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| Koga:The ninja trick09-04-05, 02:44 PM | As said in the other topic, The Koga too is looking for a d20 modern campaign with low-magick as far as power and realiability go's, but still an important part of the game. The Koga gave rulings to make the non-spellcasters balanced. Now it's time he showed you his whole new magick system.. Tell The Koga if you think it's good or not.. :) The magick system works almost like spells but you have to be a class that can cast spells inorder to use spell skills. Spells are charisma based for level to what you can cast. (For instance a character with a 13 charisma can only cast up to level 3 spells.) You gain a number of spellpoints to put into magick skills equal to your charisma modifier and add your charisma modifier to your mana amount. Mana serves you in how many times per day you will be able to cast spells. You may also use the skill points you gain to add ranks to your spells. Inorder to cast a spell, you roll a d20 and have a check based off 1d20+ranks in the spell+your charisma modifier. When up against another living creature reduce that roll by the creatures will save+1d12+thier character level. Against inanimate objects or to just cast a spell just roll a 1d12+4. Treat willing creatures as inanimate. The check must make a save of more then 10 or automaticaly fails. Though the spell skill list is fixed, they cannot put ranks into a spell or use it untill able to cast that level of spell. Psionics are treated as spells in this setting. Psionics are more about roleplaying where as they use supernatural effects mostly instead of being outright spellcasters.. THE DETERMINED HERO. More or less the magick-knight achretype who can cast spells and do okay in melee. Hit Die: d8. Class Skills The determined hero'es class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language, Spot (Wis), Swim (Str), Spellcraft (Int), and Survival (Wis). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. The determined hero has a defence/reputation bonus as a tough hero. Table: The Determined Hero. Level Base Attack Bonus Fort Save Ref Save Will Save 1st +0 +0 +0 +2 Maxium spell level: 1. 2nd +1 +0 +0 +3 3rd +2 +1 +1 +3 4th +3 +1 +1 +4 Maxium Spell Level: 2. 5th +3 +1 +1 +4 6th +4 +2 +2 +5 7th +5 +2 +2 +5 Maxium Spell Level: 3. 8th +6/+1 +2 +2 +6 9th +6/+1 +3 +3 +6 10th +7/+2 +3 +3 + 7 Maxium Spell Level: 4. Weapons/Armour Profficeitcy: The determined hero is profficent with all simple and anarchic weapons. Mana: The determined hero gains 1 mana at every even level. THE CLEVER HERO. The pure mage class. Hit Die: d4. Class Skills The clever hero'es class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str), and Use Rope (Dex). Skill Points at 1st Level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier. Defence/Reputation bonus like a tough hero. Table: The Clever Hero. Level Base Attack Bonus Fort Save Ref Save Will Save 1st +0 +0 +0 +0 Maximum Spell Level: 1. 2nd +1 +0 +0 +0 3rd +1 +1 +1 +1 Maximum spell Level: 2. 4th +2 +1 +1 +1 5th +2 +1 +1 +1 Maximum Spell Level: 3. 6th +3 +2 +2 +2 7th +3 +2 +2 +2 Maximum Spell Level: 4. 8th +4 +2 +2 +2 9th +4 +3 +3 +3 Maximum Spell Level: 5. 10th +5 +3 +3 +3 Weapons/Armour Proffietcy: Clever heroes are profficent with all simple weapons. Mana: Clever heroes gain 3 mana each level. SPELLS: SHIELD. Level 1. Mana Cost: 1. Add +4 to your defence bonus. This lasts for 3 rounds. JUMP. Level 1. Mana Cost: 1. Add +20 to your next jump check. TRUE STRIKE. Level 1. Mana Cost: 1. Add +20 to your next attack roll. TIME. Level 5. Mana Cost: 8. You may act freely for 1d4 rounds whilst space-time is completely frozen. HEALING. Level 2. Mana Cost: 2. You heal 2d4 HP of a selected person (Not yourself). This increases by +1d4 for every 2/levels. OPIUM. Level 3. Mana Cost: 4. Cures selected person (Not yourself.) of