Monday, September 5, 2016

Addendum to Wizards and Clerics and Shit

After further review, I have come up with the following changes to Magic Users

by Ramon Perez



Hit Points and the cost of spell casting are as follows:
  • d4: Zero level spells = 0 HP, Other spells cost 2 HP -1 per spell level
  • d6: Zero level spells = 1 HP, Other spells cost 2 HP per spell level
  • d8: Zero level spells = 1 HP, Other spells cost 2 HP +1 per spell level
In other words, if you're a d4 Hit Die Wizard, and cast a level 3 spell, it will cost 5 hit points. If you're a d6 HD Wizard, and cast a level 3 spell, it will cost 6 hit points. If you're a d8 HD Wizard, a level 3 spell will cost 7 hit points.

The number of spells a character starts with also varies by hit die. 
  • d4: Starts with 4 zero level spells, 2 first level spells, and 1 second level spell.
  • d6: Starts with 3 zero level spells, and 2 first level spells.
  • d8: Starts with 2 zero level spells, and 1 first level spell.
Spell progression in Strathos is limited in that new spells are not automatically learned. New spells can be gained by purchasing them from a more experienced magic user, converting a spell scroll or book, making a deal with a higher (or lower) being, or figuring them out through research and trial and error.

A Magic User can trade 3 spells of any level to gain a single Fighter or Specialist ability. This is only possible during character creation, and not available after the character has been used in play. This is my crappy version of multi-classing.

Magic Users suffer penalties to encumbrance (NOTE: I use Lamentations of the Flame Princess' encumbrance system):
  • Armor of +2 or higher uses 2x the amount of encumbrance slots.  
  • Weapons inflicting more than d6 in damage use 2x the amount of encumbrance slots. 
  • If the Magic User is more than lightly encumbered, all spell casting costs double the amount of hit points than normal. This makes having loyal (or paid) retainers/servants a necessity.

Magic Users saving throws are based more on individual character concept than set-in-stone class mechanics
  • A traditional Wizard would have Intelligence as a Prime attribute, with associated saves having that benefit.
  • A traditional Cleric would have Wisdom as a Prime attribute.
  • A Bard would have Charisma as a Prime.
  • Other builds can be argued if necessary. 


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