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Istoria: Generic Humanocentric Game - [Was Elements of Magic]

Ferrix

Explorer
This will be my new PbP game featuring a great deal of house rules and variants.

Please don't post until I've added additional posts for World Information and Rule Information.
 

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Ferrix

Explorer
World Information
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Geography[sblock]
Istoria is made up of six continental land masses, although it appears more like three distinct land masses and a fourth smaller island mass.

The main land mass is broken up into four nations, The Empire, Kend, Arund and Myrundi.[/sblock]

Nations[sblock]
The Empire[sblock]
Capital: Kol Hoth
Population: Ten million.
Exports: Precious Metals, Weapons, Armor, Steel, Lumber
Language: High Tongue, Low Tongue, Trade
The Empire has existed for nearly three thousand years upon the basis of expansion and commerce. At first a trade consortium, the Empire was named the Great Empyreal Trade Consortium. It spread its fingers across the great continent, offering its services to baronies and the feudal kings of the time. The Consortium built a massive network of trade roads to facilitate their commerce, set up roadside inns and built legions of mercenaries to protect their goods.

The Consortium flourished and soon held large swathes of the continent under economic control. By this time the Kings and Barons had realized their folly and a sort of civil war erupted however legions of the Consortium fought for hard coin and a man bought is ten times the warrior than those pressed into service. The war was short, only a decade in length. When it was over the Consortium established a centralized ruling court of the wealthiest individuals which created the great merchant houses of the Empire.

What follows is the flourishing of one of the greatest material empires in history. The Great Highway system which stretches across the continent is a testament to the power of commerce.

Industries

People, Life and Society
The people of The Empire are practical and efficient. Money is often times the greatest ruler increasing status and power both personally and politically. Physically the people of the Empire vary widely as the assorted tribes, baronies and kingdoms which were annexed descend from all sorts of different stock.

Life in the Empire is dictated by profession and affluence. The highest class are the great merchant houses whose heads debate politics and commerce in the capital chambers of Kol Hoth. There are twelve great merchant houses, each with a hand in every probable sort of business from textiles to weapons. They vie for power amongst the capital chambers, hoping to acquire as many seats so that their affairs of trade are given greater leeway than the other houses.

The middle classes are the merchants, skilled craftsmen and the like. They are a hard working class often times with a decent amount of luxury that make the standard of living in other nations look paltry. The middle class also includes the legionnaires who are paid decent wages.

The lower class are the brute laborers, unskilled workers and peasants who work the fields. They often times live meager but steady lives without too much hardship. Occasionally, members of the lower class will earn enough to open their own business and become middle class, or they will enter the legions to earn their coin.

Government and Politics
The great merchant houses rule the Empire by means of a senate, of which there are 54 seats and one speaker. The speaker is the head of the senate, by which he will settle internal affairs and ties. In many ways the Empire is a republic and a democracy, although one which is tiered. Those who are members of the merchant houses count as five votes, those who are of the middle classes count as one and those of the lower class cannot vote. Most public affairs of cities are put to vote, however the most important matters in settled privately in the Senate Chambers in Kol Hoth.

While the Empire is stable and will very likely last another three thousand years if not more, corruption and bribery run rampant, although many just call it business as such. It is rare to find a guard, merchant, inspector and politician who cannot be bought with coin. The legions maintain law and order along the Highway and within the larger cities, while the outlying districts and villages maintain their own law enforcement and militias. Each Great Merchant House however employs its own private armies to protect its caravans, enclaves and establishments.

Power Groups
The Great Merchant Houses: Arrayed before the members of these houses are the greatest resources of the continent. All of the houses maintain their own private armies providing a physical reinforcement to the massive economic and social influence they possess. Many of the Great Houses possess long-ranging machinations and ploys for power.

The Legion: The legions are a force to be reckoned with. They are disciplined, mercenary and devout to the coin they are paid.

The Senate: While made up of the Great Houses, the senate often has its own agendas and plots in regards to the other nations of the world.

