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Witchcraft d20

Started by Hibou, December 10, 2006, 12:40:47 PM

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Hibou

Witchcraft d20

"Those fingers in my hair
That sly come hither stare
That strips my conscience bare
It's witchcraft..."
-Frank Sinatra



The hunt is on.

Witches and warlocks cast tainted magiks and forge dark pacts with demons in order to achieve power. The Inquisition, an order of warriors devoted to justice, honor, altruism, and purity prowl the land in search of such sinners in order to purge them from the world, as is considered just. The Druids, an organization adhering to a much older and more secretive tradition, deal with both sides when appropriate but abolish their ideals and tenets without so much as a second glance. And alongside these cults and powers, a host of independent individuals and monsters alike populate the world. It is a dark time, but not all hope is lost. The Inquisition seeks out those who would corrupt and maim and burns them at the stake. No questions need to be asked. What is evil is evil, and what little is good is good. Or is it...?


What is Witchcraft d20?

Witchcraft d20 is a modification of the D&D core rules using material from the three core books, Unearthed Arcana, the Complete series, BoVD/BoED, Heroes of Horror, Libris Mortis, LoM, Spell Compendium, and other sources. It is chiefly a system featuring its own "core" classes, but also places importance in the reworking of magic, particularly the removal of the gap between divine and arcane magic. It redesigns a few creature types by improving their definitions, strengths, and weaknesses, and rebuilds the skill system somewhat to remove some faults. Finally, it is a rule set designed to better fit a darker setting based on western and northern Europe than the Dungeons and Dragons core rules, one whose level of freedom and opportunity is not quite so great in some areas.

What Does It Use?

Witchcraft d20 draws from a multitude of sources, but the only ones really needed for it are the Player's Handbook, Dungeon Master's Guide, Monster Manual, and Unearthed Arcana. Certain prestige classes or other material may require or reference feats, spells, items, and other classes from other sources you may not have, in which case there will be substitutes given (if possible). There are no non-core races. Humans, elves, dwarves, gnomes, halflings, half-elves, and half-orcs all exist, albeit some of them have minor changes.

 Notes on Material and Inspirations

The majority of crunch material here is based off of the d20 system by Wizards of the Coast (of course) and as such I don't own it. Inspiration and encouragement for this variant come from various sources, most notably the modern misconceptions of medieval, Celtic, and Norse history and mythology, as well as the works of K at the Wizards of the Coast D&D boards (The Tome of Necromancy, Dungeonomicon, Tome of Fiends, coming additions). Everything else is my own work.

 Elf Haters, Historians, and Critics

One should know that there will likely be found within a host of cliches, historical inaccuracies and things not all that feasible. There will be various degrees of racism, gender inequality, and general hatred between races. Some may not agree with the "balance" of certain classes that will appear. Others still may not like the races given for the fact that they're mostly unchanged core races, or for another reason. While I appreciate criticism and opinions, if you don't like it, don't use it. Otherwise, have fun reading :).

Note: Posting here is fine.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

Classes

Current Classes in the Works

[spoiler=     ]

Warrior: The warrior is the standard representation of a combatant that is more powerful and capable than the average soldier. Mercenary, weapons master, bodyguard, or combat strategist, he is the one to look to when the time comes.
 
Knight: The figure who sets the standard for chivalry, the knight is not only a capable swordsman but an honorable, loyal, and charismatic man, and a truly respectable knight is the perfect leader for any army or band of adventurers.

Hunter: More at home in the wild than most, the hunter is the figure who can find a path through a thick forest or festering swamp, navigate high mountains and deep valleys, and fight guerilla war with her enemies with such grace and cunning that they may never know that she is there - until it's too late.

Harlequin: The court jester, traveling entertainer and clever trickster are all examples of the harlequin. The harlequin is a master of playing on the emotions, desires, strengths, and weaknesses of others. While he isn't a spellcaster, many confuse the harlequin as such due to his strange capabilities and his unusual luck.

[/spoiler]

Witchcraft d20 uses the Witch core class created by Shadowfoot as its main core caster. For those wondering where the Druid, Sorcerer, and similar classes have gone, they'll be found in the form of PrCs or something similar.
 A Note on Class Balance Issues

The classes that have been mentioned here are being worked out to be basically compatible, and balanced, in comparison to the core classes and alternate classes featured in various supplements. That being said, it is not advised that these are used in any campaign featuring the majority of any previously published classes (at least without some tweaking), because these classes will have access to some feats and special abilities that may mimic or lower the usefulness of certain classes.

