handsomerob
Jul 10th, '06, 09:44 PM
Ok my group and I have stayed mostly to the mean streets of Hudson city, and a little into space to help the empire in its hour of need, and a few super heros to bring super justice to super @$$'$. So as you can imagine being from that Fantasy Hero is a nice swap for us. I have gathers some necessary materials, UMA, Ninja Hero, and Fantasy Hero books. The only part that is under review is my magic system , mostly freely based on a Self generating magic user rather than a learned magic caster. So any and all imput on this would be most helpful.
Ok first the system is freely based on D&D there are lvls of spells 0th to 9th for any caster powerful enough there are higher lvls but i havent run into that yet.
to gain access to a spell lvl its a perk 1 pt for 0 2 for 1st 2 for 2nd 3 for 3rd 3 for 4th 3 for 5th, 4 for 6th 4 for 7th 5 for 8th and 5 for 9th
now these perks only give the PC the right to buy the mp and the spells in that lvl. it also adds a few uses to how many times a day. 2 per lvl the number of uses a day are based on INT/3 so by 9th lvl you have 18 extra uses of 0th a day.
The other skill that has to be purchased is a RSR for Arcane, divine or X type of magic this is for the skill roll to cast each spell.
now each mp is a set number of points, 15 pts at 0th and adding 15 per lvl after that. so by 9th lvl you are throwing around 150 active points yeah i know sounds powerful but by that time the fighters are throwing around the same with just a sword.
now the standard limitations for the mp of each lvl are:
Uses based on Int req 8 hours of rest to recover
Min Int 10-19 changine per lvl.10 0th 11 1st and so on.
Gestures
Incantations
RSR -1 per 10 active
and because of the game style im playing the real cost of each mp has been cut in half to bring some of my hack and slashers over to see what magic can do.
So any help would be great thank you.
Ok first the system is freely based on D&D there are lvls of spells 0th to 9th for any caster powerful enough there are higher lvls but i havent run into that yet.
to gain access to a spell lvl its a perk 1 pt for 0 2 for 1st 2 for 2nd 3 for 3rd 3 for 4th 3 for 5th, 4 for 6th 4 for 7th 5 for 8th and 5 for 9th
now these perks only give the PC the right to buy the mp and the spells in that lvl. it also adds a few uses to how many times a day. 2 per lvl the number of uses a day are based on INT/3 so by 9th lvl you have 18 extra uses of 0th a day.
The other skill that has to be purchased is a RSR for Arcane, divine or X type of magic this is for the skill roll to cast each spell.
now each mp is a set number of points, 15 pts at 0th and adding 15 per lvl after that. so by 9th lvl you are throwing around 150 active points yeah i know sounds powerful but by that time the fighters are throwing around the same with just a sword.
now the standard limitations for the mp of each lvl are:
Uses based on Int req 8 hours of rest to recover
Min Int 10-19 changine per lvl.10 0th 11 1st and so on.
Gestures
Incantations
RSR -1 per 10 active
and because of the game style im playing the real cost of each mp has been cut in half to bring some of my hack and slashers over to see what magic can do.
So any help would be great thank you.