Religion and Magic
Religion varies widely in The Empire. While no official state religion exists, the lower classes are quite devout and pray to local spirits as well as to an over-deity they call Teos who they believe brings a glorious afterlife to those who give back to their community and people. The middle classes pay little homage, although a few pay ancestral worship by sacrificing items of monetary value to those ancestors who were themselves great merchants. The warriors of The Empire often pay respect to The Valiant, a spirit of battle who they call upon to bless them in upcoming battles. The Valiant is said to also take the soul of those who die an honorable death to the great fields of Empyream. The upper class rarely gives any heed to religion, often being too academic to believe in such nonsense, although many of the Great Houses do not discourage religion amongst the lower classes, some openly encourage it.

Magic however is another story in The Empire. Few believe in magic or the myths of monstrous creatures. Charlatans and imposters pop up once in a while, but it is rare for one to actually find a real user of magic in the Empire. Those that do arise are often regarded with a mixture of fear, suspicion and awe. The Great Houses will often seek out those with magic talent for their own ends, realizing that the power they wield is beyond that of gold and commerce. Those with magic talent may find themselves unwittingly being a part of the agenda of one of the Great Houses.

Major Settlements
Kol Hoth (1,000,000): The largest and greatest city of The Empire is Kol Hoth. It is the center of the Empire in many ways. All of the Great Houses have enclaves there and the Senate Chambers resides there as well. Great white walls reach a hundred feet into the air while the towers and enclaves of the Great Houses stretch higher and the great dome of the Senate Chambers sits in the center of the city like a heart. It is many miles across and would take a days hard ride to go from one gate to the other. One can easily get lost in Kol Hoth.

Kol Reth (500,000): The next largest city in The Empire, it is a coastal port on the Inner Sea, one of the great centers of trade in the known world. It is built upon the edge of a cliff with docks excavated from the sheer walls and roadways built within the stone. A number of the dwellings are carved out of the great cave network found underneath the cliffs. It was the original home of the Empyreal Trade Consortium and the great Trade Buildings still dominate a large sector of the city.

Kol Dynar (200,000): The largest city near Arund, it was sacked about five hundred years ago by the Arunds and then later reclaimed and rebuilt. Thus most of the architecture in the city is new and it serves as the first port of contact with Arund. Tensions still run a bit high from time to time in this city, but it has turned itself towards the mining prospects found in the North Reachs mountain range.
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Arund[sblock]
Capital: Risgard
Population: Five million
Exports: Timber, Ships, Ale, Tar
Language: Arund

Industries

Life and Society
The people of Arund live hearty lives, filled with song and stories passed down for hundreds of generations. They are proud warriors and seamen who guard their ancestral homeland viciously. What they lack in numbers, they assuredly make up in strength of spirit and tactics.

The average life of an Arund consists of learning basic trades, whether they be shipbuilding, carpentry, stonemasonry, weaving and so on, how to handle oneself in battle (even the women are strong warriors), how to swim and sail, and lastly and most importantly to relate the stories of their people. All are given equal respect in their profession, although the most revered are the great bards, the storytellers of their people who have memorized the ancient epics and recite them with riveting tenor.

The Arunds are tall and fair skinned usually, although the beating of the sun tans the skin of the seafaring ones. Hair ranges from bright golden blonde to a ruddy brown, while eye color is normally blue or green. They often wear long sleeveless tunics with thick buckles at the waist give them good freedom of movement while keeping them warm.

Government and Politics
The Arunds live in a semi-feudal kingdom where each city or region is governed primarily by the local King and his entourage. However, all of these feudal kings pay tribute and honor to the High King who resides in the capital. The High King leaves most of these feudal regions to their own designs lest they truly tear the countryside apart in their follies. Should he need them, they are at his beck for they are held to the ancestral treaties which bound their nation under one rule.

Internal politics are common, as various local kings attempt to garner favor in the eyes of the High King, but he is a wise and noble ruler and is rarely swayed. Few of the common people get involved in politics, living their lives out without much interference for the High King sees that no local king abuses his power to the pain of the common people.

External politics with the neighboring countries vary. The Arunds have a history of raiding ships on the Great Straight, as well as plundering port cities and towns. A tradition which leaves most Empire cities on high alert when an Arund ship enters their waters, although few challenge them at sea. The Arunds have an amiable history with the Kends, trade is rare as neither has particularly much that the other needs save a few good horses or barrels of ale.

Power Groups
Local Kings: Each local king often has their own agenda, mustering their own small militia and private forces. Occasional feuds over land or resources occur, or vying for the favor of the High King over a neighbor so that a dispute may be settled in their favor occur as well.