all poisons and diseases. SORE. Level 5. Mana Cost: 9. Target is dropped to 1 HP. AWAKEN. Level 2. Mana Cost: 2. Selected person gains +2 on all listen, spot, and search checks for 5 rounds. NOVA. Level 5. Mana Cost: 5. A ray of fire bursts from your hands dealing 3d12 damage +2 damage per level. EMPTINESS. Level 3. Mana Cost: 3. A cone of despair radiates the field causing all within the cone (each individual makes a save to see if the spell fails against that particular person) to take -4 in attack and damage rolls and skill checks for 5 rounds. OATH TO ORDER. Level 2 Mana Cost: 4. Your allies (each individual must make a check to see if it effect's them.) gain +2 to attack and damage rolls and skill checks. LIFE. Level 5. Mana Cost: 5. Cure 5d12 worth of hit points from any selected creature. FAIRY. Level 4. Mana Cost: 4. Treat as the summon monster spell at first level version. You may increase the version by 1 but for every 1 you do the dc reduction increases by 2. FIRE. Level 1. Mana Cost: 1. From your finger tips sprouts fire that deals 1d4+1d4 per level to a selected foe. (to a maxium of 5.) THUNDER. Level 4. Mana Cost: 4. A bolt of lightning deals 4d12 damage to a foe and leaves you dazed for 3 rounds. CURSE. Level 4. Mana Cost: 4. Target becomes blinded or deafend permantly. HEX. Level 4. Mana Cost: 5. All creatures with a 20ft radius who are not you or your allies (each one makes an individual save) has the follwong effect on them based of thier hit die 4 or less: Stunned for 10 rounds. 5-6: Panicked for 1d10 rounds. 7-8: Shaken for 1d8 rounds. 9 or more: Dazed for 1 round. REFLECT. Level 3. Mana Cost: 4. Negates all spells cast in a 20ft radius for 4 rounds. MYSTERY SPELL. Level 2. Mana Cost: 2. Roll a d6 and the following effect happens from the roll. 1-You recover 4 mana. 2-All creatures that are not you or your ally with less then 4 hit die become asleep (Each creature makes an indivudal check.) for 20 minutes.. 3-You recover 2d6 HP. 4-You become shaken for 3 rounds. 5-You lose your next action. 6-You lose an additonal mana. MAGICK MELODY. Level 3. Mana Cost: 3. All creatures with less then 6 hit die that are not you or your allies (each one taken indivudualy) must make a save or become panicked for 3 rounds. Creatures with 6 or more hit die must save or become asleep for 2d6 rounds. DETECT MAGICK. Level 3. Mana Cost: 3. You can detect all magick within a 6ft radius. This effect lasts for 2d4 rounds. HOLY Level 4. Mana Cost: 5. A bolt of non-elemental energy that deals 25 damage to an evil creature. (Does not effect good or neutral creatures.) FEATS: (Special means only spellcasters or those that have tooken wild talent may take them.) WILD TALENT. [General] You are able to gain ranks in 1 spell skill of your choice (must be of the level 1 list) and gain a number of spell points equal to your charisma modifier. SPELL MASTERY. [Special] You gain an additional 2 mana. SPELL POTENCY. [Special] You gain an additional 4 spell points. ENLARGE SPELL. [Special] You no longer have a maxium rank for your spells. STRENGTHEN SPELL. [Special] You add your intelligence bonus to your save checks to cast a spell. (You may only select this feat once.) EMPOWER SPELL. [Special] You add your wisdom bonus to your save checks to cast a spell. (You may only select this feat once.) WILL OF GOD. [Special] You gain an additional spell point at every level. (You may only take this feat once.) SPELL DOMAIN. [Special] You gain an additional mana every level. (You may only take this feat once.) MYSTICSM. [Special] All spells cost -1 mana to peform to a minimum of 1. (You may only take this feat once.) RESIST NATURE'S LURE. [General] You gain +4 to your will save. (You may take this feat mutiple times, it stacks but replaces the effect of iron will.) Prequisite: Iron Will. FIREBALL. [Special] This supernatural ability allows you to