Magic System I have to start the section by saying that I have never run a magic heavy campaign, so you don't really have to listen to anything that is said here. I've never used a magic using OCC, but I have been a GM for a couple (mostly Dragon Hatchlings with a few spells). These rules and ideas came into play mostly because of a few problems that I've noticed when magic has come into play. I, at first thought that magic was totally under powered, then after watching some effective use of certain spells, I realized that only the offensive capabilities of the spells were underpowered. I for one agree with the people that have said magic users should not have to rely on tech weapons for their primary arsenal. They should be able to cast spells of comperable power, at first level. I'm not saying they should have the power of a full burst from a C-12 with a fireball spell, I'm just saying that they should have a couple of 2d6, or 3d6 spells to choose from. Also, spell strengths for all offensive spells should increase with the level. It doesn't have to be one extra die per level. You can space it out to every other, or every third level if the potential is too great. This reflects the mage's increasing control and understanding of spells. Spell and Magic Changes/Revisions Armor of Ithan Carpet of Adhesion Call Lightning Spell Strength Magic Attacks Per melee Using the rules I am proposing about time-dependent attacks/actions, I am now able to better determine how many actions/attacks spell casting during combat will take. This is just a basic rough outline that I'm using, so if you see anything doesn't make sense, please feel free to email me about it. I just wanted it to make more sense, because I see spell casting as time-dependent, no matter how quick the mages reflexes are (PP attribute), or if he knows how to box, it still takes time to focus the necessary energy to cast spells. Perhaps as a mage increases levels, he/she will be able to speed up their spell casting, but that's something I'll worry about adding later. For now, here's how I have it laid out.
Casting a level 1 - 4 spell - 3 seconds Please refer to the Combat House Rules page to find out what I mean by time-dependent actions, and also to see how I divided the melee up into managable chunks to make combat easier, and more balanced. |
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