Bobbybobby99
2015-11-22, 12:26 PM
Classes. Generic Expert or Warrior. Increase number of Class Skills by ten, freely chosen. Increase number of skill points per level by six.
Magical skills. All magic is now done under the auspice of the skill system. Each school of magic, and each Shugenja element (see expansions) is now a skill. All are trained only. All magic skills are based off of Charisma; Wisdom determines save DCs. There are no spells per day.
(Conjuration. Transmutation. Evocation. Illusion. Divination. Enchantment. Abjuration. Necromancy. Earth. Water. Air. Fire.)
DC. 15. Basic difficulty to cast a Cantrip or Orison.
+3 DC for each increase in level. Doing so also involves a minimal level, the lowest level at which you can use the skill in such a fashion; to determine the minimal level required for a spell level, multiply the spell level by two and subtract one. Level increases from metamagic do not have a minimum level, except for epic metamagic, which has a universal minimum level of 21.
+1 DC for each other spell cast that day, of any school.
Other: The inflict and harm series is now part of necromancy.
What do you think? Horribly unbalancing? Decent? Would it work better if altered in some way? Is it inappropriate that my reaction to magic being unbalanced is to give everyone magic?
Classes. Generic Expert or Warrior. Increase number of Class Skills by ten, freely chosen. Increase number of skill points per level by six.
Magical skills. All magic is now done under the auspice of the skill system. Each school of magic, and each Shugenja element (see expansions) is now a skill. All are trained only. The eight arcane schools are based off of charisma, the four divine schools are based off of wisdom. There are no spells per day.
(Conjuration. Transmutation. Evocation. Illusion. Divination. Enchantment. Abjuration. Necromancy. Earth. Water. Air. Fire.)
DC. 15. Basic difficulty to cast a Cantrip or Orison.
DC. 18. Level 1.
DC. 21. Level 2.
DC. 24. Level 3.
DC. 27. Level 4.
DC. 30. Level 5.
DC. 33. Level 6.
DC. 36. Level 7.
DC. 39. Level 8.
DC. 42. Level 9.
Continued for epic level.
+3 DC for each increase in level. Doing so also involves a minimal level, the lowest level at which you can use the skill in such a fashion; to determine the minimal level required for a spell level, multiply the spell level by two and subtract one. Level increases from metamagic do not have a minimum level, except for epic metamagic, which has a universal minimum level of 21.
+1 DC for each other spell cast that day.
Armor check penalties also apply to all magical skills.
Every level in a particular magic skill adds two spells to the spell known list for that school, each of which having a seperate list. A spell can only be known in a single school.
Other: The inflict and harm series is now incorporated in necromancy.
Level 0.
Air. Daze, Ghost sound, Guidance, Know direction.
Earth. Mage hand, Mending, Resistance, Virtue.
Fire. Dancing lights, Disrupt undead, Flare, Light.
Water. Create water, Cure minor wounds, Detect poison, Purify food and drink.
All. Detect magic, Read magic.
Level 1.
Air. Detect snares and pits, Disguise self, Expenditious retreat, Feather fall, Silent image, Sleep, Updraft, Deep breath, Remove scent, Benign transposition, Serene visage,
Earth. Magic stone, Magic weapon, Pass without trace, Sanctuary, Shield of faith, Wood wose, Animate wood, Foundation of stone, Goodberry, Greater Mage hand.
Fire. Burning hands, Cause fear, Faerie fire, Hypnotism, Shocking grasp, Animate fire, Aura against flames, Thunderhead, Ray of flame, Guiding light.
Water. Speak with animals, Bless, Cure light wounds, Obscuring mist, Remove fear, Lesser vigor, Wings of the sea, Animate water, Resurgence, Conviction.
All. Endure elements.
Level 2.
Air. Detect thoughts, Levitate, Minor image, Silence, Color spray, Master air, Cloud wings, Binding winds, Wings of air, Reflective disguise.
Earth. Barkskin, Bear's endurance, Bull's strength, Hold person, Make whole, Glitterdust, Earthfast, Warp wood, Earthen grace, Burrow, Speak with plants.
Fire. Cat's grace, Flame blade, Flaming sphere, Heat metal, Produce flame, Heartfire, Burning sword, Fireburst, Scorch, Flame dagger.
Water. Fog cloud, Cure moderate wounds, Delay poison, Lesser restoration, Locate objects, Remove paralysis, Healing lorecall, Stabilize, Close wounds, Frost breath, Swim.
All. Resist energy.
Level 3.
