A new system for the three magicks. [Archive] - Wizards Community

Post/Author/DateTimePost
Koga:The ninja trick

09-24-05, 03:12 PM
The Koga is considering running a Deadlands rpg for some net friends.. Though having a good amount of knowledge of how Deadlands use to run (poker deck, etc) he doesn't have any of the manuals, so beyond knowing of, has no way to implement it. So instead, he's using d20 modern..

Sense he's using d20 modern, naturaly besides a few tweaks in skills, some D&D classes could be implemented. The three forms og magick have been chosen by clearly some of the weakest spellcasters..

Sorcerers:
Sorcerers are now the clerics of modern d20. Sense they draw thier powers from the gods and are now divine. They don't suffer arcane spell failure. They also are not restricted to how many spells they can learn and automaticaly know all druid spells. However, the gods are demanding, so as such even though the sorcerer can cast an unlimited amount fo spells per day. He or she must pay X HP equal to the spell's level. So a level 9 spell would drain you of 9HP.

Spellthieves:
Spellthieves are arcane based as before, and only suffer arcane spell failure for wearing medium or heavy armour. They are treated just like before exsept they cannot choose magick missle from the wizard/sorcerer spell list. (As it is much better in comparison to other 1st level spells..)

Soulknives:
Soulknives gain wild talent. Psionics works almost as before with power points but now they choose spells from the cleric list. (exsept for ones only accesible by domain.) They can use feats inorder to learn new powers and have a manifestor level equal to thier character level. They must be naturaly psionic or have wild talent inorder to progressively gain power points. Which they then gain a number of pp per level equal to thier cha modifier.

WILD TALENT [General]
Prequsite: Cha 11
Special: Choose up to 3 level 1 or level 0 (in any combination) of cleric spells and add them to your repitore.


NEW SPELL RULE:
Will saves don't just apply to what they normaly do. Now whenever a spell deals damage towards a creature, that damage is reduced by the creature's wisdom bonus.

Well? How is that for the grim and gritty old west? :cool:
fnord

09-24-05, 06:41 PM
Sorcerers:
Sorcerers are now the clerics of modern d20. Sense they draw thier powers from the gods and are now divine. They don't suffer arcane spell failure. They also are not restricted to how many spells they can learn and automaticaly know all druid spells. However, the gods are demanding, so as such even though the sorcerer can cast an unlimited amount fo spells per day. He or she must pay X HP equal to the spell's level. So a level 9 spell would drain you of 9HP.
Um...they have unlimited spells per day, but it costs them HP to cast. But they know druid spells, including healing spells. So, as long as they take time to heal themselves, they have unlimited spells per day without a problem. Methinks this is unwise.

Spellthieves:
Spellthieves are arcane based as before, and only suffer arcane spell failure for wearing medium or heavy armour. They are treated just like before exsept they cannot choose magick missle from the wizard/sorcerer spell list. (As it is much better in comparison to other 1st level spells..)

Magic Missile is NOT much better than other 1st level spells. Compare to Sleep. Or Color Spray, or grease, or burning hands. Not a big deal, though.

How is that for the grim and gritty old west? :cool:
I would definately fix the sorcerer thing.
Personally, I loved the flavor of the poker game in Deadlands, so if I was doing, I would try to use that somehow.
Maybe the sorcerer can retain a spell slot if he wins the poker hand (if I did this, I would reduce spell slots.)
Koga:The ninja trick

09-24-05, 07:49 PM
Well, a simple answer would be the sorcerer can't heal/cure the disease of himself, he must target somebody else. (Which sounds suspciously like how most healers work..)
Nor'Morgwae

09-24-05, 10:18 PM
Um... Even if he can't target himself a pair of Sorcerers would be a problem, if they take turns healing each other then they would still be able to cast forever.
Xeviat-DM

09-25-05, 03:36 AM
So the party remains healed and able to cast all day; the only thing you need to do then is make sure they rest for 8 hours every 16 hours and you're fine.

I'm running a game where both HP and MP regenerate at a rate of 1 point per hour per character level. I also use Wound points, which regenerate at a rate of 1 point per rest cycle per character level.

While I wouldn't use it myself, I can understand what you're going for. Seeing your version of the Soul Knife would be interesting.