Complete Classes

The Knight

[spoiler=     ]
FOR WITCHCRAFT d20

"Let the princess go. You and I will settle this not by ransom, but in a clash of swords."
- Sir Argas of Chalendland, to the leader of the Camber Bandits

"For king, country and the future of courage!"
-Lord Pallus, Knight of the West

"You have lost the battle, and soon will lose your life. Know that this has come to pass not because you were a target, but because you were in the way of the quest. May others learn from your errors."
-Sir Llanch the Wicked


A figure in shining armor carrying high the banner of the duke rides into town, and only a fool would mistake it for something other than a knight; a champion of the lowest of peasants and the highest of kings alike. Born into fairly well-off families, knights are trained in courtly mannerisms to deal with their kin and superiors, but also in the ways of war for times when the only answer is to fight. Knights are upholders of justice, followers of tradition, and are loyal warriors of the monarch of their homelands. Whether good, evil, or somewhere in between, they follow a code that binds them to the lords of the land and ultimately makes them what they are. They serve nobility and at the same time reinforce the law in any way they can.

Knights are most often encountered as enforcers of the law and peace across the land, protecting the weak and teaching the ways of the Church. Famous knightly orders in Haveneast include the The Holy Cross, the Knights of the Mark, the Swords of the Cross, Arh Lordemarnc, the Witch-Knights, and the Inquisitiors of Wanberch. Individual knights of renown who have sworn themselves to nobles or directly to the Church include Sir Argas, Sir Llanch the Wicked, King Mordenhanss of Kangdemar, Ward the Gentle, Duke Raskhen, Lady Marhma of the Pillar, and the Attendant of Justahn.

Abilities: The Knight is first and foremost a warrior, but a diplomat and leader he is also. All abilities are important to him, but the most important are Strength and Constitution to be a sturdy and reliable warrior, and Wisdom and Charisma in order to be just in his decisions and capable of commanding the respect he may need to accomplish what must be done.

Alignment: Good.

Hit Die: d10.

Skills: A knight almost always has decent ranks in two particular skills: Knowledge (nobility) and Knowledge (religion). Knights benefit from taking many ranks in such skills as Heal, Handle Animal, Diplomacy, and Sense Motive, as well as Intimidate.

A knight gains a number of skills at 1st level equal to (5 + Int modifier) x4. At each additional level, he gains a number equal to 4 + Int modifier.

Class Features

Base Attack Bonus: +1/level
Saves: Good Will

Weapon and Armor Proficiency: Knights are proficient with peasant weapons, martial weapons, all armor, and shields (except the tower shield).

Hero on a White Steed(Ex): A heroic and just knight can never be what he must be if he cannot ride a powerful steed without fear and without failure. A knight is always treated as though he had maximum ranks for his knight level in the Ride skill, and receives the feat Mounted Combat for free at 1st level.

Courage in the Face of Fear(Ex): No knight is a coward, and to call one such is the worst insult a man could ever lay upon another. At 2nd level, the knight becomes immune to fear effects.

Sacred Foe(Ex): When in training, it is said that the squire's master knight places upon them a special duty to be able to more capably defeat monstrous creatures and wicked folk of certain types. At 1st level, a knight chooses a type of creature from this list: humanoids (choose subtype), monstrous humanoids, magical beasts, demons, undead, giants, oozes, fey, dragons, spirits (choose subtype), aberrations, or elementals. The type chosen becomes the individual knight's sacred foe. A knight cannot choose plants, vermin, animals, or constructs as sacred foes except under unusual circumstances. Certain sacred foes are tied in with the Oaths of a knight (see below).

A knight gains a +2 bonus to Bluff, Intimidate, Listen, Sense Motive, Spot, and Survival checks against his sacred foe. In addition, he gains a +2 bonus on damage rolls against them. This bonus to skills and damage increases by 2 every 5 levels after 1st (5th, 10th, 15th, 20th).


Auras of Power: It is said that just by becoming a servant of royalty and adhering to their strict code, knights become imbued with such untold divine grace that those around them are blessed (and in certain cases, cursed) by their mere presence. All caster levels are equal to Knight level, and the character's Wisdom modifier is used to determine DC. A knight may only have two types of auras going at once. Activating an Aura of Power is a standard action.

Aura of Bravery: At 4th-level, a knight can create the effects of a Bless spell centered on him for a number of rounds equal to 2 + his Wisdom modifier. The number of rounds this exists around he and his allies need not be consecutive.

