Unbound Magic
The unbound magic system is a slotless freeform magic system made for use within the Unbound system. However the basic premises of this system can be applied to any d20 system that uses the traditional magic school style. The goal of this system is to simplify the process of making and using spells while also giving the players and dm a more freeform playstyle, to more easily adapt to any situation.
The basic premise for this system is that whenever a character wishes to cast a spell they simply choose the desired effects and then make the appropriate skill check required to achieve the effect. Different effects will have a higher or lower difficulty check based on the effect that is trying to be achieved. Once this skill check has been made an appropriate amount of mana which is the fuel used to power spells is expended.
Mana: A characters mana is based on the combined scores of their magic and spirit. This amount can be increased through different talents, traits, and abilities, and the mana cost of spells is determined by the spell level plus any modifiers from tradition, or other enhanced casting effects.
Skills: Instead of having a caster level that is common in many systems each character will purchase skill ranks in the different schools of magic. These ranks determine how easy it is for them to achieve the desired spell effects, in addition to what spell effects they have access too. The standard skill check DC to cast a spell effect is 10 plus 4 per spell level.
Traditions: Traditions will now be broken up into two different parts. Primary traditions, which will be something most characters choose from, though you can create your own, but it will be somewhat weaker, and specializations which are completely customizable, however only provide minor benefits to help flavor the character.
Spells and Keywords: Spells are created using a mixture of a spell point and keyword system. Every time you create a spell you have a number of spell points to spend on keywords to design the spell. Every school has a list of keywords that are unlocked based on what spell levels you have access to.
Counterspelling: This skill will allow casters to more easily counter enemy spellcasters in the heat of battle, however doing so requires an equal expenditure of mana if not more compared to the power you're attempting to counter in addition to the opposed skill check.
Summoning & Animate Dead Rules: Summoning creatures and animating dead are unique aspects of magic. These forms of magic are highly complex and have their own dedicated ruleset listed below.
Ritual Rules: Rituals are an advanced form of magic that allow casters to achieve greater effects then normal. Rituals are incredibly complex and versatile and have a dedicated ruleset listed below.
Spellcasting Basics
The basic premise for this system is that whenever a character wishes to cast a spell they simply choose the desired effects and then make the appropriate skill check required to achieve the effect. Different effects will have a higher or lower difficulty check based on the effect that is trying to be achieved. Once this skill check has been made an appropriate amount of mana which is the fuel used to power spells is expended.
Mana: A characters mana is based on the combined scores of their magic and spirit. This amount can be increased through different talents, traits, and abilities, and the mana cost of spells is determined by the spell level plus any modifiers from tradition, or other enhanced casting effects.
Skills: Instead of having a caster level that is common in many systems each character will purchase skill ranks in the different schools of magic. These ranks determine how easy it is for them to achieve the desired spell effects, in addition to what spell effects they have access too. The standard skill check DC to cast a spell effect is 10 plus 4 per spell level.
Traditions: Traditions will now be broken up into two different parts. Primary traditions, which will be something most characters choose from, though you can create your own, but it will be somewhat weaker, and specializations which are completely customizable, however only provide minor benefits to help flavor the character.
Spells and Keywords: Spells are created using a mixture of a spell point and keyword system. Every time you create a spell you have a number of spell points to spend on keywords to design the spell. Every school has a list of keywords that are unlocked based on what spell levels you have access to.
Counterspelling: This skill will allow casters to more easily counter enemy spellcasters in the heat of battle, however doing so requires an equal expenditure of mana if not more compared to the power you're attempting to counter in addition to the opposed skill check.
Summoning & Animate Dead Rules: Summoning creatures and animating dead are unique aspects of magic. These forms of magic are highly complex and have their own dedicated ruleset listed below.
Ritual Rules: Rituals are an advanced form of magic that allow casters to achieve greater effects then normal. Rituals are incredibly complex and versatile and have a dedicated ruleset listed below.
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