more dynamic magic
Posted: Fri Jul 10, 2009 6:06 pm
I'm working on a magic centric campaign and one thing I want to do is to make magic far more prevalent in the world so that just about everyone in the world has some skill. I also want to increase magic's utility so that every combat action the players lean on using a spell or magic enhanced weapon (like a battle magi swinging a sword). I want to make magic more like the hare and less like the tortoise. To do so i'm doing a couple of things. First everyone is getting more ppe to start with (probably double the base starting amount). Second PPE regen is being sped up. After 3 hours of rest, every hour after that the players recover 10% of their base. 3rd as the characters go up in level they'll get to pick favorite spells and overall upgrades (yeah I tend to powerful games I know). I certainly welcome any comments on this setup. I haven't played it yet so it'll be interesting to see where my players take it.
3. favored spell (we always start magic users at 3rd level, habit from the good ol' days when you got two spells a melee if you were lucky)
4. enhancement
5. favored spell
6. favored spell
7. enhancement
8. favored spell
9. favored spell
10. blank
11. enhancement
12+???? (I'll have years to think about this one so I'm not worried)
Favored spell:
1. 20% ppe off
2. raised to 40% ppe off
3. raised to 60% ppe off
4. +20% chance of success on all Rifter 31 upgrades
5. raised to +40%
6. raised to +60%
With two of the above applied:
1. reduce casting time by 1 action (or double the ppe channel on this spell)
2. automatic success for 1 type of Rifter 31 upgrade
With three of the above:
1. cast while restrained or silenced
2. reduce casting time 2 actions
3. cut Rifter 31 upgrade ppe penalty by 50% (i.e 100 PPE spell that can upgrade to 200 or 300 now becomes 150/200.
Enhancements:
1. Increased PPE (50% or 100% of starting)
2. +2 on spellpower needed to save
3. +3 to save VS magic
4. Increased PPE recovery
5. Favored combo (allows players to chain two spells modified with favored status together for increase bonuses, taken again allows 3 spells)
6. physical attunement: choose from the following +6 to a physical stat, +???SDC, or +natural armor rating
7. Open another school of magic. IE dolphin or fire elemental magic.
8. ingrained spell (first time taken player permanently sacrifices 10% of spell cost and can cast spell once a day for free, second time take 30% more to cast once an hour, taken 3 times cast at will sacrificing ??% more) I’m still thinking on how to balance this for certain spells
Combo example: Wizard has favored thunderclap and invincible armor both with only -20% ppe cost. He cast thunderclap with 20% off on his first attack. On his second attack he starts casting his armor and completes on his third attack costing him -40% ppe.
2nd example. -20% ppe on thunderclap, -40% and – 1 attack on invincible armor, and -20 ppe on meteor. First action cast thunderclap -20%, second action cast invciple armor -60% and one attack faster, third attack cast meteor for -80% and one attack faster
3. favored spell (we always start magic users at 3rd level, habit from the good ol' days when you got two spells a melee if you were lucky)
4. enhancement
5. favored spell
6. favored spell
7. enhancement
8. favored spell
9. favored spell
10. blank
11. enhancement
12+???? (I'll have years to think about this one so I'm not worried)
Favored spell:
1. 20% ppe off
2. raised to 40% ppe off
3. raised to 60% ppe off
4. +20% chance of success on all Rifter 31 upgrades
5. raised to +40%
6. raised to +60%
With two of the above applied:
1. reduce casting time by 1 action (or double the ppe channel on this spell)
2. automatic success for 1 type of Rifter 31 upgrade
With three of the above:
1. cast while restrained or silenced
2. reduce casting time 2 actions
3. cut Rifter 31 upgrade ppe penalty by 50% (i.e 100 PPE spell that can upgrade to 200 or 300 now becomes 150/200.
Enhancements:
1. Increased PPE (50% or 100% of starting)
2. +2 on spellpower needed to save
3. +3 to save VS magic
4. Increased PPE recovery
5. Favored combo (allows players to chain two spells modified with favored status together for increase bonuses, taken again allows 3 spells)
6. physical attunement: choose from the following +6 to a physical stat, +???SDC, or +natural armor rating
7. Open another school of magic. IE dolphin or fire elemental magic.
8. ingrained spell (first time taken player permanently sacrifices 10% of spell cost and can cast spell once a day for free, second time take 30% more to cast once an hour, taken 3 times cast at will sacrificing ??% more) I’m still thinking on how to balance this for certain spells
Combo example: Wizard has favored thunderclap and invincible armor both with only -20% ppe cost. He cast thunderclap with 20% off on his first attack. On his second attack he starts casting his armor and completes on his third attack costing him -40% ppe.
2nd example. -20% ppe on thunderclap, -40% and – 1 attack on invincible armor, and -20 ppe on meteor. First action cast thunderclap -20%, second action cast invciple armor -60% and one attack faster, third attack cast meteor for -80% and one attack faster