is basically done. I need to add some information on the spellcasting classes in Pathfinder and add a few spells (from Atlas Games' Occult Lore!) in order to make it complete. I also added some feats from the d20 SRD that is basically forgotten. These feats include:
These Feats are basically forgotten. They aren't included in Pathfinder or the APG, for some reason. But they are in the d20 SRD (geeze, I sound like Carl Sagan) and shouldn't be forgotten. Each metamagic feat is capable of doing to spells that are different than maximizing them or widening them. :)
The spells I'm adding from Occult Lore are the elemental spells I worked on for the book. They are perfect for Sorcerers of the Elemental Bloodline and not necessarily Wizards. :)
Showing posts with label Advanced d20 Magic. Show all posts
Showing posts with label Advanced d20 Magic. Show all posts
Friday, January 14, 2011
Wednesday, January 12, 2011
More On The Book of Advanced Magic
Having added some important tables, I'm working on adding the various spells in the book of d20 Advanced Magic to the Book of Advanced Magic. Since all of the spells in the Pathfinder RPG are the spells in the d20 System (with some minor changes -- the infamous Wish has you giving up carbon valued at 25,000 gp (and/or another material component valued over 10,000 gp) in order to work).
Once the spells are done, it's ready to be alpha tested. Note, there is buzz on the Wizards D&D forums of converting this system to 4e (I started the buzz). I can provide a hard, and fast, and unbalanced way of converting the system -- just put the system in, with its spells, and use Energy Points.
Every spellcaster and prayer sayer would get an amount of energy points equal to his Constitution Score plus +1d6 and run with it. Not perfect, but its going to take a brave soul to actually convert ALL of the powers to this system and every class has to get Energy points.
Not something I'm going to do, because 4e isn't worth DMing if I can't do everything I want to do with 4e. Yeah, Greywulf, I can hear you say, "it isn't so." But you try to be faithful to your inspirations with the system.
I hate levels in 4e. The system can be broken, but players will be upset.
Anyway, it will be ready to be alpha tested as a Word Document. Remember, I'm keeping the system intact. Every spell is going to keep it's original difficulty class with the options of replicating Low, High, and Over The Top fantasy worlds.
Edit: How can I be impressive with English if I type mispelled words? :)
Once the spells are done, it's ready to be alpha tested. Note, there is buzz on the Wizards D&D forums of converting this system to 4e (I started the buzz). I can provide a hard, and fast, and unbalanced way of converting the system -- just put the system in, with its spells, and use Energy Points.
Every spellcaster and prayer sayer would get an amount of energy points equal to his Constitution Score plus +1d6 and run with it. Not perfect, but its going to take a brave soul to actually convert ALL of the powers to this system and every class has to get Energy points.
Not something I'm going to do, because 4e isn't worth DMing if I can't do everything I want to do with 4e. Yeah, Greywulf, I can hear you say, "it isn't so." But you try to be faithful to your inspirations with the system.
I hate levels in 4e. The system can be broken, but players will be upset.
Anyway, it will be ready to be alpha tested as a Word Document. Remember, I'm keeping the system intact. Every spell is going to keep it's original difficulty class with the options of replicating Low, High, and Over The Top fantasy worlds.
Edit: How can I be impressive with English if I type mispelled words? :)
Saturday, January 8, 2011
Revising BESM d20 Magic
I'm sort of revising d20 Advanced Magic just because I can. Why, pray tell? Some people have trouble understanding how the system works. I don't. In fact, I playtested it with a group some years ago, and its very balanced in how it works.
d20 Advanced Magic is a spellcasting system that reduces spellcasting in d20 to a DC skill check. That's pretty much all it does. Although it does include a lot of math, people who are illiterate in their math skills will stay away from it. That's okay, there is a system out there that is especially tailored to them. They can play magical girls and boys using 4th Edition.
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A 4th Edition Wizard using the 4th Edition Powers System. |
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A 4th Edition Wizard using the Dynamic Spellcasting System! |
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A 4th Edition Sorcerer using the Dynamic Spellcasting System! |
What people don't understand is how the paltry bonuses spellcasters get from their magical techniques, invocations, incantations, rituals, foci, and investments can possibly pass the spell DCs; and not suffer drain (non-lethal damage or energy drain) in the process? Note, a wizard casting a spell without these forms are dashing off their spell like a psion dashes off his psionic powers.
