At the most basic form of implementation, you should just use wizards, bards, and magi as the casting classes. Implement archetypes for the various neglected classes. I would eliminate clerics as a class. Take a lesson from Monte Cook’s Arcana Evolved setting & have priest be a calling available to any class, not a class unto itself. All spells would be available to any that have the appropriate stats to cast them.
I am making a couple of classes that are built with this approach in mind. I am thinking of using a spell point system pretty much identical to psionic power points. Before I finish it, I think I will be running a few games with just the base use implemented.
The schools of magic & casting stats are as follows
- Abjuration (Intelligence)
- Conjuration (Charisma or Wisdom) (This is a dual stat school. This represents 2 differing approaches to casting these spells, as well as making each stat able to draw from 3 schools apiece).
- Divination (Wisdom)
- Enchantment (Charisma)
- Evocation (Intelligence)
- Illusion (Charisma)
- Necromancy (Wisdom)
- Transmutation (Intelligence)
- Universal (Any)
I admit that this would basically create a different feel for any campaign that uses this. It is really a flavor mechanic, as much as a different approach to magic. I may work on posting the classes for this as I work this up.
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