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Join Date: Jan 2005
Location: Gothenburg, Sweden
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So for a DARK SUN inspired setting I've decided to have magic powered by 'life force', more specifically Hit Points. I also want curses rather than fireballs, just to make magic seem more... sinister, I guess? So a few points
1) Energy cost is paid in Hit Points 2) There are no Missile spells 3) Regular spells use the SSR table for penalty rather than -1/yard 4) Mages cannot learn the Elemental colleges (including Light/Darkness) - that is reserved for Clerics. Does this sound vaguely balanced with normal magic? I don't want magic to be crippled, and I don't want it taking over the campaign. What about Energy Reserve (Magical)? Should I change the cost to 2/level reflect that this Energy Reserve replaces Hit Points? Other thoughts?
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| Tags |
| alternate rules, magic |
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