Aura of Truth: At 8th level, the knight's presence is so intimidating that those near him have difficulty lying, regardless of whether it is to him or not. He may create a Zone of Truth effect around him for a number of rounds equal to 2 + his Wisdom modifier. Additionally, from this point on the effects of his Aura of Bravery are equal to his Charisma modifier (if it is higher than +1).

Aura of Protection: At 12th level, a knight's courage in the face of death and destruction allow him to create an aura around him in a 30ft radius that grants a +2 divine bonus to AC and a +1 sacred bonus to saves. This aura lasts for a number of rounds equal to 2 + his Wisdom modifier.

Aura of Holy Light: Once a knight reaches 16th level, his holiness truly begins to show. He may bathe the area around him in a brilliant light equivalent to a Daylight spell centered on himself. In addition to these effects however, it also functions as a Dispel Magic(Area) within the radius of the Daylight spell. This aura can function for a number of rounds per day equal to 2 + the knight's Wisdom modifier. The dispel effect only affects enemies in the area. Additionally, the divine bonus to AC from the Aura of Protection is equal to his Charisma modifier (if it is greater than +1).

Aura of Purity: At 20th level, the knight transcends mortal power and becomes so powerful that his presence can heal wounds and restore those around him to good health. For a number of rounds per day equal to 2 + Wis modifier, the knight can emit the Aura of Purity in a 30ft radius around himself. All of those who are allies to him within that radius (and himself) are healed a number of hit points equal to three times the knight's Charisma modifier (so a knight with 15 Cha heals his allies 6 HP/round). In addition, all of those in the radius are treated as though they have an SR of 5 + the knight's level against evil spells until the aura runs out.

Swear an Oath: A knight receives a Oath Boon at 6th level and again at every 4-level interval (6th, 10th, 14th, 18th, and so on). Some knights are champions of different things, and as such there are many oaths that a knight can swear. Once a knight swears an oath, he is bound to the duties and powers it brings (though this is rarely a bad thing). Only a rare few knights out of countless numbers have ever changed their paths for others. Knights may swear an oath to an individual liege or to an organization (which may include the Church of Justahn, but often includes other knightly orders and, more rarely, less specific groups.

The Will to Survive(Ex): At 4th level and beyond, a knight is so radiant and full of life that his flame is unquenchable. He furthermore adds his Charisma bonus to saving throws.

The Knight's Code: Knights all adhere to a code of chivalry, whether it be laid down by the greatest king or by their own hearts:

-A knight must always be merciful, fair, courageous, and valorous. He must always protect the weak and the innocent, and serve his lord loyally. Every knight must be prepared to sacrifice himself for justice and altruism.
-A knight must be faithful to the Justahn and the Church, and to his lord. He must trust in his own faith and the faith of others. Justahn must always come before his lord, however, for it is said that only the hearts of the divine are uncorruptable. The knight must be generous and kind to his countrymen and allies.
-A knight must be courteous and kind to nobility, particularly women (if male), or men (if female). He must always see to it that above all others, nobles are treated with respect, and in the case of battle with a noble or nobles, that they are given an opportunity to defend themselves. He must always make his best attempt to give any noble who has fallen a proper burial.
-It is a knight's duty to teach others the ways of the Church and Justahn and help strengthen the faith.
-A knight must always be a champion of good, stifling evil whenever it would try and corrupt and abolish the good of society. He must never unhonorably slay another who is good at heart. Should he be required to suppress innocents from an act, he must do so without causing physical harm.

A knight who ceases to be of good alignment (except for one who becomes a Dark Knight, see below) loses all class abilities and cannot advance as a knight ever again, unless he undertakes a quest given to him by the king, succeeds, and then is blessed and submersed in holy water by a high priest. Multiclassing causes the same problems for a knight as a change in alignment does, though a few oaths allow him to multiclass into certain other classes.

Sample Oaths

Oath of the Rider: A knight who selects this Oath becomes a Knight of the Saddle. You are a knight whose love for horsemanship and riding knows no bounds. A mount of a Knight Rider is never afraid to enter any underground or dungeon area if it has a way down.

1st: You gain a +4 inherent bonus to Ride checks and the Ride-by-Attack feat when you first choose your Oath, as well as a +2 inherent bonus to Constitution. Your mount improves as a paladin's mount does.

2nd: At 10th level, you gain the Spirited Charge feat, and do not suffer an AC penalty while charging on a mount. Your speed on foot and while on a mount also increases by 5ft.

3rd: At 14th level, you gain the Trample feat. Your speed is increased by 10ft instead of 5.

