[B]New forms of magic PLEASE HELP[/B] [Archive] - Wizards Community

Post/Author/DateTimePost
Henkledwarf

12-06-04, 10:00 PM
Ok the only thing I really disslike about D&D is the fact that you are limited to 3 types of spells (4 now with Inovations) that I am aware. In my mind magic should be varying depending on where you are, just like warfare. So I created some differnt forms on magic. Let me know what you think.

Soul magic- In my game your soul is your life force. Now with this you can use any positive or negitive energy spell and it deplets some of your soul, which regenerates some every hour. How it works is you can deal yourself 1 damage and cast a cantrip, 1 Cod damage (or drain, the one that comes back) for 1st, 1 Con and 5 hp for 2nd, 1 Con 10 hp for 3rd, 2 con for 4th, 2 con 10 hp for 5th, 2 con 15 hp for 6th, 3 con for 7th, 3 con 20 hp for 8th, and 3 con 25 for 9th. When you lose Con or HP due to soul magic then you regain the Hp every hour (only that lost by casting a spell) and 1 con point an hour. This makes it really hard to cast spells so the people normaly have a fighting class to go along with it. It is mostly used by shamens in a forest locked area.

Jutsu- Magic of the orientals. I hate oriental adventures, they shouldnt use the same magic as the other charachters, so I replace it with a fighting type of magic. This magic is used by Shougun class. The shougun class fights like a monk, but instead of alot of the abilities, they can cast spell like abilities with the use of hand motions only. They can use any number of spells they wish, but it takes time to cast where they cannot atack, one action for 0-3 level, 2 rounds for 4-6, and 3 rounds for 7-9. Also they are hard to learn. You must find a master of the spell to teach it, and they are all highly guarded, and you must spend alot of time practicing it, 2 weeks per level with 5 hours of training a day. Most Shougun use level 0-3 spells and dont know many, but have really strong spells to use if they have the time to cast it. They always get one spell for free by becoming Shougun and that is called Transfer, or replaces you with a log and replaces you up to 30 feet in any direction, with their speed this is used to escape quickly.

last off, the Magi: They are the warriors of desert oasis. They dont use magic on thier own, they use magic items only. They have learned an art, though, to creat magic items quickly. How you do this is you find a very good firtile magical ground, and the magi will spill his blood onto the item. Since in Magi training their blood is blessed to absorbe power then the item has a chance to absorbe magic. They can also form 2 items together, with a chance of them losing magic. This is all a gambling game, use a percentage dice to figure out what the item can do. Their are very few magi that have strong magic, but they have a large amount of it. Also since magi blood can absorb power they can wear up to 5 rings on each finger, up to 4 necklaces, and can use many magic items at a time. Also as they start to lose life that would be caused by blood loss, they start gaining SR.

How do these sound. Thanks for your input.
Henkledwarf

12-06-04, 10:01 PM
also if you can tell me how to make my title bold the right way, that would be nice.
Vanigo

12-07-04, 12:45 AM
also if you can tell me how to make my title bold the right way, that would be nice.
I'm pretty sure you can't.

I've been tossing around an idea for a skill called Hedge Magic. Basically, it lets you perform rituals that help or harm people in ways that have nothing to do with game mechanics. Someone might be cursed to embarass themselves in public a lot, or a Dwarven Defender might be charmed to draw the ire of his enemies, but you could never use hedge magic to give someone a +1 to hit, or a penalty to skill checks. I figure it'd be entirely separate from both arcane and divine magic, and neither could affect it easily, nor can hedge magic affect conventional magic. Dispel magic and remove curse can't do anything to a Hedge Magic curse (although MDJ might work, and (limited) wish certantly would), and hedge magic can't remove the effects of blindness/deafness (or at least not without an epic skill check).
ECOM

12-07-04, 07:00 AM
Some Ideas:

Spirit Chanaler: Channels various spirits that give him temperary abilitys. as level progresses would have acsess to stronger spirits (or could have him catch them first) this would be good for a shamin type.(in progress hope to have play test version soon)

I remove the druid and ranger from divine casting and make there spells from the nature spell type (dosent change anything rule wise but makes more sence to me)
ECOM

12-07-04, 07:06 AM
also if you can tell me how to make my title bold the right way, that would be nice.

You just cant do this
Harmonica

12-07-04, 08:19 AM
Like the ideas

I see a great idea for a BBEG in the Soul-Magic class. Have the BBEG take a feat so he can use other peoples souls to cast his magic. Kinda like the sorceror kings of Dark Sun.....
Vharuck

12-07-04, 09:44 AM
I'd change Soul Casting to be a bit more simple. Not to say you can't do it your way but here's my take:

The caster can safely cast a number of spells levels equal to less than his CON score (ex. A dwarf wizard with a Con of 20 can cast 3 6th level spells and 1 1st level spell, or 5 3rd level spells and 1 4rth level spell with no ill effect). As soon as the spell levels equal his Con score, he must make a DC 20 Fort check or become exhausted. Even if he makes it, he still becomes fatigued. Any futher spellcasting deals 1 Con damage per level of the spell.

However, Soul Casting gives mages MAD (multiple ability dependancy) unless they *do* want to die. This is not a good thing, but may balance out wizard types in the long run.
Henkledwarf

12-08-04, 01:13 AM
I like the Hedge magic idea, playing with it right now. I want to creat all my own spells for the spell types I have made, but I have not been able to do this so it is very balanced, but I am working on it.

One thing to clear up with Soul magic, it has no class level. It is more like a feat that you can learn. It also has to hurt you as it goes because it is ment to be very dangerous to use unless you know what you are doing. It also cant be learned anywhere, just the few smaller vilages in dense foriest areas. Jutsu is a spellcasting class. Magi cannot learn another form of magic, their blood is tainted, so it is used as kinda like a addon feature to another class. I have used both soul and jutsu and they work pretty well, just need to finish them to make them better, havent used magi.

I like the BBEG, except you will be giving him the power to easaly kill people. But I have thought about this and actualy do have one in my game, just the persons soul he uses must be willing, and not under supernatural influences.

Just my little tidbits, sorry I am unorganized. I also am working on a Random Caster that puts spells into cards and randomaly uses spells on a predecided target, and a Summoner who just uses loyial monsters to fight, dont have any mechanics for them, how do they sound.
theHermit

12-08-04, 06:55 AM
Spirit Chanaler: Channels various spirits that give him temperary abilitys. as level progresses would have acsess to stronger spirits (or could have him catch them first) this would be good for a shamin type.(in progress hope to have play test version soon)


I love this idea. Will you post your version of this? (Assuming you've got one). I have an NPC that would fit perfectly into this class. So many good ideas on this board.
ECOM

12-08-04, 07:05 AM
I am still working on the spirit channaler but will post it here when done for those that are interested