Glyphic
2007-06-07, 03:51 PM
Hi there, folks. I'm converting my group from 2nd edition to 3rd, along with the campaign they're already in. And I want some advice on incoperating a few levels of spells into all character classes. Currently, I only have dependable access to CORE books. ( I have a bunch more on my desktop, but it doesn't transfer easily to the tabletop).
In short, the campaign is a City adventure, but I have plans for the entire continent. The City itself houses a Magic University, an Sanitarium, a non-divine church (It's a communty without a god lending them powers), and is chalk full of arcane secrets and underdrifts. The big evil thing at the end of the campaign will involve a cult (currently looking more toward a "Zeus Lycaeus" type of werewolf cult)
Magic is prevalent. A teams of diviners runs one city, but the commom man knows a -few- basic techniques as well. Magic's energy has saturated the continent, -almost- like a pollutant. Large rifts of discarded magical energy have mixed with the winds, making them unbearably hot and scorching. The streets glow at night with magical energy. Even common animals have been infused with this 'dirty' leftover magic.
--So to help simulate this flavor in the campaign, I'd like a few ideas. Spefically, giving all classes access to some degree of magic (weather it's divine or arcane). I've had a few ideas suggested to me; (The PCs will be level 4, and students at the University.)
1) Rearrange the 0th level spells (casters only choose a certain number, instead of starting with all), and give every character a certain number of points to buy spells, which the cast as a natural spell-like ability. As they gain levels, they gain more points to buy extra 1st, 2nd, 3rd and 4th level spells. Base this progresstion off of Intelligence and Class.
2) Have every player advance in Wizard, sorcerer, bard, cleric or druid at some staggered level behind their main class. This will not be natural spell like ability. Players then gain the ability to spend "slots" of magic to assist them in their life. (I.E; A city guard may invoke magic to make his sword more potent for one attack, spending a 1st level spell slot to add +1 to his attack or damage roll)
3) This would likely be the hardest for my players and I, but the integration of pisonics, and allowing all characters to advance through that at a level behind their origional classes.
Any ideas, feedback, suggestions, and the like would be awesome :)
In short, the campaign is a City adventure, but I have plans for the entire continent. The City itself houses a Magic University, an Sanitarium, a non-divine church (It's a communty without a god lending them powers), and is chalk full of arcane secrets and underdrifts. The big evil thing at the end of the campaign will involve a cult (currently looking more toward a "Zeus Lycaeus" type of werewolf cult)
Magic is prevalent. A teams of diviners runs one city, but the commom man knows a -few- basic techniques as well. Magic's energy has saturated the continent, -almost- like a pollutant. Large rifts of discarded magical energy have mixed with the winds, making them unbearably hot and scorching. The streets glow at night with magical energy. Even common animals have been infused with this 'dirty' leftover magic.
--So to help simulate this flavor in the campaign, I'd like a few ideas. Spefically, giving all classes access to some degree of magic (weather it's divine or arcane). I've had a few ideas suggested to me; (The PCs will be level 4, and students at the University.)
1) Rearrange the 0th level spells (casters only choose a certain number, instead of starting with all), and give every character a certain number of points to buy spells, which the cast as a natural spell-like ability. As they gain levels, they gain more points to buy extra 1st, 2nd, 3rd and 4th level spells. Base this progresstion off of Intelligence and Class.
2) Have every player advance in Wizard, sorcerer, bard, cleric or druid at some staggered level behind their main class. This will not be natural spell like ability. Players then gain the ability to spend "slots" of magic to assist them in their life. (I.E; A city guard may invoke magic to make his sword more potent for one attack, spending a 1st level spell slot to add +1 to his attack or damage roll)
3) This would likely be the hardest for my players and I, but the integration of pisonics, and allowing all characters to advance through that at a level behind their origional classes.
Any ideas, feedback, suggestions, and the like would be awesome :)