Air. Clairsentience, Gust of wind, Haste, Invisibility, Major image, Wind wall, Air breathing, Downdraft, Swift fly, Anticipate teleportation, Spectral weapon.
Earth. Greater magic weapon, Meld into stone, Plant growth, Prayer, Stone shape, Tremor, Mass mage armor, Greater mage armor, Tremorsense, Stony grasp.
Fire. Call lightning, Daylight, Fire wings, Keen edge, Searing light, Fire wings, Flashburst, Great thunderclap, Glowing orb, Wall of light.
Water. Cure serious wounds, Remove blindness, Remove curse, Remove disease, Water breathing, Water walk, Vigor, Mass lesser vigor, Dehydrate, Mass conviction, Weather eye.
All. Dispel magic, Glyph of warding, Protection from energy, Summon nature's ally 3, Mass resist energy.
Level 4.
Air. Air walk, Detect scrying, Discern lies, Hallucinatory terrain, Illusory wall, Greater wings of air, Wind at back, Eye of the hurricane, Sensory deprivation, Wingbind.
Earth. Death ward, Dismissal, Spell immunity, Spike stones, Dimensional anchor, Greater resistance, Lay of the land, Command plants, Mass burrow, Stone sphere.
Fire. Fire shield, Fire arrow, Lightning bolt, Quench, Wall of fire, Arc of lightning, Fire stride, Flame whips, Dragon breath, Thunderlance.
Water. Control water, Cure critical wounds, Locate creature, Neutralize poison, Restoration, Panacea, Revenance, Wall of water, Sheltered vitality, Mass swim.
All. Summon elementite swarm.
Level 5.
Air. Control winds, Dimension door, Greater invisibility, Mirage arcana, Peristent image, Wind tunnel, Mass fly, Shadowform, Greater dimension door, Phantasmal thief.
Earth. Passwall, Spell resistance, Wall of iron, Wall of stone, Greater stone shape, Lesser Ironguard, Planar tolerance, Wall of dispel magic, Zone of respite.
Fire. Energy vortex, Confusion, Feeblemind Dragon breath, Flame strike, Inferno, Mass fire shield, Firebrand, Greater fireburst, Ball lightning.
Water. Atonement, Mass cure light wounds, Righteous might, Scrying, Wall of ice, Greater vigor, Cloak of the sea, Swamp stride, Freeze, Dance of the unicorn.
All. Commune with nature, Summon nature's ally 5.
Level 6.
Air. Cloudkill, Permanent image, Teleport, Veil, Wind walk, Miasma, Mass reflective disguise, Dream casting, Greater anticipate teleportation.
Earth. Antimagic field, Banishment, Move earth, Stone tell, Stoneskin, Superior resistance, Stone body, Hardening, Tunnel swallow.
Fire. Fire seeds, Fires of purity, Greater glyph of warding, Anger of the noonday sun, Fires of purity, Ray of light, Animate breath.
Water. Contingency, Control weather, Heal, Master of the rolling river, Vigorous circle, Extract water elemental, Tidal surge, Cometfall.
All. Greater dispel magic, Summon nature's ally 6, Energy immunity, Summon greater elemental.
Level 7.
Air. Mass invisibility, Invisibility, Programmed image, Teleport object, Cloudwalkers, Solipsism, Planar bubble, Spell matrix.
Earth. Disintegrate, Spell turning, Statue, Flesh to stone, Master earth, Ironguard, Glass strike, Animate plants.
Fire. Chain lightning, Fire storm, Sunbeam, Brilliant blade, Radiant assault, Emerald flame fist, Animate breath.
Water. Greater restoration, Greater scrying, Ressurection, Greater creeping cold, Mass restoration, Renewal pact, Watersprout, Fortunate fate.
All. Summon nature's ally 7, Storm of elemental fury.
Level 8.
Air. Screen, Greater teleport, Whirlwind, Shifting paths, Superior invisibility, Ghostform.
Earth. Binding, Earthquake, Protection from spells, Control plants, Excavate, Heart of stone.
Fire. Incediary cloud, Power word blind, Sunburst, Brilliant aura, Lightning ring, Stunning breath.
Water. Discern location, Mass heal, Regenerate, Heat drain, Stormrage, Maelstrom.
All. Summon nature's ally 8.
Level 9.
Air. Teleportation circle, Etheralness, Greater whirlwind, Programmed amnesia.
Earth. Antipathy, Imprisonment, Cast in stone, Undermaster.
Fire. Meteor swarm, Implosion, Transmute rock to lava, Breath weapon admixture.
Water. True ressurection, Storm of vengeance, Mass drown, Tsunami.
