Advanced d20 Magic
Advanced d20 Magic is an alternative magic system for the System that breaks from the level-based magic that is in the core of the D&D and d20 System. Produced by Guardians of Order, the magic system was first used in Slayers d20 and strangely enough, Sovereign Stone d20, before it was adapted for use with the familiar spells of D&D/d20. The text below is declared Open Content by Guardians of Order, a company that has recently gone into bankruptcy. Therefore, the text below can be reproduced in its entirety. So long as the line in item 15 in the Advanced d20 Magic OGL is included.
So, this Alternative System can be successfully used in a Birthright Campaign.
The casting DC of a spell is given in the spell description. This is the DC for the Fortitude Save to resist Spell Drain. If the spellcaster is using metamagic feats the modifier for the Metamagic effect adjusts this DC. When determining the Drain, use the spell?s total DC, including any modifiers for Metamagic. The character makes their Fortitude Save and consults the Spellcasting Fortitude Saves and Spell Drain tables to determine the actual Drain suffered. This Drain is normally deducted from the character?s Energy Point total (see investment).
If the Fortitude Save is failed, a Control check will be required. If the Save is failed by 10 or more, the spellcaster becomes fatigued. If the character was already fatigued, he or she becomes exhausted instead. If the character was already exhausted, he or she falls unconscious.
A spellcaster passing out from spellcasting remains unconscious for 1 round per Point of Drain caused by the last spell that was cast. That is, an exhausted character who fails his or her Fortitude Save by 10 or more and suffers 30 points of Drain will remain unconscious for 30 rounds ? 3 minutes. After waking, the character will still be exhausted.
Drain takes effect after the spell is cast. The character does not become fatigued (or exhausted or unconscious) until after the spell is complete ? his or her new condition does not affect the spell being cast. If the Drain renders the spellcaster unconscious, he or she may still finish the spell. The result of
a failed Control check, however, may prevent the spell from working.
So, this Alternative System can be successfully used in a Birthright Campaign.
[top]Introduction
Magic is at the heart of fantasy anime and role-playing games, and spellcasting is at the heart of magic. This chapter details an alternate method of spellcasting for use in both BESM d20 and other, traditional d20-based games.
Spellcasting in Advanced d20 Magic is based on the caster?s training and inherent mental and physical stamina to withstand the rigors of channeling magical energies, either summoned from the world around them, created internally, or sent from the Divine. Such energies are inevitably wearying on the caster, taking their toll the more they are used. The limitation on the number or type of spells cast is not mental, looking to memorisation or tomes of lore, but rather physical, exhausting the caster?s ability to handle them as he or she grows more and more tired.
This dynamic, demanding way of using magic is reflected in a system that relies on Fortitude saving throws to control magic and Drain to measure the effect casting has on the spellcaster. Spellcasting options to make powerful magic more accessible and to help overcome Drain are also included, giving spellcasting characters the flexibility to use magic however they like.
Spellcasting in Advanced d20 Magic is based on the caster?s training and inherent mental and physical stamina to withstand the rigors of channeling magical energies, either summoned from the world around them, created internally, or sent from the Divine. Such energies are inevitably wearying on the caster, taking their toll the more they are used. The limitation on the number or type of spells cast is not mental, looking to memorisation or tomes of lore, but rather physical, exhausting the caster?s ability to handle them as he or she grows more and more tired.
This dynamic, demanding way of using magic is reflected in a system that relies on Fortitude saving throws to control magic and Drain to measure the effect casting has on the spellcaster. Spellcasting options to make powerful magic more accessible and to help overcome Drain are also included, giving spellcasting characters the flexibility to use magic however they like.
[top]Dynamic Spellcasting
Casting any spell is a standard action that requires no special words or gestures and no other ingredients. A character that knows a spell may cast it as often as he or she desires, with no preparation time or additional study required. Spellcasting is draining, however, and most people will get worn out after a prolonged session of working magic.
In game terms, casting a spell requires a Fortitude Save against the spell?s Drain. The result of the Save determines the amount of Drain suffered by the caster. If the Fortitude Save is failed by 10 or more, a Control check will also be required to determine if the spellcaster can maintain control over the flow of energy coursing through him or her.
