Author Topic: Magic in the 4th Era  (Read 3847 times)

Offline Asinjin

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Magic in the 4th Era
« on: January 14, 2021, 11:43:09 AM »
The first rule to be unveiled, and is being seen in action in the Grean campaign, is the inability for spells of different schools to interact.  The breaking of the circle destroyed the ability of spell to work at the same time on specific targets.  That which weaves spells together is gone.

What this means in game terms is that no target can have multiple spells from different schools acting on it at the same time.  So you could have Haste and Enlarge (both transmutation), but you could not have Invisibility and Haste.  If it occurs that a target has one spell on it and then another one is subsequently cast on it, the target may decide which spell(s) continue.  If the target is no capable of deciding, the more powerful spell(s) win.  Power for this is total spell levels of the school.  Ties go to the one that was there first.

Note that any item possessed by a target is part of that target for this purpose.  You can't cast one spell of each school of eight different items you are carrying.  Also note that this does not apply to magic item effects unless the effect is from an item that cast a spell.  So boots that always allow you to fly are fine, but a wand that casts fly on you is not.

Also note that there are two tracks for spells cast on a target that do not interact, helpful and harmful.  These types of spells are not working together and hence interact in different ways.  So you could have an Invisibility spell (helpful) and a Slow spell (harmful) at the same time.  A target does not get to choose which harmful spell is active on it.

These rules only apply to spells with duration.  Spells with a duration of Instantaneous or Permanent act normally.  An example of this was used this past week with Love's Lament.

Comments, thoughts, questions?

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Offline Zunder

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Re: Magic in the 4th Era
« Reply #1 on: January 14, 2021, 02:15:53 PM »
IF Wizard L casts a debuff on a enemy, that already has a of a different school on it ( both harmful ) does Wizard A get to choose which effects it.  I need two answers, 1 - if wizard L cast both, and if wiard L cast only 1 of the effective spells.


i.e.  Can a enemy protect himself form certain spells, ( Like necromancy ) but casting a harmful enchantment on themselves.  ( or have someone else do it )


Offline Asinjin

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Re: Magic in the 4th Era
« Reply #2 on: January 14, 2021, 08:27:49 PM »
IF Wizard L casts a debuff on a enemy, that already has a of a different school on it ( both harmful ) does Wizard A get to choose which effects it.  I need two answers, 1 - if wizard L cast both, and if wizard L cast only 1 of the effective spells.


i.e.  Can a enemy protect himself form certain spells, ( Like necromancy ) but casting a harmful enchantment on themselves.  ( or have someone else do it )

Debuff = harmful spell

Wizard L gets to choose if he cast both (since he can just dismiss)  Note that since an effect does not go on until after a save is failed, you can decide after.  If cast by a different wizard, then a opposed caster level roll (modified by spell level as well)

So at this point, you could potentially 'protect' yourself by casting a harmful spell on yourself.  I should note that there is another rule coming that won't get rid of this sort of loophole, but will make it less appealing.

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Offline Asinjin

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Re: Magic in the 4th Era
« Reply #3 on: January 26, 2021, 10:09:59 AM »
An adjustment to the first rule deals with when spells come into conflict.

If there is an active spell on a character, then a spell of a different school is cast on that character, the higher level spell is the one that remains.  Ties are broken by the longer duration left.
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Offline Asinjin

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Re: Magic in the 4th Era
« Reply #4 on: January 26, 2021, 10:12:01 AM »
It is important to note as the rules are listed, there are two separate things going on: the first is the ability of spell to interact on a target, the second is the ability of casters to keep spells active. Whenever a spell is cast, these have to be separated and taken into account.  For targets, only the first is relevant.
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Offline Asinjin

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Re: Magic in the 4th Era
« Reply #5 on: January 26, 2021, 10:13:16 AM »
These rules will alleviate keeping track of a dozen active spells on a character which bogs us down more than anything in combat.  It will also prevent casters from being clearly the most powerful and also fits in storyline wise.
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Offline Asinjin

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Re: Magic in the 4th Era
« Reply #6 on: January 26, 2021, 10:15:17 AM »
We will be adding in the 5th edition concept of ritual casting.  In short, some spell can be cast without using a caster's allotted spells for a day.  Which spells can be cast in this way is limited and the time to cast them is increased greatly.  Rules to be posted when I have time, but I wanted to give a preview.
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Offline Asinjin

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Re: Magic in the 4th Era
« Reply #7 on: January 26, 2021, 10:16:00 AM »
Spell which currently are listed as multiple schools will no longer work.  There are only 12.
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Offline Asinjin

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Re: Magic in the 4th Era
« Reply #8 on: January 26, 2021, 10:16:22 AM »
Universal spells can be considered part of any school.
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Offline Asinjin

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Re: Magic in the 4th Era
« Reply #9 on: January 26, 2021, 10:16:43 AM »
School will be very important!
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Offline Zunder

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Re: Magic in the 4th Era
« Reply #10 on: January 26, 2021, 01:45:35 PM »
How about spells with sub-schools?

Offline Asinjin

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Re: Magic in the 4th Era
« Reply #11 on: January 26, 2021, 05:17:52 PM »
How about spells with sub-schools?

Are they allowed, yes.

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Offline Windblade

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Re: Magic in the 4th Era
« Reply #12 on: January 26, 2021, 05:56:09 PM »
What are examples of Sub.  Aren't most spells that have a sub school, also have 2 different schools?

Offline Asinjin

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Re: Magic in the 4th Era
« Reply #13 on: January 26, 2021, 06:30:17 PM »
What are examples of Sub.  Aren't most spells that have a sub school, also have 2 different schools?

No, sub schools are things like: song, shadow, etc.  For the purposes of these rules, only primary school is relevant.
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Offline Asinjin

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Re: Magic in the 4th Era
« Reply #14 on: February 13, 2021, 08:24:22 PM »
Magic items are more difficult to make. 

- Items which require spells from multiple schools cannot typically be made.

- Items needs to be more directly linked to body part to have normal cost.

- Slotless items are limited to ioun stones and other rare exceptions.
The hand that rolls the Dice rules the world.