6 plus your Charisma modifier points of damage. Feats Apparate You can travel instantaneously to far places with your own Hill. Prerrequisites: Wizardblood, trained in the Use Magic Skill, character level 7th or more. Benefit: You can apparate to travel to far places. Make a Use Magic Check. The CD determines if you can apparate to the destination point. The DCs are the following: Very familiar: CD 15 Familiar : CD 20 Seen casually: CD 25 Wieved Once: CD 30 If your skill check is equal or exceeds the CD you arrive safely to the destination point. If not you arrived off target as determined by the Game Master. Special: If you obtain a natural 1 on the dice roll, roll the dice again against the same DC. If your roll’s result equals or exceeds the DC you merely arrive off target. If the result is coger than the CD you become “splinched” and you suffer 2d6 hit points of damage and you don’t apparate. Inner Eye Your powers of farseeing and prophecy are unusually acurate. Prerrequisites: Wizardblood, trained in the Use Magic Skill. Benefit: When you use the Prophecy use of the Use Magic Skill you can spend an Action Point to obtain a criptic information about the future ot the target. This information will be given to you by the GM in the form of a rime or similar. You can see in the future of the target creature a maximum of 1 year per level. Magical Training You learn one or more spells Prerrequisites: Wizardblood, trained in the Use Magic Skill. Benefit: You add to your Spell Suite a number of spells equal to 1 + your Intelligence Modifier (minimum 1). You can add the same spell more than once. Special: You can take this feat more than once. Each time you take this feat you add to your spell suite a number of spells equal to 1 + your Intelligence modifier. If your intelligence modifier increases you inmediately gain a number of Spells equal to the number of Magical Training Feats you have taken. Non-verbal Spell You can cast spell by a ser act of Will without mouthing any incantation. Benedit: When casting one spell you can try to cast it without any verbal component. Casting an spell non-verbally is much more difficult so you suffer a -4 penalty on your Use Magic Skill check. Signature Spell You are very skilled at using a particular Spell. Prerrequisites: Magical training, Wizardblood, trained in the Use Magic Skill Benefit: Select one Spell you know. When using that spell you have the option of spending an action point to make two Use Magic checks, keeping the better result. Special: This feat may be selected multiple times. Its effects don’t stack. Each time you select the talent you must select a different spell. Wizardblood You can use magic. Prerrequisites: 1st level character Benefit: You can make Use Magic checks, and Use Magic is considered a class skill for you. Spells Spells are special abilities avalaible to all characters with the Wizardblood feat. They allow characters to do astonishing things such as play trick with the minds of others, move heavy objects or kill their enemies without leaving any wound. Learning spells A character that takes the Magical training Feat automatically learns a number of spells equal to 1 + her Inteligence modifier (Minimum 1). A character can learn aditional spells by taking the Magical Training Feat or by increasing her Inteligence modifier. Using Spells When your character casts an spell, make a Use Magic check. The result of the skill check determines the spell's effect. Some spells have all-or-nothing effects. Others have multi-tiered effects and your Use Magic check determines the max effect you can achieve, although you can always choose a lesser effect. Using a spell removes ir from your character's active "suite" of spells, regardless of whether the Use Magic skill check succeeds of fails Your spell suite: Your known spells form collectively a suite. When your character uses an Spell it's like playing a card and putting it in a discard pile. The spell takes effect and it's not longer avalaible to the character,.... at least for a while. Regaining spells: You have different ways for regaining spent spells so you can use them again. - When combat is over and you have the chance to rest for 1 minute you regain all your spells. - If you roll a natural 20 on a Use Magic check you regain all spent spells and the end of your turn. - You can spend an action point as a reaction and inmediately regain an spent Spell. - Some unique abilities (such as the Magic Focus talent) allow you to regain spent spells Spells and Wands All spells require the use of an spell focus called a Wand. A wand is usually a short wood baton or stick that contains an active magical substance such as Unicorn's hair, Phoenix feathers,..... Casting an spell without a wand is possible but it is akin to being shortsighted and not wearing glasses. It is possible, but it is much more difficult. Trying to cast an spell without a wand means that the control of the wielded magic is not precise so you suffer a -6 penalty to all your Use Magic Skill checks done to cast spells. Wands also choose their masters, so wand and wizard are attuned to each other. That means that, although it is possible to use a borrowed wand, the achieved results with a borrowed wand will never be as powerful as the ones you could achieve with a wand you are attuned to. That translates into a -2 penalty to all your Use Magic checks while using a borrowed wand. Spell Descriptions Alohomora You can use magic to open doors or locks. Time: Standard Action Target: One locked door or similar Make a Use Magic check: You can use your Use Magic modifier instead of your Mechanics skill modifier when trying to open a locked door. Special: When using this spell against an object protected by a Colloportus spell the DC is equal to the result of the Use Magic check of the original Colloportus spell. Bombarda You pound your