The quick answer is, you don't. But the writers failed to provide examples explaining how their system works to everyone. So in my revision, I'm providing some needed examples. The system is for Pathfinder (surprise, surprise) but can work for 4th edition (if the Wizards, Clerics, and Sorcerer PCs are WILLING to be underpowered compared to the Rogue, Psion, Warlock, and Fighter classes -- but they get to use Skill Challenge checks on spellcasting WISH!) The new book -- The Book of Advanced Magic preserves the system and explains it in simple terms using examples to bolster its case for adoption.
Also, I'll be providing some new feats (Divine Understanding is one of them -- the PC who has the feat understands What they Really Are and gains a +5 bonus to their casting checks. This feat can only be taken at 1st level or the PC learns the truth about himself somehow [usually through Divine Revelation]. It's opposite - Rational Atheist - provides a penalty of -5 to their casting checks, but provides a bonus for casting Rational, Logical magic [Basically a PC will rationalize a Dragon into a crocodile]).
There are also going to be some new Prestige Classes. I.e. the Quantum Mage (which requires the PC to have the Divine Understanding feat and have seven ranks in Knowledge (Arcana) and 3 ranks in Knowledge (Religion), and has a +5 spellcasting Bonus). The Quantum Mage at level 10 gains the Wish and Miracle spells for free and has the Wish spell's DC reduced by 55 (the DC is 101) because he gains perfect Understanding of What He Really Is and can manipulate the Universe according to his will. (Under the usual spellcasting method, he doesn't have to give up the 25,000 gp diamond to cast Wish [Why a diamond? Diamonds are carbon, people!]).
The whole idea of the revision is to provide players with a better system for spellcasting that is dramatic and fun at the same time! :)
Tuesday, May 25, 2010
NPC Spotlight: Madame Bovary
NPC Spotlight from my Adventure: The Crystal Shard. Today, I present Madame Bovary; a Warlock using the World of Warcraft RPG's class -- Warlock (technically, she'd be a witch). In World of Warcraft, Gul'dan created the Warlocks; magic users which used demonic magic. The modern warlock, however, seeks to control the demons and the power they use. In my World, the Warlocks are basically the same; but they were given their secrets by Dragons rather than powerful demons from the Burning Legion (thus no Draenei).
MADAM BOVARY
Key Info: Madam Bovary is the village warlock, one of the warlocks that completely disserted the Warlocks of Calais when they were battling the demons of Gehenna, the Land of Shadows. She was only twenty-two back then, she’s forty years old now. She left the group because she became disenchanted with the Warlocks of Calais and their thirst for power. But she still trafficks with fiends.
Background: Madame Bovary is from the Warlocks of Calais. Her real name is Marcelle Davereaux of Calais. She was kidnapped from her parents by Corinne Davereaux and raised to be a warlock from then on. She was indoctrinated in the knowledge of Demonology but was brought up without religion or spirituality. At the age of sixteen, she completed her apprenticeship and learned how to bind an imp to her will. Currently, she can bind a Shadow Demon, and a succubus bound to her will as well. She gave up her Occitanian name and is known as Madam Bovary when she disserted.
Appearance: At first glance, Madam Bovary looks very good for a forty year old. In fact, she still looks like she is eighteen. Closer inspection means that she hides horns on her head and she smells faintly of sulphur. If one is more observant, they might see the end of her barbed tail. The tell tale marks of a Tiefling. Her body is timeless, though. She will never outwardly show any signs of age.
Roleplaying Notes: Madam Bovary makes a good link to the past. She can also train Warlock PCs, but willingly she trains them. She doesn’t kidnap children just to train them, as she had been. She hasn’t had children, this is simply because she doesn’t want children. She is also single. She isn’t unpleasant to be around, but bringing up what happened eighteen years ago causes her noticeable pain. However, the other villagers respect her even though she keeps to herself and hangs around the village graveyard outside the Church because people avoid the graveyard. She has full knowledge of the Dark Arts (Warlock magic) and defense against such magic. She teaches these to children who are willing to learn.
Madam Bovary, 9th Level Tiefling Warlock
NE(N) Medium Outsider (native)
Init +0; Senses Darkvision 60 ft.; Perception +2
Defense: AC 10, Touch 10, Flatfooted 10; Hp: 34 (9d4+9); Fort +4, Ref +3, Will +7; Resist Cold 5, Electricity 5, Fire 5
MADAM BOVARY
Key Info: Madam Bovary is the village warlock, one of the warlocks that completely disserted the Warlocks of Calais when they were battling the demons of Gehenna, the Land of Shadows. She was only twenty-two back then, she’s forty years old now. She left the group because she became disenchanted with the Warlocks of Calais and their thirst for power. But she still trafficks with fiends.