In game terms, casting a spell requires a Fortitude Save against the spell?s Drain. The result of the Save determines the amount of Drain suffered by the caster. If the Fortitude Save is failed by 10 or more, a Control check will also be required to determine if the spellcaster can maintain control over the flow of energy coursing through him or her.
[top]Drain
Spell DC | Drain |
---|---|
Less than 20 | 1d4 |
20-24 | 1d6 |
25-29 | 1d8 |
30-34 | 1d10 |
35-39 | 2d6 |
40-44 | 2d8 |
45-49 | 2d10 |
50-54 | 4d6 |
55-59 | 4d8 |
60-64 | 4d10 |
65-69 | 8d6 |
70-74 | 8d8 |
75-79 | 8d10 |
80-84 | 16d6 |
85-89 | 16d8 |
90 or more | 16d10 |
If the Fortitude Save is failed, a Control check will be required. If the Save is failed by 10 or more, the spellcaster becomes fatigued. If the character was already fatigued, he or she becomes exhausted instead. If the character was already exhausted, he or she falls unconscious.
A spellcaster passing out from spellcasting remains unconscious for 1 round per Point of Drain caused by the last spell that was cast. That is, an exhausted character who fails his or her Fortitude Save by 10 or more and suffers 30 points of Drain will remain unconscious for 30 rounds ? 3 minutes. After waking, the character will still be exhausted.
Drain takes effect after the spell is cast. The character does not become fatigued (or exhausted or unconscious) until after the spell is complete ? his or her new condition does not affect the spell being cast. If the Drain renders the spellcaster unconscious, he or she may still finish the spell. The result of
a failed Control check, however, may prevent the spell from working.
[top]d20 Drain
Other d20 games (such as a Birthright Game using Advanced d20 Magic) do not use Energy Points. If the DM elects not to add an additional attribute when using this spellcasting system, the effects of Drain should be suffered as nonlethal damage rather than being deducted from Energy Points.
There is no quick method of restoring lost energy points. There are, however, healing spells that cure nonlethal damage quite effectively. In order to prevent abuse of Drain in standard d20 games, the DM may disallow any magical healing of Drain damage requiring it to be healed over time, normally, at a rate of one Hit Point per character level per hour.
Lethal damage from Drain (see investment) can be handled in one of two ways. First, it might simply be impossible to magically heal even lethal Drain ? it?s supposed to hurt! Second, a cure spell might partially restore lethal Drain, transferring the affected damage points from lethal to nonlethal damage (which requires time to heal).
There is no quick method of restoring lost energy points. There are, however, healing spells that cure nonlethal damage quite effectively. In order to prevent abuse of Drain in standard d20 games, the DM may disallow any magical healing of Drain damage requiring it to be healed over time, normally, at a rate of one Hit Point per character level per hour.
Lethal damage from Drain (see investment) can be handled in one of two ways. First, it might simply be impossible to magically heal even lethal Drain ? it?s supposed to hurt! Second, a cure spell might partially restore lethal Drain, transferring the affected damage points from lethal to nonlethal damage (which requires time to heal).
[top]Spellcasting Options
Standard spellcasting classes have class abilities that allow them to cast spells. They know a certain amount of spells per level, Spell slots; recieve a Spellcasting bonus to checks associated with spellcasting, Fortitude saves, Spell Drain, and Control checks; and they have a Caster level. Some classes also offer other spellcasting benefits.
Even so, casters can choose to use special forms to change the effectiveness of their spells. These include the familiar metamagic feats. Other forms include Invocation inc which the spellcaster shouts the name of the spell during casting, Incantation during which a spellcaster takes a full round to control the energies of his spell by chanting, or taking time to prepare and carefully direct magical energy by use of a Ritual. Many spellcasters seek outside aid in spellcasting by relying on a focus. Others occasionally make use of an investment of mind or body to enhance their magical power.
Even so, casters can choose to use special forms to change the effectiveness of their spells. These include the familiar metamagic feats. Other forms include Invocation inc which the spellcaster shouts the name of the spell during casting, Incantation during which a spellcaster takes a full round to control the energies of his spell by chanting, or taking time to prepare and carefully direct magical energy by use of a Ritual. Many spellcasters seek outside aid in spellcasting by relying on a focus. Others occasionally make use of an investment of mind or body to enhance their magical power.
Created by Last edited by , 10-23-2011 at 12:14 PM 0 Comments, 10,714 Views |
, 04-28-2009 at 08:20 PM
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