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Originally Posted by SethoMarkus
I think the closest to what you are looking for are the Unearthed Arcana feats suggested by Valeiru. You can always grant the feats as "free" feats with the fluff being a god or deity granted it as a boon, or through exceptional study and luck (heck, they ARE the PC heroes) they unlocked some hidden power inherent within all inhabitants of the material plane. Perhaps create a new feat that they can take or that you can give them for "free" that allows them to replicate the effects of the Unearthed Arcana Spell Touched feats without actually taking the feat, requiring them to study for 1+ hours each morning instead. This would allow the same character to use multiple spell effects, but only one/type of effect each day.
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Well the thing about the spell-touched feats that I mostly have a problem with is that they simply don't let characters cast spells, heck they don't even replicate spell effects (except for like two of them). Most of them are passive buffs or effects that trigger under specific conditions.
I want the players to actually cast actual spells that they could cast if they were say, a cleric or a wizard, and I want to have a system that lets them do it if they put in the time and effort to get them. Wizards and Clerics can prepare spells and have a set arrangement of how much spells per day they can cast and of each level. Sorcerers and the like can cast any spell they have learned spontaneously and also have a set amount of each level of spell they can cast per day. I want something like that I can use, though if an alternative that replicates that then I'd be happy with that instead.
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Originally Posted by dauphinous
Use GURPS instead. It's mana-based, and anyone who takes the proper skill can use magic.
Which means you need alternative options, of which I have two to offer:
1. Make it happen every time they roll some particular number on a d20 for one or more particular roll types (to hit, one or more skills, Fort saves, etc.).
2. Use a different medium for sacrifice/day than xp. I suggest a fluff sacrifice, such as taking an entire round to do it, spending x time in meditation/prayer/whatever to have access once during the subsequent 24 hours, or something along those lines. The list of how to create magic items with drawbacks can be helpful here.
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I can't use a system I don't know or have the books for. But could you expand on that? DnD has a spell point system which could be used instead.
1) I'm not sure how that lets them actually cast spells when it is just a random effect rather than an activated one.
2) This seems like a good idea to do something like make it less convenient for them to cast spells. I think I can do something with this suggestion.
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Originally Posted by Michael Silverbane
You could try using the incantations rules from Unearthed Arcana, which uses mostly knowledge skills to perform rituals that are similar to spells...
Alternatively, you could try granting spell slots (or temporary spell slots, such as those granted by the imbue with spell ability spell) as treasure, or even as part of the normal level progression, just like every character gains feats, but not as many as the fighter...
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0.0 *Looks through UA*
Wow, I didn't even know they had stuff like this. This is actually very interesting and useful and I definitely can use it. Though I do really want to make spells accessible to anyone that puts the effort into it.
I already know I can just grant spell slots. That's easy as hell. The problem is I need a system I can refer to. For example, if I just looked a character sheet I would be able to determine that a character would be able to cast x amount of y and z spells. Otherwise I'd just be spending time figuring out how much to let each person use whatever spell and it would simply be unfair if everyone from a stupid barbarian to a cunning rogue or an extremely intelligent fighter to be forced to cast the same amount of spells as each other. Not to mention what about NPCs? Chances are maybe one or two players may try putting in effort to getting this stuff, but I need something to use for my NPCs too. I'd be spending days just deciding stuff like "this guy can do this this much times, and that guy can do that this much times."
That's why I need a system to determine this stuff. It saves time. It might take a while to develop it sure, but it'll save me time later on when making new characters within the game.
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Originally Posted by TheFred
Instead, you could just link it to Spellcraft and maybe other skills. Perhaps anyone who can decipher a scroll can attempt to learn/cast from it, to a certain limit? Something along those lines.
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I've thought about that. Handling it like epic spells. Though I still haven't thought of a way to make it systematic. For example. Even if a character spent a ton of skill points into the right stuff, maybe even spent feats to raise their skill checks, how would I differentiate 1st and 2nd level spells? What is the limit and how do I link it to that stuff?