Background: Madame Bovary is from the Warlocks of Calais. Her real name is Marcelle Davereaux of Calais. She was kidnapped from her parents by Corinne Davereaux and raised to be a warlock from then on. She was indoctrinated in the knowledge of Demonology but was brought up without religion or spirituality. At the age of sixteen, she completed her apprenticeship and learned how to bind an imp to her will. Currently, she can bind a Shadow Demon, and a succubus bound to her will as well. She gave up her Occitanian name and is known as Madam Bovary when she disserted.
Appearance: At first glance, Madam Bovary looks very good for a forty year old. In fact, she still looks like she is eighteen. Closer inspection means that she hides horns on her head and she smells faintly of sulphur. If one is more observant, they might see the end of her barbed tail. The tell tale marks of a Tiefling. Her body is timeless, though. She will never outwardly show any signs of age.
Roleplaying Notes: Madam Bovary makes a good link to the past. She can also train Warlock PCs, but willingly she trains them. She doesn’t kidnap children just to train them, as she had been. She hasn’t had children, this is simply because she doesn’t want children. She is also single. She isn’t unpleasant to be around, but bringing up what happened eighteen years ago causes her noticeable pain. However, the other villagers respect her even though she keeps to herself and hangs around the village graveyard outside the Church because people avoid the graveyard. She has full knowledge of the Dark Arts (Warlock magic) and defense against such magic. She teaches these to children who are willing to learn.
Madam Bovary, 9th Level Tiefling Warlock
NE(N) Medium Outsider (native)
Init +0; Senses Darkvision 60 ft.; Perception +2
Defense: AC 10, Touch 10, Flatfooted 10; Hp: 34 (9d4+9); Fort +4, Ref +3, Will +7; Resist Cold 5, Electricity 5, Fire 5
Offense: Speed 30 ft.; Melee dagger +5 (1d4+1/19-20); Ranged light crossbow +4 (1d8/19-20); Special Attacks: Spells; Spell Like Abilities (CL 9th) 1/day – Darkness; Fel Companion, Summoner, Enslave Outsider
Warlock Spells known (CL 9th, Spellcasting: +9):
5th level: Curse of Asmodeus* (DC 35), Dismissal (DC 36), Hold Monster (DC 39), Drain Lifeforce** (DC 39), Drain Soul Energy** (DC 39)
4th Level: Charm Monster (DC 34), Curse of Nortorgo* (DC 32), Detect Scrying (DC 35), Dimensional Door (DC 34), Stoneskin (DC 36)
3rd Level: Fabricate Flamestone* (DC 31), Fiendish Skin** (DC 30), Shadow Bolt* (DC 30), Summon Monster III (DC 33), Tap Own Life* (DC 32), Water Breathing (DC 31)
2nd Level: Curse of Antaeus* (DC 26), Dispel Magic (DC 30), Hold Person (DC 26), Inflict Lesser Searing Pain* (DC 25), Major Image (DC 31), Summon Monster II (DC 28), Summon Swarm (DC 27)
1st Level: Decay (DC 20), Lesser Fiendish Skin** (DC 22), Lesser Immolate* (DC 20), Lesser Shadow Bolt** (DC 21), Magic Weapon (DC 22), Mount (DC 22), Protection from Good (DC 21), Summon Monster I (DC 23), True Strike (DC 22), Unseen Servant (DC 21)
0 level – Acid Splash, Arcane Mark, Detect Magic, Ghost Sound, Prestidigitation, Read Magic, Resistance, Sense Demons (DC 10)
Statistics
Abilities: Str 9, Con 13, Dex 11, Int 17, Wis 13, Cha 17
Skills: Craft (Alchemy) +16, Diplomacy +16, Knowledge (Arcana) +16, Knowledge (Planes) +16, Swim +9
Skills: Craft (Alchemy) +16, Diplomacy +16, Knowledge (Arcana) +16, Knowledge (Planes) +16, Swim +9
Feats: Augment Summoning, Extend Spell, Scribe Scroll, Magical Blood, Spell Penetration, Enlarge Spell
Combat Gear: Wand of Shadow Bolt (3 charges), +1 dagger
Non Combat Gear: Normal clothes, manacles of pain, 200 gp.
