Magick Rules D20 Systems

'Magick' is a broad term when converting to a D20 system for Valerick. It includes Alchemical Devices, Divine and Arcane spells. Magick uses your Base Action Bonus like attacking, as well as your Willpower or Charisma or Intelligence as appropriate. To cast a spell, or deploy a concoction or device, you roll a d20, as if you were attacking, add your Base Action Bonus, any applicable miscellanious bonuses, and your appropriate stat bonus. You are attempting to pass the spell's casting DC or the concoction or device's deployment DC. This is NOT an attack in that this does not go against an opponent's AC. You are not trying to overcome their AC unless the spell specifically states that this is what you are doing. Most spells will have a seperate Save DC calculated as one might expect to lessen/avoid completely the effects of the spell.

Another key difference is the volume of spells one will have. Casters in Valerick are not the sterotypical wizards of your high fantasy. They are much different, by necessity of how the Magisterium behaves, much more focused, with fewer spells, more ability to wield them at will, and generally trained in basic hand to hand self defense as well, not just magick. Magick is dangerous in Valerick. It is risky. It is limited by law, and by how it is taught. So it is completely different. The rule sets for these changes will be presented as companion articles for each section of magick, providing the D20 translation for each set of spells. The same will be found in the section for religion and alchemical devices.

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