Different Systems of Magic in Same Campaign [Archive] - Wizards Community

Post/Author/DateTimePost
Thelon Fairblade

09-01-04, 09:22 AM
I was thinking of trying to separate different philosophies of magic with different mechanics.

Here's what I'm currently thinking:

"Mages" use the XPH psion rules, not wizardry or sorcery from the PHB. What spells should be merged into the psion list, and what powers removed to be more "mage-y" instead of mind-mage.

"Elementalists" will be preparation-style arcanists, but with varingly restricted spell selection. I.e. "Fire" casters get access to every [Fire] spell, arcane or divine, plus a variety of arcane spells that seem appropriate to Fire type stuff. Retain ability to manipulate other spell types, except those that are [Water], [Cold], or considered "water-based".

"Priests" will be some variant from Unearthed Arcana, divine casters. I'm thinking the style that requires the day's spells to be picked, then allows free casting from that list, or the recharge style (deities don't like repeated requests for the same spell over and over). But I'm not sure i want them to get "free caster level scaling"... that is intended as a sop to the Elementalist (and see below)


Hybrid classes would need to be re-examined. Paladins and Rangers are okay, they follow the "priest" rules. But hexblades, assassins, psychic warriors, wilders, etc...?



(As an aside, extraplanar creatures will continue to use wizardry and/or sorcery. They absolutely get the caster level scaling... that is part of what makes them so "powerful" when they encounter "mere mortals", and why mortals want access to their powers/magic...)
Lina_Inverse

09-01-04, 03:37 PM
I was thinking of trying to separate different philosophies of magic with different mechanics.

Here's what I'm currently thinking:

"Mages" use the XPH psion rules, not wizardry or sorcery from the PHB. What spells should be merged into the psion list, and what powers removed to be more "mage-y" instead of mind-mage.

"Elementalists" will be preparation-style arcanists, but with varingly restricted spell selection. I.e. "Fire" casters get access to every [Fire] spell, arcane or divine, plus a variety of arcane spells that seem appropriate to Fire type stuff. Retain ability to manipulate other spell types, except those that are [Water], [Cold], or considered "water-based".

"Priests" will be some variant from Unearthed Arcana, divine casters. I'm thinking the style that requires the day's spells to be picked, then allows free casting from that list, or the recharge style (deities don't like repeated requests for the same spell over and over). But I'm not sure i want them to get "free caster level scaling"... that is intended as a sop to the Elementalist (and see below)


Hybrid classes would need to be re-examined. Paladins and Rangers are okay, they follow the "priest" rules. But hexblades, assassins, psychic warriors, wilders, etc...?



(As an aside, extraplanar creatures will continue to use wizardry and/or sorcery. They absolutely get the caster level scaling... that is part of what makes them so "powerful" when they encounter "mere mortals", and why mortals want access to their powers/magic...)

seems good,though mages may end up better nukers than fire elementalists because of more elemental access AND the damege buff.

healing under water definitly.

recharge could be ok,actully prolly will do great.

psywarriors/wilders?nuke them.or make psywarrior a more generic MAGEKNIGHT.
assasains?mage or elemental casting.
hexblade?who needs him with a MAGEKNIGHT.