High King: The High King is a wise and noble man and ruler, he maintains his own fleet but no standing army other than a personal guard. However it is unwise to think that there are no defenses in place, the very people are all trained in battle and would heed his call to war at a moments notice. He has few ambitions other than maintaining the land his people have called home for thousands of years and that their lives are wholesome and full.

The Clan of the Bear: The clan of the bear is a rising religious movement which has great support from the common people and the High King himself. It is at odds with the Cult of the Boar, an older and baser religion and conflict does occur from time to time. They are mostly benevolent, however they do train their members in the arts of war, and some of the greatest tactical minds come out of this clan.

The Cult of the Boar: An old religion which takes its namesake from the image of its Boar god. It promises power and wealth to those who follow its path, emphasizing an unhealthy hedonism and egoism. Many local kings follow this path or at least maintain a priest of the boar cult in their courts. It is at odds with the Clan of the Bear and the High King.

Religion and Magic
The two primary religions in Arund are the Clan of the Bear and the Cult of the Boar. Quite different in their beliefs, the Clan of the Bear emphasizes a protective role over the land and its people, while the Cult of the Boar emphasizes the using of assets, people or land, for ones own gain in power. While the Cult of the Boar has been established for millennia, the Clan of the Bear is on the rise, although many say that it was the religion of their great ancestors before the Cult of the Boar and its corrupting influence arose.

Magic is seen differently depending upon the religion one follows. Most Arunds recognize that magic does exist, often citing a number of ancient epics and myths as proof, as well as a number of everyday superstitions. The Clan of the Bear emphasizes the use of magic for the greater good in accord with the cycle of nature, that all things are natural even the use of magic. The Cult of the Boar however see magic as a step towards power and some of their highest members study forbidden lore to gain access to rituals which would grant them power.

Major Settlements

Important Sites[/sblock]


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Attachments

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Ferrix

Explorer
Rules Information

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Character Creation
Characters in Istoria represent the progression from the mundane to the epic.

Characters must be human and will all start out at first level.

At first level all characters are created with the 25 point buy distribution, however the following limitation applies. No character can begin with an attribute over 16, rather than the normal 18.

Each additional level a character receives an additional number of point buy points equal to 1 + 1/2 their character level (rounded down). The player may distribute these points when they acquire them or save them to distribute later.

Humans are the only available race, other humanoid and nonhumanoid races are rare and things of stories and myths, although they do exist.

Classes as follows (Generics from UA modified)[sblock]

Starting Packages are only granted when the class is taken at character level 1.

Warrior
HD: 1d12
Skills: 8 class skills
Skill Points: 4 skill points per level (x2 at character level 1, 2 and 3)
Base Attack Bonus: +1 per level
Magic Rating: +1/4 per level
Saves: One Good, Two Poor
Starting Package: Basic plus four groups, Light, Medium and Heavy Armors, Shields (all)
Bonus Feats at Levels: 2, 4, 5, 7, 8, 10, 11, 13, 14, 16, 17, 19 and 20 (even numbered feats must be combat related feats, i.e. those off of the fighter list or combat related abilities)

Expert
HD: 1d8
Skills: 16 class skills
Skill Points: 8 skill points per level (x2 at character level 1, 2 and 3)
Base Attack Bonus: +3/4 per level
Magic Rating: +1/2 per level
Saves: Two Good, One Poor
Starting Package: Basic plus two groups, Light Armor, Shields (except tower)
Bonus Feats at Levels: 2, 4, 5, 7, 8, 10, 11, 13, 14, 16, 17, 19 and 20

Mage
HD: 1d4
Skills: 8 class skills
Skill Points: 4 skill points per level (x2 at character level 1, 2 and 3)
Base Attack Bonus: +1/2 per level
Magic Rating: +1 per level
Saves: One Good, Two Poor
Starting Package: Basic, Magic Talent
Bonus Feats at Levels: 2, 4, 5, 7, 8, 10, 11, 13, 14, 16, 17, 19 and 20 (even numbered feats must be metamagic, item creation feats or abilities related to spellcasting)
Spellcasting: See Magic section.[/sblock]

Feats[sblock]

For Item Creation feats, check out the Magic section.

