Magic as a 7th Ability Score [Archive] - Wizards Community

Post/Author/DateTimePost
Darth_Singe

04-08-04, 05:58 PM
So i was on my way home today chatting with the wife (we had to get the car inspected and re-up the registration; another 50 bucks to the man), and I had a thought (which i am sure i saw mentioned somewhere on the boards before.)

What if at character creation you roll up a 7th ability score called Magic (Or something similar?) This ability score would determine how well you are with magic and magic related skills. it would replace the primary ability scores of the other casters for determining level castable spells and bonus spells, etc etc etc.


just a thought.
quicksilverrogue

04-08-04, 07:06 PM
Umm.. thats why they have ability scores to begin with... because magic is a seperate entity.. your physical and mental traits (devotion, personal will, intelligence) allow you to wield it... unless you are trying to up a sorcerer..
Hygric

04-08-04, 08:53 PM
I could see problems with this for multi-class casters, as a wiz / cleric for instance now would only need to boost one stat rather than 2. If you do go this route, beware the mystic theurges.

Also, you would be weakening a straight caster by denying them the secondary bonus from a high stat. No more highly knowledgable wizards, strong willed clerics or dead purdy sorcerers. It could also realy hurt the bard who uses a lot of social skills and needs that high Cha.
Tenzhi

04-09-04, 01:23 AM
Perhaps if the "Magic" ability just determined their inherent magical strength (bonus spells & max spell level, perhaps), but controlling/directing that Strength (counterspelling (that involves a roll, right? ;P ), overcoming SR...) was still left up to the appropriate mental stat.

Heck, you could even change saving throws to a sort of Magical AC and have spellcasters roll to overcome it rather than having targets roll to defend against it...
Monteblanco

04-09-04, 03:14 PM
I played a Wheel of Time campaign where the GM introduced a seventh stat, Power, in order to make the game more close to the books. Power would give bonus to produce weaves (spellcasting) and resisiting their effects (saving throws against magic related attacks). It worked fine but I wouldn't include in my D&D game. It does create a new flavor, but requires a little more of complexity.