enemies with magic. Time: Standard action Targets: All targets within a 4 square cone and within line of sight. Make a Use Magic check: Make one roll and compare it with each targets Fortitude Defense. If the result equals or exceeds a targets fortitude defense it takes 4d6 points of budgeoning damage and is knocked prone. If the result is less than its Fortitude defense it takes half damage and is not knocked prone. This is an area of effect. Colloportus You magically close and lock a door or similar object, making it difficult to be opened. Time: Standard Action Target: One door or lockable object. Make a Use Magic check: You use your Use Magic check result to stablish the Mechanics skill DC for opening it. Expecto Patronus You create a Patronus, an animal like figure made of silvery light very powerful against Dark Creatures. Time: Standard Action Target: All targets within a 4 square radius and within line of sight. Make a Use Magic Check: You create a patronus in your square. All creatures with the Dark Subtype in a 4 square radius of the Patronus suffer damage. The result of the check determines the effect if any. DC 15: The targets take 2d6 points of damage. If your Use Magic check equals or exceeds the target's fortitude Defense the target can take only a sigle swift action on his next turn. DC 20: As DC 15 except the targets take 4d6 points of damage. DC 25: As DC 15 except the targets take 6d6 points of damage. This is an area of effect. Special: You may mantain your concentration on the Patronus to continue manifesting it from round to round. Mantaining the Patronus is an standard action and you must make a new Use Magic check each round. Each round you succesfully mantain the patronus you can move it 12 squares during your turn. Expelliarmus You disarm an opponent by using magic to pull the wand from his grasp. Time: Standard action. Target: One creature within 6 squares and within line of sight. Make a Use Magic Check: Use this check instead of your attack roll when attempting to disarm the target. If your check succeeds you may choose to let the item drop to the ground in the targets square or have the item fly to your hand (in that case you must have a free hand to catch it). Special: Feats that Improve disarm attacks (such as Improved Disarm) do not apply to Expelliarmus. Finite Incatatem You end active spell effects Time: Standard Action Target: One creature or object within 12 squares and within line of sight. Make a Use Magic check: If your result equals or exceeds the check result of the spell effect you dissipate it, effectively finishing it. Imperium [Mind Affecting, Dark Arts] You use magic to telepatically command an unwilling target. Time: Standard Action Target: One Intelligence 3 or higher creature in line of sight and within 6 squares of you. Make a Use magic check: If you equal or exceed the targets Will defense you can improve the target's attitude by one step, plus one step for every 5 points your Use Magic check exceeds the targets will defense. You can compel the target to accept unpalatable suggestions so they seem completely resoneable to the target. You must be able to communicate with the target. If the target is forced to do actions that obviously threaten him or beloved ones he can try to break the spell. Another Use Magic check must be done to see of the spell is mantained Mobilis You telekinetically move a target up to 6 squares in any direction. Time: Standard action Target: One character or object within 6 squares and in your line of sight. Make a Use Magic check: The result of the check determines the maximum size of the object you want to lift. If the target is a creature that resists the atempt , your Use Magic check must equal or exceed the target's Will defense. You can hurl the target at (or drop it) if you equal or exceed the other target's Reflex defense. Both targets take damage determined by your Use Magic result. DC 15: Move an objet up to medium size (2d6 points of damage) DC 20: Move an objet up to Large size (4d6 points of damage) DC 25: Move an objet up to Huge size (6d6 points of damage) DC 20: Move an objet up to Gargantuan size (8d6 points of damage) Special: You can mantain your concentration on the targeted object to continue moving it from round to round. Mantaining the Mobilis spell is an standard action. Protego You create a defensive Shield that protects you against hostile magic Time: Standard action Target: You Make a Use Magic check: The result of your check determines the bonus you receive to your Defense scores. DC 15: +2 to all your Defenses DC 20: +4 to all yourt Defenses DC 25: +6 to all your Defenses DC 30: +8 to all your Defenses Special: You can mantain your concentration on the spell to keep it working from round to round. Mantaining the Protego spell is a swift action. Reparo You magically repair a non magical object. Time: Standard action Target: One non magical object. Make a Use Magic check: You can use your Use Magic modifier instead of your Craft modifier to repair a non magical damaged object. Stupefy You use magic to incapacitate an enemy potentially stunning him Time: standard action Target: One creature within 6 squares or within your line of sight. Make a Use Magic check: Compare the result to the target’s Will defense. If the check result equals or exceeds the targets will defense the target moves -1 step along the condition track. For every 5 points by which you exceed the target’s will defense the target moves an additional -1 step in the condition track. Special: When you use this power you can spend an Action Point to move the target an additional -1 along the condition track. |
| Priest_of_Doom01-02-08, 03:29 PM | Heh, now all you have to do is secure licensing for Harry Potter from JK & co. Looks like it would be fun to play though. I like the idea of your first few levels being "in school" levels. |