Radiating Gnome
Adventurer
Here's a sketch of a Drain-based magic variant I'm toying with. Let me know what you think.
Drain-based Magic system
This is a magic system inspired, in part, by the drain based system used in games like FASA’s Shadowrun.
Classes.
There are three spellcasting classes. The classes are essentially the same, in game mechanics terms, except that each class uses a different attribute as the base attribute for spellcasting
Mage: the mage is an intelligence based spellcaster. Mages master the magical arts through study and research.
Believer: the believer is a wisdom-based spellcaster. Believers master the magical arts through meditation and faith in some sort of higher power.
Talent: the talent is a charisma-based spellcaster. Talents master the magical arts through sheer force of personality and innate ability.
Mages, believers, and talents use the base Sorcerer advancement chart, with a few modifications.
To begin with, they don't have a set number of spells per level per day. Also, spells cast do not automatically succeed.
Casting a spell requires a successful Spellcraft skill roll, with a DC of 10 + Spell Level + Caster Level. It is possible to make a spell easier to cast by casting it at a caster level lower than a character's current spellcasting level.
Drain:
Once the spell is successfully cast, it takes effect as normal. Then the spellcaster must immediately make a resist Drain skill roll to avoid suffering drain from the spell. The DC of the Resist Drain spell is DC 10 + CL + SL. If the test fails, the spellcaster takes stun damage equal to CL + SL. If the test succeeds, the spellcaster still suffers 1 point of drain for casting the spell. If the spellcaster suffers enough drain to be knocked unconscious, the additional subdual damage becomes real damage. So, if a caster were to suffer twice as much drain damage as she had hit points left it would stagger her and put her at 0 hit points. More drain than that could potentially killer her, as if she had taken damage in combat.
Spells and Schools:
A starting spellcaster can choose one school of magic to be proficient with per bonus point in her key ability (A believer with a Wisdom of 15 has a Wisdom bonus of +2, and can choose two schools of magic in which to be proficient). Additional schools can be learned by taking the new feat "School of Magic" (see below).
Choosing Spells: A spellcaster uses the Sorcerer "known Spells" table to determine how many spells she can know at a given level. She can only select spells from schools in which she is proficient.
Spell Selection: Spells can be selected from the spells listed in the player's handbook -- from any of the class lists, but the spell must belong to one of the schools in which the spellcaster is proficient.
Ritual Magic: Performing a spell as a part of an elaborate ritual that takes a great deal of time ((CL + SL)x 10 minutes) is called ritual magic. Ritual magic allows casters to take 20 on a particularly difficult spell's Spellcraft roll. Ritual magic also makes it possible for other spellcasters, through the ritual, to assist the lead spellcaster. This assistants can add a +2 circumstance bonus each by participating in the entire ritual and making a spellcraft roll with a DC of 10 + SL.
It is not possible to take 20 on the resist drain roll. However, each character assisting with the ritual can also take a share of the drain load, as determined by the lead spellcaster. An assisting character cannot take more drain than she has current hit points (she can be knocked unconscious by the drain, but not killed). Characters can also us centering skills, with the appropriate feat, to resist the draining effects of ritual (and regular) magic. (see bleow).
Overreaching: Characters can try to push the limits of their power, but with dire consequences. They can boost their effective caster level, when casting a spell they know, by a number of levels equal to their attribute bonus, They resist the drain normally, but the damage the spellcaster suffers for the spell is physical damage, not subdual damage. If a character is reduced to less than 0 hit points by overreaching, and somehow survives, she suffers one point of permanent Constitution damage.
Spellcasting in systems that use Vitality/Wound points rather than standard hit points: Treat normal spellcasting drain as vitality damage, and overreaching drain as wound damage.
New skills:
Resist Drain (Con). This represents a spellcaster’s ability to resist the draining effects of channeling magical energies through their body.
New Feats
School of Magic (Specific School)
The character masters a new school of magic.
Magic School Focus
The Character gains a +2 circumstance bonus to spellcraft rolls for spells in the selected school, and a +1 bonus to resist drain from spells in this school. This feat can be taken multiple times, but each time a different school must be selected.
Centering (skill)
This feat allows the character to select a skill which becomes a centering focus for her spellcasting. This skill becomes an integral part of the spellcaster's spells, and provides a +3 circumstance bonus to rolls made to resist drain. Appropriate skills include perform and craft skills. More often than not, these skills will be much more effective as a part of ritual spellcasting, but assuming circumstances permit the spellcaster to perform the skill while in combat (singing, dancing, sketching, but perhaps not cabinetmaking) it's possible to using centering while casting spells in more immediate action.
To successfully use Centering, the character must make a successful centering skill roll of DC 10 + spell level.
This feat can be taken multiple times, each time selecting a different skill. A spellcaster can use only one type of centering skill at a time.