Special Abilities:
Fel Companion (Ex): At 1st level, the warlock gains a fel companion. The warlock can summon the fel companion and dismiss it at any time so that he may summon a new one. The fel companion must be an evil outsider with a number of Hit Dice equal to or less than the warlock’s arcanist path level (to a maximum of 10 HD).
Should the fel companion die while in service to the warlock, the warlock must attempt a DC 15 Fortitude save, at +1 DC for each HD of the companion. If the saving throw fails, the warlock loses 400 XP per warlock level; success reduces the loss to half of that amount. In addition, the warlock must make a DC 15 Will save or take 1d6 points of Stamina damage as the companion’s sudden loss tears away part of the warlock’s life force.
A warlock can obtain another fel companion by performing a ceremony of summoning. Doing so takes 24 hours and uses up magical materials that cost 100 gp per HD of the creature summoned. The creature serves as a willing companion and servant. Dismissing a fel companion is a free action, and a dismissed creature immediately returns to its plane of origin.
Summoner (Ex): The warlock receives the Augment Summoning feat for free. At 6th level, all conjuration (summoning) spells cast by the warlock have their durations doubled, as if the Extend Spell feat is applied to them. The level of an augmented conjuration (summoning) spell does not change; this ability stacks with the effect of the Extend Spell feat, which does the spell’s level (see Chapter 6: Feats).
Enslave Outsider (Su): A warlock is adept at convincing outsiders to do his bidding. When a warlock casts lesser planar binding, planar binding, or greater planar binding, he can add his ranks in any one relevant Knowledge skill (the planes) or in Spellcraft, whichever is higher, to the caster level check or the Charisma check made to keep the outsider trapped.
Feat Notes:
Madame Bovary uses the Dynamic Spellcasting System from Advanced D20 Magic (which does contain math!). The following feats and a new feat -- Magical Blood -- are changed or introduced in the Dynamic Spellcasting System.
Augment Summoning: The character can summon more potent creatures with his or her spells. No basic change.
Extend Spell: The character can cast spells that last longer than normal. An extended spell lasts twice as long. A spell with a duration of concentration, instaneous, or permanent cannot be extended. an Extended Spell has its DC increased by +4.
Magical Blood: The character has magical blood and spellcasting comes readily. He or she gains a +2 bonus to Fortitude Saves against drain and control checks. If Dynamic Spellcasting isn't used or Ad20M is unavailable, use Combat Casting instead.
Spell Notes: Some spells are from the World of Warcraft RPG and More Magic and Mayhem. Some spell names have been changed to protect the Innocent.
** Denotes a spell from the World of Warcraft RPG: Drain Lifeforce is Drain Life, Drain Soul Energy is Drain Soul; Fiendish Skin and Lesser Fiendish Skin is Demon Skin.
* Denotes a spell from More Magic and Mayhem: Curse of Asmodeus is Curse of Shadow, Curse of Nortorgo is Curse of Tongues, Curse of Antaeus is Curse of Recklessness, Fabricate Flamestone is Create Firestone, Tap Own Life is Life Tap (which is simple to change); and Inflict Lesser Searing Pain is Lesser Searing Pain. Shadow Bolt and Immolate has not been changed for a couple of reasons: Shadow Bolt is the name of a spell in Relics and Rituals, and there is not a good synonym for Immolate.
Dungeons and Dragons 4th Edition Conversion Notes: As you now know, the 4th Edition Warlock is different from the Warlock of WoW. The WoW Warlock has a lot more flavor and is more in line with the Warlocks and Witches of History and Myth rather than the D&D Warlock. The Warlock from WoW specializes in Demonology, Curses, and spells of a Destructive nature. Converting the class would mean creating a new Wizard class. Here are a few notes I came up with to guide you:
Shadow Bolt, Immolate, and Corruption become at will spells. Shadow Bolt is similar to magic missile, while Immolate is similar to burning hands. Corruption is a spell that deals 1d4 fel damage per around. These spells are bread and butter spells.
All curses are per encounter.
Most of the Special Abilities of the Warlock become daily powers: Fel Companion and Enslave Outsider especially. Best I can tell you is to play a Warlock in WoW or buy the WoW RPG and More Magic and Mayhem in order to convert the class more faithfully.