All. Summon nature's ally 9, Summon elemental monolith.
Magical skills. All magic is now done under the auspice of the skill system. Each school of magic, and each Shugenja element (see expansions) is now a skill. All are trained only. All magic skills are based off of Charisma; Wisdom determines save DCs. There are no spells per day.
(Conjuration. Transmutation. Evocation. Illusion. Divination. Enchantment. Abjuration. Necromancy. Earth. Water. Air. Fire.)
DC. 15. Basic difficulty to cast a Cantrip or Orison.
+3 DC for each increase in level. Doing so also involves a minimal level, the lowest level at which you can use the skill in such a fashion; to determine the minimal level required for a spell level, multiply the spell level by two and subtract one. Level increases from metamagic do not have a minimum level, except for epic metamagic, which has a universal minimum level of 21.
+1 DC for each other spell cast that day, of any school.
Other: The inflict and harm series is now part of necromancy.
What do you think? Horribly unbalancing? Decent? Would it work better if altered in some way? Is it inappropriate that my reaction to magic being unbalanced is to give everyone magic?
Classes. Generic Expert or Warrior. Increase number of Class Skills by ten, freely chosen. Increase number of skill points per level by six.
Magical skills. All magic is now done under the auspice of the skill system. Each school of magic, and each Shugenja element (see expansions) is now a skill. All are trained only. The eight arcane schools are based off of charisma, the four divine schools are based off of wisdom. There are no spells per day.
(Conjuration. Transmutation. Evocation. Illusion. Divination. Enchantment. Abjuration. Necromancy. Earth. Water. Air. Fire.)
DC. 15. Basic difficulty to cast a Cantrip or Orison.
DC. 18. Level 1.
DC. 21. Level 2.
DC. 24. Level 3.
DC. 27. Level 4.
DC. 30. Level 5.
DC. 33. Level 6.
DC. 36. Level 7.
DC. 39. Level 8.
DC. 42. Level 9.
Continued for epic level.
+3 DC for each increase in level. Doing so also involves a minimal level, the lowest level at which you can use the skill in such a fashion; to determine the minimal level required for a spell level, multiply the spell level by two and subtract one. Level increases from metamagic do not have a minimum level, except for epic metamagic, which has a universal minimum level of 21.
+1 DC for each other spell cast that day.
Armor check penalties also apply to all magical skills.
Every level in a particular magic skill adds two spells to the spell known list for that school, each of which having a seperate list. A spell can only be known in a single school.
Other: The inflict and harm series is now incorporated in necromancy.
Level 0.
Air. Daze, Ghost sound, Guidance, Know direction.
Earth. Mage hand, Mending, Resistance, Virtue.
Fire. Dancing lights, Disrupt undead, Flare, Light.
Water. Create water, Cure minor wounds, Detect poison, Purify food and drink.
All. Detect magic, Read magic.
Level 1.
Air. Detect snares and pits, Disguise self, Expenditious retreat, Feather fall, Silent image, Sleep, Updraft, Deep breath, Remove scent, Benign transposition, Serene visage,
Earth. Magic stone, Magic weapon, Pass without trace, Sanctuary, Shield of faith, Wood wose, Animate wood, Foundation of stone, Goodberry, Greater Mage hand.
Fire. Burning hands, Cause fear, Faerie fire, Hypnotism, Shocking grasp, Animate fire, Aura against flames, Thunderhead, Ray of flame, Guiding light.
Water. Speak with animals, Bless, Cure light wounds, Obscuring mist, Remove fear, Lesser vigor, Wings of the sea, Animate water, Resurgence, Conviction.
All. Endure elements.
Level 2.
Air. Detect thoughts, Levitate, Minor image, Silence, Color spray, Master air, Cloud wings, Binding winds, Wings of air, Reflective disguise.
Earth. Barkskin, Bear's endurance, Bull's strength, Hold person, Make whole, Glitterdust, Earthfast, Warp wood, Earthen grace, Burrow, Speak with plants.
Fire. Cat's grace, Flame blade, Flaming sphere, Heat metal, Produce flame, Heartfire, Burning sword, Fireburst, Scorch, Flame dagger.
Water. Fog cloud, Cure moderate wounds, Delay poison, Lesser restoration, Locate objects, Remove paralysis, Healing lorecall, Stabilize, Close wounds, Frost breath, Swim.
All. Resist energy.
Level 3.
Air. Clairsentience, Gust of wind, Haste, Invisibility, Major image, Wind wall, Air breathing, Downdraft, Swift fly, Anticipate teleportation, Spectral weapon.
