Upping the Magic level of the game
HackMaster is unashamedly a
relatively low magic game with a lot of rather gritty reality worked into
it and to be honest this is one of the things I like about it and which makes
the setting plausible so why would I want to think about upping it.
Well there are at least two other
worlds in my game elsewhere and the world where Zildor originates. Both of
these have different levels of magic and higher ones than on Telene. This is
especially the case for Elsewhere which is very loosely based on the Pathfinder
world and whilst not having quite that level of magic it has to be a lot higher
than Telene to support the story line which after all includes a major world
threatening Demonic invasion, which was only held at by powerful magic.
Given this is the case how does
it change? magic using characters get more powerful. This varies depending on
the source of the magic, but spells become less risky to cast, lower volatility
reduction in the tier at which a spell mishaps starts or at which it is capped
and Magicians can memorize more than one spell per level and have more magic
points with which to cast them and can learn more spells so increasing their
flexibility considerably.
Clerics get more spells in
general and can if they have high enough wisdoms gain one spell per level
through it rather than one from a pair of levels. Clerics get to trade chosen spells for either
healing or harming spells depending on their alignment and many clerics get the
ability to channel either positive or negative energies but become prone to
something that resembles Arcane Spell mishaps if they do especially if wounded
whilst doing so. Clerics often get a
second and some times a third granted power form their deity
Spontaneous spell casters arise
first for Arcane magic and latter for Clerical magic, either type may increase
their abilities by making pacts with powerful beings of the order below the
gods, demon lord’s greater devils, fey spirits dragons and the like. More or less any one can gain spell like
abilities by means of a Spell like ability talent bought with build points
whose cost depends on the local magic level and be able to do apprentice to
first level power effects with a limited number of times per day. Magic items
of all kinds become more common especially the weaker ones and to some extent
replace the higher levels of master crafted weapons and armour, there are more
magic items which can be used by non spell casters.
Alchemy becomes a form of magic
in its own right capable of mimicking some effects of both divine and arcane
magic as well as producing some unique to itself, and healing becomes much more
common with minor magic’s capable of mimicking cure trifling wound being common
place.
To counter this more monsters get
magical abilities mimicking the spell like abilities mentioned before but able
to reach much higher levels and there are more monsters that need magical
weapons or magic to injure at all and monster damage reductions generally increase,
most especially those of the more powerful sort.
As ever these are just suggestion
but ones I will develop further should the company ever visit Elsewhere, Zildor’s
world or the depths of the Abyss
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