Licensing Notes: The picture is from the Elmore Character Clip Art and Color Customizing Studio. And was used in accordance to the license provided by Larry Elmore. The magic system is from Advanced d20 Magic, and the base Game System is based on Pathfinder (D&D 3.75). Authors of Advanced d20 Magic are David and Michelle Lyons. Authors of Pathfinder are the Pathfinder team at Paizo Publishing. World of Warcraft and More Magic and Mayhem are copyright Blizzard Entertainment.
Feat Notes:
Madame Bovary uses the Dynamic Spellcasting System from Advanced D20 Magic (which does contain math!). The following feats and a new feat -- Magical Blood -- are changed or introduced in the Dynamic Spellcasting System.
Augment Summoning: The character can summon more potent creatures with his or her spells. No basic change.
Extend Spell: The character can cast spells that last longer than normal. An extended spell lasts twice as long. A spell with a duration of concentration, instaneous, or permanent cannot be extended. an Extended Spell has its DC increased by +4.
Magical Blood: The character has magical blood and spellcasting comes readily. He or she gains a +2 bonus to Fortitude Saves against drain and control checks. If Dynamic Spellcasting isn't used or Ad20M is unavailable, use Combat Casting instead.
Spell Notes: Some spells are from the World of Warcraft RPG and More Magic and Mayhem. Some spell names have been changed to protect the Innocent.
** Denotes a spell from the World of Warcraft RPG: Drain Lifeforce is Drain Life, Drain Soul Energy is Drain Soul; Fiendish Skin and Lesser Fiendish Skin is Demon Skin.
* Denotes a spell from More Magic and Mayhem: Curse of Asmodeus is Curse of Shadow, Curse of Nortorgo is Curse of Tongues, Curse of Antaeus is Curse of Recklessness, Fabricate Flamestone is Create Firestone, Tap Own Life is Life Tap (which is simple to change); and Inflict Lesser Searing Pain is Lesser Searing Pain. Shadow Bolt and Immolate has not been changed for a couple of reasons: Shadow Bolt is the name of a spell in Relics and Rituals, and there is not a good synonym for Immolate.
Dungeons and Dragons 4th Edition Conversion Notes: As you now know, the 4th Edition Warlock is different from the Warlock of WoW. The WoW Warlock has a lot more flavor and is more in line with the Warlocks and Witches of History and Myth rather than the D&D Warlock. The Warlock from WoW specializes in Demonology, Curses, and spells of a Destructive nature. Converting the class would mean creating a new Wizard class. Here are a few notes I came up with to guide you:
Shadow Bolt, Immolate, and Corruption become at will spells. Shadow Bolt is similar to magic missile, while Immolate is similar to burning hands. Corruption is a spell that deals 1d4 fel damage per around. These spells are bread and butter spells.
All curses are per encounter.
Most of the Special Abilities of the Warlock become daily powers: Fel Companion and Enslave Outsider especially. Best I can tell you is to play a Warlock in WoW or buy the WoW RPG and More Magic and Mayhem in order to convert the class more faithfully.
Tuesday, May 11, 2010
The Trouble with Players!
Okay, so Greywulf said to post something about a class or a race we have troubles with. Unfortunately, I don't have trouble with any class or any race. I don't play enough to have any one class to give me grief. But I do have trouble with one aspect of the game.
I hate to say this, but I have trouble with players. The reason is, I'm very very liberal when it comes to being a DM. Liberal! I'd like to use new rules that I have and use them I must. One of my favorite rule sets to use is Advanced d20 Magic published by Guardians of Order (I don't know if the copyright has passed into the authors or not). Most players of 3.x complained when using the rule set. They complain that it uses too much math.
Excuse me? too much math? Are you men or are you mice? What is wrong with a little math? Why can't you add and subtract in your head? The bonuses to spellcasting do mount up that is true. Especially with Wish having a spellcasting DC of 101. (Wish is the most powerful spell in the entire game, apparently). I love this rule set and I plan on using it when I get my grubby mitts on the 4th Edition books. I'm convinced that the rule set is much better than Vancian or the 4th Edition powers set. Although some classes have to be tied to using the powers set (Psionic types and Warlocks mostly); the set works well since it copies the spellcasting you see in books and in anime. So players, standing rules, we use the Advanced d20 Magic rules. I love them, I really do. If you hate them, please note that I'm DM and if I say we use them to have the flavor of the campaign I want, then we will use them.
Labels:
Advanced d20 Magic,
D and D 4e,
Dungeons and Dragons,
Players
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