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Thread: GreateMagic Traditions
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04-29-2003, 06:20 PM #1
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> > The ability to advance in magic-using classes and the spell-types
> > available within those classes will be based on bloodline. Arcane and
> > divine and natural magic descriptors need only really apply to the
> > "Lesser Magics". All of the "Greater Magics" need a bloodline
>
> I very much agree. To me, in BR, blooded vs. unblooded should be a much
> bigger difference between spellcasters than arcane vs. divine.
>
> > and are restricted to particular derivations. Scions of Reynir will
> > have an easier time casting Cure and Growth spells than Scions of
> > Azrai or Anduiras.
>
> Now this sounds really neat -- tell me more! Have you worked out a more
> complete list yet, or is it still just a design goal?
Okay, I just wanted to let you know that I haven`t forgotten this. I`m
mostly just compiling other people`s work in a way that makes sense within
the themes of Birthright, but even so, it`s taking me longer than I
originally expected because I`m working on other stuff, too, and I can only
work on this from home. I should have it up sometime this week. It`s too
long to be put into a series of emails because of the spell lists but I`ll
post a link where you can download it as a .doc file. (I`ll throw in a .txt
link too, just in case.) It will be under the subject "Greater Magic
Traditions".
I`ve also included some of my own (rather simplistic) adaptions of the
Classically Modern magic-using classes and the Spells & Magic spell point
system.
Basically, how the overall spell lists work is that the spells have all been
broken up into spell Traditions and Focuses. As a magic-user levels up, he
can get access to other Traditions or Focuses at the cost of class
abilities, getting complete access to the spell list for each Tradition or
Focus. He is limited as to which Focuses and Traditions he may pick from
based on bloodline derivation and magic-using class (cleric, bard, druid,
wizard). I might throw in more magic-using classes later. Since they use
the spell point system, all classes can cast spells "spontaneously" as the
bard or sorcerer of D&D at a higher spell point cost or prepare specific
spells to make more economical use of their spell points.
--Lord Rahvin
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05-05-2003, 03:31 PM #2
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Okay, I finished the first draft if the Greater Magic Traditions document. It started with an attempt to break down the arcane/divine spell lists much more so that I can attribute each "type" of magic to each derivation of bloodline and have only one magic using class. I decided to go with a compromise instead, having four magic using classes -- bard, cleric, druid, and wizard. I implemented the first stage of the spell point progressions and included Talents for each class so that you could customize your class abilities. Later drafts will include a couple more spellcasting classes -- the magician, necromancer, paladin, ranger, and sorcerer and some of the spell traditions and focii have been unused because they are reserved for these classes.
The ability to advance in magic-using classes and the spell-types available within those classes are based on bloodline and class, which may seem a little complicated at first. Part of the reasoning for this is that I felt greater magic, based on bloodline, should have more divisions than simple arcane and divine -- I included a division for each of these first classes (arcane, divine, innate, and natural) which each exist within every derivation. Derivation further devides magic into seven paths that govern which spells you'll have access to. Some derivations are better for certain classes than others.
Magic-using classes in this system are far more versatile than D&D magic, allowing flexible spell progression and casting, a large collection of spells, and quite a few class abilities. However, because of the "advanced classes" method by which I'm designing them, they are limited to 10th level class advancement, and thus 5th level spells are the most powerful they will ever cast. This seems more than sufficient for any Birthright campaign. (Although I kept higher level spells in the spell lists for those of you who don't agree with me.) Also, you can't become a greater magic-user (bard, cleric, druid, or wizard) until at least 4th level because the class has prerequisites.
I don't expect anyone will be using all of this stuff, but I figure different people might find something they like and be able to adapt that. I myself haven't been able to use this system without implementing a whole lot of other rules and rewriting the other classes to balance it all out.
Here' the link. Hope it works. It takes a little while to load, and unfortunately the Spell Point table in the beginning of the document only loads after the whole thing has finished loading all the text. Sorry about that. I think I'll make the next draft all text.
www.geocities.com/lordrahvin/spell_list.htm
http://www.geocities.com/lordrahvin/spell_list.htm"Chance favors the prepared mind." --Sir Isaac Newton.
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05-08-2003, 03:54 AM #3
I too have been tinkering with magic systems. Previous adjustments have
been mentioned (channeling for divine casters, a freeform points system for
arcane, longer spell casting times, especially past 3rd level, and more
skill checks to cast spells successfully) in earlier posts.
I see Cerilia as a word with reasonably common low level magic (bards,
magicians, plus the normal assortment of lower level wizards and clerics)
but very rare high level magic. I have also been intrigued by the
proliferation of low magic worlds in which fighters and rogues are the
primary classes and wizards and clerics are either mostly limited to NPC`s
or are alltogether absent.
Hence my new direction in this is to use the bardic table as my default for
spellcasting classes, and to break up spell lists into much smaller units.
Classes normally considered powerful spellcasters will get two such units at
first level, and will gain access to additional units (starting from square
one) every 4th or 5th level. Weaker spellcasting classes can start with one
unit, and aquire new units more slowly. These units will be areas of spell
specialization, making spellcasters less versatile. Given the location of
my campaign (Taelshore) the units I have envisioned so far are appropriate
to that setting - divination, dealing with spirits, getting along with
nature, nature as a weapon, and so forth.
Kenneth Gauck
kgauck@mchsi.com
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