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Mini six magic specializations

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The idea is, if someone takes a specialization of magic it limits the spells they can learn. 

Trying for 12 spells each collection

Psionics

  • Charm

  • Clairvoyance

  • ESP

  • Illusions

  • Invisibility

  • Paralysis

  • Possession

  • Sense Danger

  • Slumber

  • Still Mind

  • Telekinesis

  • Teleport

 

Necromancy

  • Animate Dead

 

Summoning

  • Animal Growth

  • Beast Tongue

  • Conjure Elemental

  • Control Weather

  • Dark Vision

  • Earthquake

  • Fly

  • Growth

  • Light

  • Lightning Bolt

  • Resist Elements

  • Shape Change

 

Mystic

  • Charm

  • Clairvoyance

  • Dispel Magic

  • Divination

  • ESP

  • Hasten

  • Illusions

  • Invisibility

  • Light

  • Possession

  • See Magic Aura

  • Still Mind

 

Divine

  • Bless

  • Charm

  • Curse

  • Dispel Magic

  • Divination

  • ESP

  • Heal

  • Light

  • Paralysis

  • Resurrection

  • See Magic Aura

  • Slumber

 

Combat

  • Dark Vision

  • Death Spell

  • Dispel Magic

  • Fly

  • Hasten

  • Invisibility

  • Lightning Bolt

  • Paralysis

  • Sense Danger

  • Resist Elements

  • Slumber

  • Still Mind

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14 minutes ago, anlarye said:

Is that just using the spells in the barebones simple magic spell list of Mini Six?

Yes, plus the one from a setting about a rebellion that is a copy cat of star wars in the same book. 

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Necromancy

  • Animate Dead

  • Curse

  • Dark Vision

  • Death Spell

  • Dispel Magic

  • Divination

  • ESP

  • Hasten

  • Paralysis

  • Possession

  • Resurrection

  • Slumber
    34 minutes ago, anlarye said:

    Not a bad start using that system

    Thank you

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After a time away and returning to look at the rules.... I was thinking treating Magic as a general skill that you must take a subset of. 

Magic (Psionics) or Magic (Necromancy)

Then a specialization of Magic (type) would be a specific spell?

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I like the last idea the most.  One thing though, it might require more Dice to use during character creation to allow for more starting spells.

But, limiting a caster type's starting Dice would work quite well for the 'typical' spell caster type. Y'know the kind; physically weak, no martial skills but are quite potent even from the start.

Also, a thought about the penalty at the beginning...

Maybe instead of forbidding the character to learn any other magic, you could make spell from other lists cost double for purchasing and improving.

 Obi

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7 hours ago, Obadiah said:

Maybe instead of forbidding the character to learn any other magic, you could make spell from other lists cost double for purchasing and improving.

Interesting idea. The character combines schools of magic to do different things.

So, say he wants to summon a wall of fire, he'd roll his Summoning skill and his Elemental Magic skill, each at -1D?

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I was thinking that you could learn different subsets. When you learn a spell that could be cast by multiple subsets you just use the one that is highest to cast the spell. 

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