Hierax Posted February 16, 2010 Report Share Posted February 16, 2010 FH – Magic - Triple Triangle Thaumaturgy Here's a Pyramid power progression Magic System where the lesser spells can be used more often than the more powerful spells. It uses Multiple (1-3) Multi-Power Pools with each Magic Pool having 3 sub-tiers/levels of Magic. It uses MPP with Conserved Charges and Spell Slots that Require Multiple Charges. This will allow for a soft restriction on spell use between that of a spell point END based System and a strict predictable Charge-based system. The interaction of these 2 limitations is a subtle but far-reaching balancing/control mechanism. (note: I've modified Steve Long's excellent idea of Conserved Charges (DH, APG) with slightly different values that make it more symmetrical/logical progression.) FWIW, each Spell Level of 10 Active Points is only a rough approximation it can actually range from anything that would give it 1 END per Level at 1/10 AP or, alternately, 1-19 = 1st, 20-29 = 2nd, ect... simply slot in spells from whatever source you wish. (note: if you are using Killer Shrike's excellent D&D conversion system he uses 15 AP per Spell Level but my spell levels are 10 AP per Caster Level, it actually works out very close to the same, but there are slight differences) Cost Powers END 8 Triple Triangle Apprentice Magic Power Pool (Low Level): Multipower, 30-point reserve, 9 Charges (Conserved Charges [APG.143 Modified]: Charges Expended on 8-/25% or Conserved on 12-/75%; -0) (30 Active Points); all slots OAF Expendable (Difficult to obtain new Focus; -1 1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), Requires A Roll (Skill roll, -1 per 20 Active Points modifier; -1/4), Side Effects (-1/4) 1v 1) 1st Level Spell (10 Active Points) 1 1v 2) 1st Level Spell (10 Active Points) 1 1v 3) 1st Level Spell (10 Active Points) 1 1v 4) 1st Level Spell (10 Active Points) 1 1v 5) 1st Level Spell (10 Active Points) 1 1v 6) 1st Level Spell (10 Active Points) 1 1v 7) 1st Level Spell (10 Active Points) 1 1v 8) 1st Level Spell (10 Active Points) 1 1v 9) 1st Level Spell (10 Active Points) 1 1v 10) 2nd Level Spell (20 Active Points); Requires Multiple Charges (2 Charges per use; -1 1/4) 2 1v 11) 2nd Level Spell (20 Active Points); Requires Multiple Charges (2 Charges per use; -1 1/4) 2 1v 12) 2nd Level Spell (20 Active Points); Requires Multiple Charges (2 Charges per use; -1 1/4) 2 1v 13) 2nd Level Spell (20 Active Points); Requires Multiple Charges (2 Charges per use; -1 1/4) 2 1v 14) 2nd Level Spell (20 Active Points); Requires Multiple Charges (2 Charges per use; -1 1/4) 2 1v 15) 2nd Level Spell (20 Active Points); Requires Multiple Charges (2 Charges per use; -1 1/4) 2 1v 16) 2nd Level Spell (20 Active Points); Requires Multiple Charges (2 Charges per use; -1 1/4) 2 1v 17) 2nd Level Spell (20 Active Points); Requires Multiple Charges (2 Charges per use; -1 1/4) 2 1v 18) 3rd Level Spell (30 Active Points); Requires Multiple Charges (3 Charges per use; -1 1/2) 3 1v 19) 3rd Level Spell (30 Active Points); Requires Multiple Charges (3 Charges per use; -1 1/2) 3 1v 20) 3rd Level Spell (30 Active Points); Requires Multiple Charges (3 Charges per use; -1 1/2) 3 1v 21) 3rd Level Spell (30 Active Points); Requires Multiple Charges (3 Charges per use; -1 1/2) 3 1v 22) 3rd Level Spell (30 Active Points); Requires Multiple Charges (3 Charges per use; -1 1/2) 3 1v 23) 3rd Level Spell (30 Active Points); Requires Multiple Charges (3 Charges per use; -1 1/2) 3 1v 24) 3rd Level Spell (30 Active Points); Requires Multiple Charges (3 Charges per use; -1 1/2) 3 12 Triple Triangle Journeyman Magic Power Pool (Medium Level): Multipower, 60-point reserve, (60 Active Points); 