Earth. Greater magic weapon, Meld into stone, Plant growth, Prayer, Stone shape, Tremor, Mass mage armor, Greater mage armor, Tremorsense, Stony grasp.
Fire. Call lightning, Daylight, Fire wings, Keen edge, Searing light, Fire wings, Flashburst, Great thunderclap, Glowing orb, Wall of light.
Water. Cure serious wounds, Remove blindness, Remove curse, Remove disease, Water breathing, Water walk, Vigor, Mass lesser vigor, Dehydrate, Mass conviction, Weather eye.
All. Dispel magic, Glyph of warding, Protection from energy, Summon nature's ally 3, Mass resist energy.
Level 4.
Air. Air walk, Detect scrying, Discern lies, Hallucinatory terrain, Illusory wall, Greater wings of air, Wind at back, Eye of the hurricane, Sensory deprivation, Wingbind.
Earth. Death ward, Dismissal, Spell immunity, Spike stones, Dimensional anchor, Greater resistance, Lay of the land, Command plants, Mass burrow, Stone sphere.
Fire. Fire shield, Fire arrow, Lightning bolt, Quench, Wall of fire, Arc of lightning, Fire stride, Flame whips, Dragon breath, Thunderlance.
Water. Control water, Cure critical wounds, Locate creature, Neutralize poison, Restoration, Panacea, Revenance, Wall of water, Sheltered vitality, Mass swim.
All. Summon elementite swarm.
Level 5.
Air. Control winds, Dimension door, Greater invisibility, Mirage arcana, Peristent image, Wind tunnel, Mass fly, Shadowform, Greater dimension door, Phantasmal thief.
Earth. Passwall, Spell resistance, Wall of iron, Wall of stone, Greater stone shape, Lesser Ironguard, Planar tolerance, Wall of dispel magic, Zone of respite.
Fire. Energy vortex, Confusion, Feeblemind Dragon breath, Flame strike, Inferno, Mass fire shield, Firebrand, Greater fireburst, Ball lightning.
Water. Atonement, Mass cure light wounds, Righteous might, Scrying, Wall of ice, Greater vigor, Cloak of the sea, Swamp stride, Freeze, Dance of the unicorn.
All. Commune with nature, Summon nature's ally 5.
Level 6.
Air. Cloudkill, Permanent image, Teleport, Veil, Wind walk, Miasma, Mass reflective disguise, Dream casting, Greater anticipate teleportation.
Earth. Antimagic field, Banishment, Move earth, Stone tell, Stoneskin, Superior resistance, Stone body, Hardening, Tunnel swallow.
Fire. Fire seeds, Fires of purity, Greater glyph of warding, Anger of the noonday sun, Fires of purity, Ray of light, Animate breath.
Water. Contingency, Control weather, Heal, Master of the rolling river, Vigorous circle, Extract water elemental, Tidal surge, Cometfall.
All. Greater dispel magic, Summon nature's ally 6, Energy immunity, Summon greater elemental.
Level 7.
Air. Mass invisibility, Invisibility, Programmed image, Teleport object, Cloudwalkers, Solipsism, Planar bubble, Spell matrix.
Earth. Disintegrate, Spell turning, Statue, Flesh to stone, Master earth, Ironguard, Glass strike, Animate plants.
Fire. Chain lightning, Fire storm, Sunbeam, Brilliant blade, Radiant assault, Emerald flame fist, Animate breath.
Water. Greater restoration, Greater scrying, Ressurection, Greater creeping cold, Mass restoration, Renewal pact, Watersprout, Fortunate fate.
All. Summon nature's ally 7, Storm of elemental fury.
Level 8.
Air. Screen, Greater teleport, Whirlwind, Shifting paths, Superior invisibility, Ghostform.
Earth. Binding, Earthquake, Protection from spells, Control plants, Excavate, Heart of stone.
Fire. Incediary cloud, Power word blind, Sunburst, Brilliant aura, Lightning ring, Stunning breath.
Water. Discern location, Mass heal, Regenerate, Heat drain, Stormrage, Maelstrom.
All. Summon nature's ally 8.
Level 9.
Air. Teleportation circle, Etheralness, Greater whirlwind, Programmed amnesia.
Earth. Antipathy, Imprisonment, Cast in stone, Undermaster.
Fire. Meteor swarm, Implosion, Transmute rock to lava, Breath weapon admixture.
Water. True ressurection, Storm of vengeance, Mass drown, Tsunami.
All. Summon nature's ally 9, Summon elemental monolith.