Dodge: provides a blanket +1 dodge bonus to AC

Unarmed Combat (replaces Improved Unarmed Strike)
Benefit: With an unarmed strike, the character deals lethal or nonlethal damage (the character's choice) equal to 1d4 + the character's Strength modifier. The character's unarmed attacks count as armed, which means that opponents do not get attacks of opportunity when the character attacks them unarmed. The character may make attacks of opportunity against opponents who provoke such attacks. When the characters BAB is +6 the damage increases to 1d6, at +12 it increases to 1d8.

Improved Unarmed Combat
Prerequisites: Unarmed Combat, BAB +4
Benefit: The characters threat range on an unarmed strike increases to 19-20.

Greater Unarmed Combat
Prerequisites: Unarmed Combat, Improved Unarmed Combat, BAB +8
Benefit: The characters critical multiplier on an unarmed strike increases to x3.

Magic Talent
Prerequisites: May only be taken at 1st level
Benefit: The character can cast spells and gains access to spell lists, etc. as normal. Characters with the Magic Talent feat may also take ranks in Spellcraft.
Normal: Characters without this feat cannot ever gain access to spellcasting ability.

For any class features as feats, run them by me first.[/sblock]

Skills[sblock]
Maximum Ranks are changed to 2 at 1st level, 4 at 2nd level and 6 at 3rd level. They then progress as normal.

Acrobatics: Escape Artist, Tumble and Balance rolled into this skill.

Athletics: Climb, Jump and Swim rolled into this skill.

Disable Device: Open Locks rolled into this skill.

Examine: Search and Appraise rolled into this skill.

Handle Animal: Ride rolled into this skill, the ride portion uses Dexterity instead of Charisma.

Linguistics: Decipher Script and Forgery rolled into this skill.

Notice: Listen and Spot rolled into this skill (also used for scent, blindsense, blindsight).

Sneak: Hide and Move Silently rolled into this skill.

Negotiation: Bluff, Diplomacy and Intimidate are rolled into this skill.

Speak Language: 1 rank in a language is minimal understanding, 2 ranks is basic understanding, 3 ranks is fluent understanding, 4 ranks is expert understanding, 5 ranks is masterful understanding. Having 4 ranks grants synergy bonuses to various skills regarding that language, having 5 ranks grants synergy bonuses to various skills regarding languages within that language group. All characters start with 3 ranks in their native tongue.

Read Language: 1 rank in a language is minimal understanding, 2 ranks is basic understanding, 3 ranks is fluent understanding, 4 ranks is expert understanding, 5 ranks is masterful understanding. Having 4 ranks grants synergy bonuses to various skills regarding that language, having 5 ranks grants synergy bonuses to various skills regarding languages within that language group.

Spellcraft: Based off of the primary attribute for the mages tradition, unavailable to characters without the Magic Talent feat. Other checks involving magic of other traditions schools increases the DC by 10. If you are using a spell from a text, you must be fluent in the language it is written in or have some other way of deciphering it.[/sblock]

Conditions[sblock]
Winded: A winded character cannot run nor charge and takes a -1 penalty on all Strength, Dexterity or Constitution skills and related checks.

Fatigued: A fatigued character cannot run nor charge and takes a -2 penalty on all Strength, Dexterity or Constitution skills and related checks as well as taking a -2 penalty to Strength and Dexterity. A winded character would become fatigued by doing something which would normally cause winding.

Exhausted: An exhausted character cannot run nor charge and moves at half speed. They take a -4 penalty on all Strength, Dexterity or Constitution skills and related checks as well as taking a -6 penalty to Strength and Dexterity. A fatigued character would become exhausted by doing something which would normally cause fatigue.[/sblock]

Magic[sblock]
Not divided by divine/arcane, but rather by tradition based on spellcasting attribute. Different schools of magic are also more common to the various traditions. Doesn’t mean that the other traditions don’t have access to them, just harder and rarer to learn outside of your tradition. Casters cannot choose a spell list outside of their tradition at 1st level. All casters are subject to Spell Failure.

Types: Abjure/Hex, Charm, Compel, Create, Evoke, Heal, Illusion, Infuse/Drain, Move, Summon, Transform.

Hermetic - Intelligence based
Favored Lists: Create, Transform, Summon, Illusion, Move

Spiritual - Wisdom based
Favored Lists: Heal, Infuse/Drain, Summon, Create, Abjure

Sorcerous - Charisma based
Favored Lists: Abjure/Hex, Evoke, Compel, Charm, Infuse/Drain

A mage cannot expend more magic points on a spell they are casting than their magic rating, a mage who expends more magic points than their magic rating in a single round (via quickened spells or other means) must make a Fortitude Save DC 10 + total spell points expended or become fatigued.