This skill becomes a class skill for the character.
Drain-based Magic system
This is a magic system inspired, in part, by the drain based system used in games like FASA’s Shadowrun.
Classes.
There are three spellcasting classes. The classes are essentially the same, in game mechanics terms, except that each class uses a different attribute as the base attribute for spellcasting
Mage: the mage is an intelligence based spellcaster. Mages master the magical arts through study and research.
Believer: the believer is a wisdom-based spellcaster. Believers master the magical arts through meditation and faith in some sort of higher power.
Talent: the talent is a charisma-based spellcaster. Talents master the magical arts through sheer force of personality and innate ability.
Mages, believers, and talents use the base Sorcerer advancement chart, with a few modifications.
To begin with, they don't have a set number of spells per level per day. Also, spells cast do not automatically succeed.
Casting a spell requires a successful Spellcraft skill roll, with a DC of 10 + Spell Level + Caster Level. It is possible to make a spell easier to cast by casting it at a caster level lower than a character's current spellcasting level.
Drain:
Once the spell is successfully cast, it takes effect as normal. Then the spellcaster must immediately make a resist Drain skill roll to avoid suffering drain from the spell. The DC of the Resist Drain spell is DC 10 + CL + SL. If the test fails, the spellcaster takes stun damage equal to CL + SL. If the test succeeds, the spellcaster still suffers 1 point of drain for casting the spell. If the spellcaster suffers enough drain to be knocked unconscious, the additional subdual damage becomes real damage. So, if a caster were to suffer twice as much drain damage as she had hit points left it would stagger her and put her at 0 hit points. More drain than that could potentially killer her, as if she had taken damage in combat.
Spells and Schools:
A starting spellcaster can choose one school of magic to be proficient with per bonus point in her key ability (A believer with a Wisdom of 15 has a Wisdom bonus of +2, and can choose two schools of magic in which to be proficient). Additional schools can be learned by taking the new feat "School of Magic" (see below).
Choosing Spells: A spellcaster uses the Sorcerer "known Spells" table to determine how many spells she can know at a given level. She can only select spells from schools in which she is proficient.
Spell Selection: Spells can be selected from the spells listed in the player's handbook -- from any of the class lists, but the spell must belong to one of the schools in which the spellcaster is proficient.
Ritual Magic: Performing a spell as a part of an elaborate ritual that takes a great deal of time ((CL + SL)x 10 minutes) is called ritual magic. Ritual magic allows casters to take 20 on a particularly difficult spell's Spellcraft roll. Ritual magic also makes it possible for other spellcasters, through the ritual, to assist the lead spellcaster. This assistants can add a +2 circumstance bonus each by participating in the entire ritual and making a spellcraft roll with a DC of 10 + SL.
It is not possible to take 20 on the resist drain roll. However, each character assisting with the ritual can also take a share of the drain load, as determined by the lead spellcaster. An assisting character cannot take more drain than she has current hit points (she can be knocked unconscious by the drain, but not killed). Characters can also us centering skills, with the appropriate feat, to resist the draining effects of ritual (and regular) magic. (see bleow).
Overreaching: Characters can try to push the limits of their power, but with dire consequences. They can boost their effective caster level, when casting a spell they know, by a number of levels equal to their attribute bonus, They resist the drain normally, but the damage the spellcaster suffers for the spell is physical damage, not subdual damage. If a character is reduced to less than 0 hit points by overreaching, and somehow survives, she suffers one point of permanent Constitution damage.
Spellcasting in systems that use Vitality/Wound points rather than standard hit points: Treat normal spellcasting drain as vitality damage, and overreaching drain as wound damage.
New skills:
Resist Drain (Con). This represents a spellcaster’s ability to resist the draining effects of channeling magical energies through their body.
New Feats
School of Magic (Specific School)
The character masters a new school of magic.
Magic School Focus
The Character gains a +2 circumstance bonus to spellcraft rolls for spells in the selected school, and a +1 bonus to resist drain from spells in this school. This feat can be taken multiple times, but each time a different school must be selected.
Centering (skill)
This feat allows the character to select a skill which becomes a centering focus for her spellcasting. This skill becomes an integral part of the spellcaster's spells, and provides a +3 circumstance bonus to rolls made to resist drain. Appropriate skills include perform and craft skills. More often than not, these skills will be much more effective as a part of ritual spellcasting, but assuming circumstances permit the spellcaster to perform the skill while in combat (singing, dancing, sketching, but perhaps not cabinetmaking) it's possible to using centering while casting spells in more immediate action.
To successfully use Centering, the character must make a successful centering skill roll of DC 10 + spell level.
This feat can be taken multiple times, each time selecting a different skill. A spellcaster can use only one type of centering skill at a time.
This skill becomes a class skill for the character.
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