Magma Dragon

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Bjørn Røyrvik wrote:


Say rather it was ridiculously easy to avoid disruption in the 3.x period. Easy disruption was one of the balancing factors of casters that got lost along the way, like healing being part of Necromancy.

I have seen/heard in several places this complaint about Heal becoming a necromancy spell and wanted to point something out. Back in 1st and 2nd editions of AD&D healing spells were necromancy. I for one actually like this return to form for these types of spells as part of the understanding of the necromancy school was the manipulation of the life force.


I'm gearing up to run a new campaign for group of friends. It is going to be a dark fantasy/horror game with magic in the vain of the Black Company books. I own the Black Company campaign setting book from Green Ronin and will be using various rules from it. One of the things I was going to do was combine the magic rules from it with Words of Power. Below is what I have bolted together and wanted to get some opinions on it I have also included the only spellcasting class I will be using for it as well and would also like opinions on that as well.

Spell Casting:

To cast a spell determine the level of the spell as per table 4-1 in Ultimate Magic page 164 you may cast a spell of any Circle. Make a Use Magic roll DC = Base DC for the Circle + 5 per Circle above yours. The Spell uses up a number of points from your Arcane Power pool equal to its Circle Whether the spell is cast successfully or not. If you cast a spell and its cost would exceed what is in your pool currently you take non-lethal damage equal to what went over your pool, you may cast spells when your pool is empty and you take the full cost as non-lethal damage. If a Spell make you take non-lethal damage you must make a Fort save DC equal to the DC of the spell. If you fail you are fatigued, if already fatigued you become exhausted and if already exhausted you become unconscious.

Example you can cast 1st Circle Spells but your casting a 3rd Circle Spell it is DC30 (Base DC20 + 10 as its 2 Circles above yours).

All spells have only Verbal components and are standard actions as such the Careful and Simple Meta Words are not used. Meta Words used as normal.

You can gain a bonus to the skill roll by adding components and or making the casting time longer.

Base Spell DC:

Initiate Spells DC5
All 0 level Words

1st Circle Spells DC10
All 1st and 2nd level words

2nd Circle Spells DC15
All 3rd and 4th level words

3rd Circle Spells DC20
All 5th and 6th level words

4th Circle Spells DC25
All 7th and 8th level words

5th Circle Spells DC30
All 9th level words

Component Bonus:

Material Component +5
Somatic Component +5

Casting Time Bonus:

Full Action +5
1 minute +10
10 Minutes +15
1 Hour +20
Per each extra hour after the 1st +5

Wizard Class

Skills as per Core Rulebook and add Use Magic (Int) as Class Skill
Hit Dice D6
Weapon and Armor Proficiencies as per the Core Rulebook.

Starts playing knowing all 0 level words and 3+Int mod Effects and meta words of 1st Circle from any class and adds any 2 meta or effect words of any Circle you can use each new Wizard Level. Use the Wizard/Sorcerer level of the word or the Cleric/Druid level if it does not have a Wizard/Sorcerer level listed.

Wizards may cast a spell using any spell words that they know and do not need to prepare spells ahead of time and do not have spellbooks. Spell DC is 10 + Spell Level + Int Mod.

May not choose a specialization, arcane bond or familiar, and does not gain scribe scroll or any bonus feats.

Arcane Power: Has a number of points used for casting spells safely equal to your caster level + Int Mod.

Ritual Magic: May use and learn Ritual spells. Wizards do not start play knowing any rituals and have to find them along the way. Rituals may be scribed from their source material into the Wizards personal Grimorie or may be used from the original source material. The Wizard must have their Grimorie or the rituals source material on hand.

Arcane Might: At 2nd Level and every two level after that you get +1 on Use Magic, Spellcraft, Concentration to cast spells and use rituals and Fort save to resist the effects of non-lethal damage caused by your spells.

1 - 1st Circle, Arcane Power, Ritual Magic
2 - Arcane Might +1
3 -
4 - Arcane Might +2
5 - 2nd Circle
6 - Arcane Might +3
7 -
8 - Arcane Might +4
9 - 3rd Circle
10 - Arcane Might +5
11 -
12 - Arcane Might +6
13 - 4th Circle
14 - Arcane Might +7
15 -
16 - Arcane Might +8
17 - 5th Circle
18 - Arcane Might +9
19 -
20 - Arcane Might +10


Not allowed to raise my int anymore unfortunately. So changes for an enchanter set up what would you suggest. Im thinking perhaps tsome of the following

Spell Focus (Evocation) -> Spell Focus (Enchantment) same with Greater Spell Focus

And some change up on the metamagics and traits too. Gonna have to ponder this a bit and look at the prof Q's guide again been awhile.


yeah quite true. Thats why i posted the house rules I'm aware of no other have be presented to us at this time.


My DM is a hold over from 3.5 where you could do that. Are game is kind of a mix of 3.5 and Pathfinder. Im mostly sticking to PF rules but he told us Flaws for Feats and Im gonna run with it =)


Due to extra feats from flaws i do have augment summoning and spell focus (Conjuration) at first so i could take Evolved Summon Monster (and yes that is what meant with Evolved Summons my bad).


Im gonna switch the Extra exploit to 3rd and take Intensify at 1st not a great choice i know but i want it ready by 4th. Hmmm i like evolved summons think ill trade out Extra Reservoir for that.

Also Considering Dropping Varisian Tattoo for Consume Magic Item

So

1st
-Extra Exploit (School Understanding)
-Extra Reservoir
+Intensify
+Evolved Summons

3rd
-Intensify
+Extra Exploit (School Understanding)


Edit:

Mistakes that need fixing

Extra Exploit School Understanding switched with Intensify

Greater Metamagic Knowledge (Maximize) should be Quicken

Note also not sure about Extra Reservoir not sure what to change it too.


I'm planning to play an arcanist for an upcoming Rise of the Runelords game. We rolled stats and were allowed to drop our other stats by 2 to raise another by 1 also we were allowed to take up to 5 flaws 3.5 style for additional feats I have taken full advantage of this. I wanted a versatile caster that could summon, blow stuff up, and maybe provide some extra support with backup healing (I'm not sure our druid will be able very good at this). So I built this.

Class: Arcanist (Occultist)

Race: Samsaran

Mystic past lives:

Witch
Cure Light Wounds
Cure Moderate Wounds
Remove Curse
Cure Critical Wounds
Threefold aspect
Heal

Stats:

Str 8
Dex 13
Con 12 (14)
Int 20 (18)
Wis 16 (14)
Cha 18

Traits:

Magical Lineage (Fireball)
Wayang Spellhunter (Fireball)

Drawbacks:
Power Hungry
Pride
Meticulous
Vain
Hedonistic

1st
Feat- Extra Exploit (School Understanding Admixture)
Bonus Feat- Spell Focus (Evocation)
Bonus Feat- Spell Focus (Conjuration)
Bonus Feat- Spell Specialization
Bonus Feat- Augment Summoning
Bonus Feat- Extra Reservoir
Conjurer's Focus

3rd
Feat- Intensify Spell
Exploit- Item Creation (Scribe Scroll)

5th
Feat- Varisian Tattoo (Evocation)
Exploit- Potent Magic

7th
Feat- Empower Spell
Planar Contact

9th
Feat- Greater Spell Focus (Evocation)
Exploit- Metamagic Knowledge (Maximize Spell)

11th
Feat- Spell Penetration
Exploit- Greater Metamagic Knowledge (Maximize Spell)

13th
Feat- Greater Spell Penetration
Exploit- Counterspell

15th
Feat- Spell Perfection
Exploit- Greater Counterspell

What do you think any advice or changes you might suggest?