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This game shall use the alternate magic system presented in the third party supplement, Elements of Magic. A pdf copy of this text can be provided for your use with this game if you require one. Some additional modifications to those rules follow:
- Spellcasters must always have material components. If you are subject to a Deity's Patience, that component may be a holy symbol or other traditional item that the faithful use for their spellcraft.
- Your class determines your Magic Ability as it normally would in Pathfinder.
- You receive bonus MP for having a high Magic Ability, equal to the total spell levels you normally receive.
- Cantrips, which is any spell with a 0 MP cost, may be used an unlimited amount of times per day.
- You may invent a new Simple Spell in the field (which is one spell list and general enhancements to it) and cast it with 3 consecutive Acts that may span multiple turns.
- You may invent a new Combined Spell in the field (which uses two or more spell lists) but this takes 1 minute for each MP used in the spell, and you must have the means to record the new spell as dictated by your character class.
- You may Ready a Spell as 3 Acts that may be spread over just as many turns to enable the single Combined Spell chosen to be subsequently cast as 3 consecutive Acts. You must use this spell within a number of rounds equal to your Magic Ability modifier since you readied it (and may use it every round over this same duration if you wish), or deliberately discharge it with no effect as 1 Act. Failure to complete either option destroys your record of the spell and drains its MP cost from your MP remaining. I realize you might want to try and keep a spell Readied over an extended period, but don't try it or I will inflict a horrible punishment on your character, capiché?
- Summon Cantrips may not be used to conjure combative creatures.
- I'm going to rebalance Move Fire, I just haven't done the math to determine the new chart yet.
- Infuse/Drain Time must be adjusted for the Unchained Action Economy still.
- Elemental Weapon style Create Metal/Crystal/Earth spells now add physical damage dealt to manufactured weapons that deal the same type of damage, or to all types of natural weapons (but still one per spell) in the case of Create Nature.
- Hex lists do not use reversed elements. Knowing Abjure/Hex Ice, for example, allows you to protect against Ice or to make a target vulnerable to Ice, rather than allowing you to protect against Ice and make a target vulnerable to Lava. I get what they were thinking, but this is more intuitive and I think more logical as well.
- Heal spells may only restore 1 Wound point for each MP spent on additional dice of healing. These dice must be used to heal Wounds or Vitality, not both. You may heal Wounds on a target that is not at full Vitality. This also means that Heal Cantrips can never restore Wounds.
- Optimized Spells are a new kind of spell, taking the form of the traditional spells included with Pathfinder. These always cost a fixed amount of MP but their effects continue to scale with the caster level of their wielder. You may find these as treasure or create your own as a result of a lengthy (and hideously expensive) research process.
- Antimagic is bullshit and has been removed from the game entirely.
- I have decided that you do not need to take the Elemental Object enhancement to create an object that falls apart if the caster is not holding or wearing it. These objects have only 1 HP and 1 Hardness per MP spent on the spell or the items normal hp and hardness, whichever is less.
- Alignments may now be chosen as Create lists. Now you can literally wield a sword forged out of righteousness!
- Charm (Sleep) spells will not work particularly well (reduced by one step of effectiveness, two for a badly wounded target) if cast during active combat, you may wish to consider using Daze effects instead. As compensation, Sleep effects cast outside of combat are automatically Subtle.
Last edited by Shannae, July 30 2015 22:27:29. Secured game article. You most log in to contribute.
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