6 Charges (Conserved Charges [APG.143 Modified]: Charges Expend or Conserve on 10-/50%; -1/4); all slots OAF Expendable (Very Difficult to obtain new Focus; -1 1/2), Extra Time (Extra Segment, -1/2), Requires A Roll (Skill roll, -1 per 10 Active Points; -1/2), Side Effects (-1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4) 2v 1) 4th Level Spell (40 Active Points) 4 2v 2) 4th Level Spell (40 Active Points) 4 2v 3) 4th Level Spell (40 Active Points) 4 2v 4) 4th Level Spell (40 Active Points) 4 2v 5) 4th Level Spell (40 Active Points) 4 2v 6) 4th Level Spell (40 Active Points) 4 2v 7) 5th Level Spell (50 Active Points); Requires Multiple Charges (2 Charges per use; -1 3/4) 5 2v 8) 5th Level Spell (50 Active Points); Requires Multiple Charges (2 Charges per use; -1 3/4) 5 2v 9) 5th Level Spell (50 Active Points); Requires Multiple Charges (2 Charges per use; -1 3/4) 5 2v 10) 5th Level Spell (50 Active Points); Requires Multiple Charges (2 Charges per use; -1 3/4) 5 2v 11) 5th Level Spell (50 Active Points); Requires Multiple Charges (2 Charges per use; -1 3/4) 5 2v 12) 6th Level Spell (60 Active Points); Requires Multiple Charges (3 Charges per use; -2) 6 2v 13) 6th Level Spell (60 Active Points); Requires Multiple Charges (3 Charges per use; -2) 6 2v 14) 6th Level Spell (60 Active Points); Requires Multiple Charges (3 Charges per use; -2) 6 2v 15) 6th Level Spell (60 Active Points); Requires Multiple Charges (3 Charges per use; -2) 6 12 Triple Triangle Master Magic Power Pool (High Level): Multipower, 90-point reserve, (90 Active Points); 3 Charges (Conserved Charges [APG.143 Modified]: Charges Expend on 12-/75% or Conserve on 8-/25%; -1); all slots OAF Expendable (Extremely Difficult to obtain new Focus; -2), Extra Time (Extra Phase, Delayed Phase, -1), Requires A Roll (Skill roll, -1 per 5 Active Points modifier; -1), Side Effects (-1), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4) 2v 1) 7th Level Spell (70 Active Points) 7 2v 2) 7th Level Spell (70 Active Points) 7 2v 3) 7th Level Spell (70 Active Points) 7 2v 4) 8th Level Spell (80 Active Points); Requires Multiple Charges (2 Charges per use; -2 1/4) 8 2v 5) 8th Level Spell (80 Active Points); Requires Multiple Charges (2 Charges per use; -2 1/4) 8 2v 6) 9th Level Spell (90 Active Points); Requires Multiple Charges (3 Charges per use; -2 1/2) 9 3 MPPs 45 Slots for Individual Spells Total Powers Cost: 98 Notes: This (above) is for a Master Wizard (equivalent of a 9th level D&D Magic-user or 18th Level Rolemaster Pure Spell-user). For a Journeyman only the first 2 MPP with 3 Charges on the MPP and 1x6th, 2x5th, 3x4th; and with 6 charges on the MPP and 4x3rd, 5x2nd, 6x1st level spells; with the (above) Master Common Limitations on the Journeyman MPP and the (above) Journeyman Common Limitations on the Apprentice MPP. For an Apprentice only the first MPP with 3 Charges on the MPP and with 1x3rd, 2x2nd, 3x1st level spells; with the (above) Master Common Limitations on the Apprentice MPP. If you wish to further reduce the cost, I suggest using Killer Shrike's great idea for a so-called "Spontaneous Casting Discount" (see his Vancian Sorcery) of -1/2 per additional MPP which I'd call a "Multiple Magic Pool Discount" and give -1 per additional MPP. FWIW, I've stripped out the Greyhawk flavour of my original to present this as a neutral generic mechanic more easily adopted by others. The short of it is: this is a Magic System used by certain Agents of Balance on Oerth serving Boccob/Zagyg/etc. and there are related Martial/Monk/Psion and Martial/Fighter/Thief schools with a similar underlying dual-axis tripartite 9-Alignment Balancing philosophy. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.