New Fantasy Magic Systems for d20 Modern Rules


3.5/d20/OGL

Liberty's Edge

I'm experimenting with modifying the magic system of the d20 Modern system. My home brew setting is low-level, low-magic, and slow advancement in a medieval fantasy world; and I wanted to redefine the advanced classes to better reflect the way magic works in the game. So here are my concepts for the new magic systems and advanced classes. I don't have any stats worked out, I wanted to get some feed back before I started working on the details.

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Arcane Magic
Arcane spell casters find power in ancient texts and well-kept secrets. All arcane spell casters have a grimoir which contain the instructions for performing rituals. Rituals usually have a casting time of a few minutes to a few days. An arcane spell caster can commit a few rituals to memory allowing him to perform them without his grimoir. Depending on the School or Tradition the caster belongs to, he may learn to prepare several rituals as rotes. Once prepared, a the energy of the spell is stored within the caster's spirit and can be released at a moments notice. Creatures that can sense magic can detect this magical energy stored within the casters soul. There is no limit on the number of rituals the caster can perform in a single day (except casting time), only on the number of rotes he can prepare.

Wizard
Requirements: Intelligence for spell casting, several ranks in Knowledge (arcane lore), and you must serve as an apprentice for at least one year.
Schools: A wizard must belong to a Magical School. The school he belongs to determines the rotes he can prepare.
Spell list: Mostly conjuration, evocation, abjuration, and necromancy. No healing.
Talents: staff, familiar, and meta magic feats

Witch
Requirements: Wisdom for spell casting, several ranks in Knowledge (nature), you must be female, and you must serve as an apprentice for at least one year.
Traditions: equivalent to a wizard's school.
Spell list: Mostly transmutation, divination, enchantment, and healing.
Talents: familiar, meta magic feats, and moon-phase magic

Divine Magic
Divine spell casters find power through faith in a god or nature. All divine spell casters have a holy symbol. Divine spell casters can spontaneously cast any spell on their spell list by brandishing their holy symbol and praying aloud. casting times are usually one standard action. However, the spell caster has a "cool down" time on spells. Depending on the spells level, he cannot cast another spell for a specified period of time. There are no "per day" limits to divine spell casting.

Gods are not interventionist. The only "proof" that gods exist is the spells that Clerics cast, but some people believe that these spells are only the result of that person's unusually strong faith and willpower.

Cleric
Requirements: Wisdom for spell casting, several ranks in Knowledge (religion), and you must take and oath of service to your church.
Gods: The Seven who are One (the Father, the Warrior, the Smith, the Mother, the Maiden, the Crone, and the Stranger), The Latter Prophet, the All-Father (dwarf god), and the Old Imperial Pantheon.
Spell list: Mostly healing, buffs, and abjuration w/ some battle field control and some evocation.
Talents: lay on hands, smite, and exorcism (turn-undead variant)

Druid
Requirements: wisdom for spell casting, several ranks in Knowledge (nature), you must be male, and you must take an oath of service to nature.
Spell list: Mostly healing, conjuration, and battle field control w/ some evocation.
Talents: Lay on hands, animal companion, and wild shape

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coming soon: Pact magic w/ the Warlock and the Shaman, and Innate magic w/ the Sorcerer.

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