once per day blast a sphere of fire that deals 2d6 damage. Prequisite: Wild Talent and or the ability to cast spells. Cha 11 or higher. MAGICK MISSLE. [Special] This supernatural ability allows you to once per day shoot a missle of non-elemental energy against a foe for 1d4+1 (To a maxium of five) worth of damage. This missle cannot miss it's target and if the target is prone it will float over it untill he gets up to be shot by it or the energy dissipates within 1d6 rounds.. Prequsite: Wild Talent and or the ability to cast spells. Cha 13 or higher. TELEPORTATION. [Special] This supernatural ability allows you to teleport anywhere within the next 60ft 3/day but whilest teleporting and done teleporting you lose your AC bonus. Prequsite: Wild talent and or the ability to cast spells. Cha 15 or higher. SCORCHING RAY. [Special] This supernatural ability allows you to fire a cone of sonic damage that deals 3d8 1/day. Prequisite: Wild talent and or the ability to cast spells. Cha 14 or higher. Spell-like abilities/Supernatural abilies: All spell-like and supernatural abilities are considerd one and the same. (Psionics is also considerd magick.) Sense a spell-like ability has a fixed number of times per day castable and has no ranks, when doing the dice check roll, treat the number of ranks on that spell as equal to your number of hie die. Spell-like/Supernatural abilities ARE effected by the spell REFLECT but not spell-resistance like normal spells. |
| Agent Rasp09-04-05, 10:16 PM | I don't think a campaign that allows base classes with the capacity for spellcasting right off the bat can be considered "low magic," even if it only permits spells up to the third or fifth level. Paladins and rangers have that kind of spellpower, once they've advanced, and there are a mess of prestige classes with similar ability. A low magic wizard, to my mind, is somebody who acts a lot like Gandalf, getting by largely on his knowledge, experience, and the occasional swing of a staff or a sword -except that a truly low-magic spellcaster wouldn't be able to slay a balrog, rout the Nazgul, and face down the Witch-King. Maybe he could do it if he died in the process, but he certainly wouldn't be coming back from the grave afterwards. You can easily get such a character using d20 Modern combinations like Smart Hero/Mage (wizard), Dedicated Hero/Acolyte (cleric), or Charismatic Hero/Mystic (sorcerer). If you want to introduce "spellcasting" at low levels, look into incantations. I use a variant which allows characters to complete certain incantations in a matter of minutes or even rounds -as opposed to the standard 60-90 minutes- by bumping up the DC of the basic rite. Kind of a hodgepodge of the incantation rules and epic magic rules. Finally, I have to say two things: Drop the "k". "Magick" is an unholy abomination spawned from the candy-coated, rainbow-colored layer of the Abyss inhabited by clowns and happy bunnies, and, if I may borrow a phrase from a fellow poster, anyone who uses said word ought to be shot. With a hammer. And don't refer to yourself in the third person. Agent Rasp hates that. :mad: |
| Gilean09-05-05, 08:11 AM | Inorder to cast a spell, you roll a d20 and have a check based off 1d20+ranks in the spell+your charisma modifier. When up against another living creature reduce that roll by the creatures will save+1d12+thier character level. Against inanimate objects or to just cast a spell just roll a 1d12+4. Treat willing creatures as inanimate. The check must make a save of more then 10 or automaticaly fails.Koga seems to have a slight problem with unconvential mechanics here. I would consider Koga to simply allow normal saving throws, perhaps adding 3,0-style spell foci, or equivalent. Or skill focus (spell). There is no need for Koga to use d12, especially when objects are better at resisting things than low-level creatures. |