Your tradition ability (Intelligence for Hermetic, Wisdom for Spiritual, Charisma for Sorcererous) grants bonus signature spells. The DC for a spell is based off of the traditions ability depending upon which spell list it comes from.

Dispel Magic remains Charisma based.
Divination remains Wisdom based.
Scry becomes Intelligence based.
Spellcraft is your traditions ability.

To cast spells of a certain MP cost, a caster must have an ability modifier in the traditions prime ability equal to half of the MP cost of a spell. Thus a Hermetic mage with an Intelligence of 18 could cast spells from the lists accorded to his tradition that cost up to 8 MP. The same Hermetic mage only has a 12 Wisdom and so could only cast spells from the lists accorded to the Spiritual tradition that cost up to 2 MP.

For spell lists which appear in multiple traditions, use the most beneficial ability related to that spell list.

The Extra Spell List feat has the following addendum: The spell list you learn from this feat is considered part of your tradition and you use your traditions ability modifier for this spell list when determining the maximum MP cost of the spell and it's DC.

Extended spellcasting has its toll upon the body. Whenever the mage's magic point total falls to three-quarters of his maximum or less, he becomes winded. When the mage's magic point total falls to half of his maximum or less, he becomes fatigued. When his magic point total drops to less than one-quarter of his maximum or less, he becomes exhausted. The penalty upon the mages body is extreme, however the most resolute of mages can push on after their natural limits have been reached. That is to say that a mage can continue to use spell points beyond his total pool driving him into negative spell points. Doing so however requires a Concentration check DC 20 + amount of total negative spell points, else the character takes both lethal and nonlethal damage equal to the total negative spells points.

A characters magic points are directly tied to their fatigue level. If a mage is in negative magic points, he must rest one hour to put his magic point total at 0, he then proceeds as a normally exhausted mage would. If an exhausted character rests for 1 hour, he becomes fatigued and his magic point total rises to one-third of his normal maximum. A second hour of rest increases the mage's magic point total to two-thirds of his maximum. It takes another 6 hours to replenish the last one-third of his magic points and shake all of the physical effects of spellcasting.

If a mage is subject to some other effect that would make him winded, fatigued or exhausted, he loses magic points accordingly. If he becomes winded his magic point total drops to three-quarters of his maximum (round down), if he becomes fatigued his magic point total drops to one-half of his maximum (round down), and if he becomes exhausted his magic point total drops to one-quarter of his maximum (round down).

The creation of magical items is mostly a lost art, very few spellcasters are powerful enough to make all but the simplest of items. Items of magic are often temporarily imbued rather than permanently created, although some rare locations and components exist which along with the correct invocations can create permanent magical items.

Item Creation Feats
Craft Permanent Spell Prerequisites: Spellcaster level 12 Base Price: (spell level x caster level x magic item creation modifier) x 2000 gold pennies

Craft Charged Item Prerequisities: Spellcaster level 7 Base Price: (spell level x caster level x magic item creation modifier) x 750 gold pennies

Craft Constant Item (as per Arcana Unearthed) Prerequisities: Spellcaster level 12 Base Price: (spell level x caster level x magic item creation modifier) x 2000 gold pennies

Craft Magic Arms and Armor (as per Arcana Unearthed) Prerequisities: Spellcaster level 7 Base Price: as per DMG in gold pennies

Craft Single-Use Item (as per Arcana Unearthed) Prerequisities: Spellcaster level 5 Base Price: (spell level x caster level x magic item creation modifier) x 50 gold pennies

Craft Spell-Completion Item (as per Arcana Unearthed) Prerequisities: Spellcaster level 3 Base Price: (spell level x caster level x magic item creation modifier) x 25 gold pennies[/sblock]

Equipment[sblock]
Weapons, Armor and Combat[sblock]
Istoria has a generally western feel to it's equipment, therefore the following weapons do not exist in Istoria: Kama, Nunchaku, Sai, Siangham, Orc Double-axe, Spiked Chain, Dire Flail, Gnome Hooked Hammer, Two-bladed Sword, Dwarven Urgrosh, Repeating Crossbows (Light and Heavy), and Shuriken.

Arunds favor the use of clubs, maces, throwing axes, battle axes and great axes, as well as all manner of spears, particularly longspears for boar and bear hunting. They are ferocious warriors who primarily engage in melee combat. They are reknowned ship builders and seaman and few will engage an Arunden ship on the open water. They often wear shirts of steel mail with open-faced steel caps, and employ round and kite shaped wooden shields. Arunds are strong wrestlers but even more frightening brawlers usually.

Kends favor the use of curved swords like the scimitar and falchion. All men and women of adult age are given a kukri, the traditional knife of their people. It is a symbol of adulthood. Composite shortbows are also common as fighting from horseback gives them great speed on the battlefield. They fight with cunning hit and run tactics, using their often superior mobility to harry and wear down opponents. Kends often wear leather armor backed with light chain and rarely use shields. Kends prefer to settle things with a blade over unarmed combat, although most know a number of ways of disarming an opponent when they are unarmed.

The Empire is divided in two. The lower class are often forced into the stock army, where soldiers are trained with polearms, tower shields and shortswords. They are rarely given training in ranged weapons although they are regimented and disciplined units. The upper and warrior class in The Empire are split into two bodies, the upper class maintains many dueling fancies which prelude most to learn how to wield the thin-bladed rapier, the parrying dagger and the buckler. The warrior class however is much more skilled in real combat. Elite units are either heavy cavalry: mounted knights in full plate with lances, flails, maces and heavy bladed swords; or archers trained in the longbow and the greatsword. Most unarmed combat is left to basic brawling, although a few arenas glorify wrestling and grappling.

The River Folk are a cautious people, rarely leaving their ships for extended periods of time. They most commonly use sabres, curved daggers, spears and nets if engaged in combat, attempting to entangle and trip up their opponents for an easy kill. They rarely wear armor, having perfected a style of unarmored combat which emphasizes awareness and evasion over absorbing blows. Many of the River Folk also practice a graceful and deadly martial art which incorporates blows from the feet, knees, hands and elbows.

The Myrundi fight with efficient and exotic weapons, striking from the camouflage of the jungle and retreating before retaliation can occur. They employ blowguns, shortbows and spears in ranged combat, often poisoning their weapons. When engaged in melee they prefer small axes and thin-bladed daggers, often wielding two weapons at once. They usually wear studded leather armor, for the heat of the jungles is too great for much metal armor. They prefer to use tactics of fear and their surroundings to leave their enemies shaken, exposed and vulnerable.[/sblock][/sblock]

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genshou

First Post
I'm subscribed, so be sure to post notifying of any updates. That way, I'll get an email notification.

I'm looking forward to hearing more about the world. Btw, cool map. :)
 

GlassEye

Adventurer
Y' ever consider rolling Bluff, Diplomacy, and Intimidate into one big social interaction skill? I think it would work well with the other skill modifications you've made.
 

Ferrix

Explorer
GlassEye said:
Y' ever consider rolling Bluff, Diplomacy, and Intimidate into one big social interaction skill? I think it would work well with the other skill modifications you've made.

Yeah... thought about that... what would you call it though?
 

Lord_Raven88

First Post
I'm interested in trying your game out, but I have some questions before I start coming up with a character concept.
  • What level are the character starting at?
  • Is it necessary to have Elements of Magic to play in this game?
  • Under the magic section you've stated that a spellcaster needs an attribute modifier equal to the spell level to cast a spell, does that mean that an attribute of 28 is required to cast 9th level spells?
  • How are hit points being determined?
 


Ferrix

Explorer
Lord_Raven88 said:
I'm interested in trying your game out, but I have some questions before I start coming up with a character concept.
  • What level are the character starting at?
  • Is it necessary to have Elements of Magic to play in this game?
  • Under the magic section you've stated that a spellcaster needs an attribute modifier equal to the spell level to cast a spell, does that mean that an attribute of 28 is required to cast 9th level spells?
  • How are hit points being determined?

Characters will be starting at level 1.

No it is not necessary to have elements of magic to play, although trying to play a spellcaster without it will prove quite difficult.

That bit under the magic section is a hold-over from an older version, negating it now.

Hit points are max at first level, rolled or half whichever is higher every additional level.
 

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