4th: At 18th level, you deal quadruple damage when charging (instead of triple as according to Spirited Charge), and your inherent bonus to Constitution increases to +4. Your speed increase rises to 15ft.

Oath of the Inquisitor: A knight who swears the Oath of the Inquisitor becomes such a being, gaining powers that allow him to see into the deceit and wickedness that plague the world. A knight who takes the Oath of the Inquisitor must have demons or spirits as his Sacred Foe.

1st: The Inquisitor Knight gains the ability to detect evil at will, as well as the ability to Smite Evil a number of times per day equal to 1/4 his knight level. The damage this effect deals is equal to his knight level + his Charisma bonus (always at least +1). When dealing WP damage, it only adds his Charisma bonus to the damage. He also gains a +2 inherent bonus to Sense Motive checks.

2nd: You gain the ability to cast Dispel Evil, Dimensional Anchor, and Magic Circle Against Evil each 1/day as spell-like abilities at caster levels equal to your knight level.

3rd: You gain the ability to cast True Seeing 1/day as a spell-like ability at a caster level equal to your knight level, and gain immunity to charms and compulsions.

4th: You gain SR 5 (10 against evil spells) + knight level, and gain a +4 bonus to Will saves against polymorph spells that you are not willing to receive.

Oath of the Dragonslayer: A knight who swears this oath becomes as much a slayer and hunter of dragons as he is a noble knight whose manners rival those of the most gentle kings and queens. A Dragonslayer must have chosen Dragons as his Sacred Foe.

1st: You gain resistance 5 to one form of elemental energy you choose (such fire or acid). You also gain a +4 bonus to Intimidate and Diplomacy checks against dragons and reptilian creatures.

2nd: Your resistance to energies improves by 5. You also treat your weapons as Dragonbane weapons as long as you wield them.

3rd: Your energy resistances improve by a further 5, and you gain the ability to cast Greater Heroism at a caster level equal to your knight level 3/day.

4th: You gain SR 5 (10 against dragons and reptilian creatures' effects) + knight level. You also gain immunity to one type of elemental energy you choose.

Oath of the Undead Hunter:
Knights swearing this oath have a special hatred for the dead that cease to lay in their graves, from lowly risen to mighty vampires. A knight who swears this oath must have undead as his Sacred Foe.

1st: You gain the ability to cast detect undead as a spell-like ability at will, and disrupt undead 3/day at a caster level equal to your knight level.

2nd: You can Turn Undead as a cleric of your knight level by brandishing your holy symbol or the coat of arms of your king. You also gain the ability to cast halt undead 3/day as a spell-like ability at a caster level equal to your knight level.

3rd: You gain a +4 bonus to saves against the special abilities of undead (Ex, Su, Sp). You also  may treat any weapon you wield as if it were a disruption weapon, except you add your Charisma bonus to the DC of the weapon (always a bonus of at least +1).

4th: You gain immunity to energy drain, level drain and diseases, including the magical diseases of the undead such as Mummy Rot. Also, you may use sunburst as a spell-like ability at a caster level equal to your knight level 1/week.

Oath of the Dark Knight: A dark knight is a rare and twisted individual with a much darker mindset than any other kind of knight. Unlike the others, "Dark Riders" as they are sometimes called do not adhere to the typical code of the knight or the Church's ideals (at least, not the Church of Justahn). Some say that they're unholy servants of such foul powers as Rottinghorn or Saemas the Wicked, though in reality their religion is much more complicated (if they adhere to one at all). Dark riders in fact are often quite indistinguishable from their more benevolent counterparts, for though their powers and their code are different from that of a knight of Justahn's, several rules they must follow are at least remotely similar if not almost identical. Dark knights have been known to help the weak, the sick, the poor, and the Church itself in the past, but one should know that their motives are unlikely to be as good as those of other knights.

While occasionally altruistic in their actions, it is also in these same individuals that one will find the most malicious and destructive plans. They have begun witch hunts that slew innocent people and let the wicked run free (though they have also been the headers of true hunts), masterfully engineered wars between mighty empires, murdered those who they were "protecting" under the orders of their lords, and ruthlessly slaughtered peasants and threats to their agendas in the night. Dark knights however are clever at what they do, and take great care to appear as obedient and pure warriors. They capabilities they gain reflect this.

1st: You gain the ability to detect good at will as a spell-like ability, and the ability to cast fog cloud and death knell each 1/day, though you can see through the cloud without problem. You also gain a bonus to Intimidation checks equal to +2.

2nd: You gain the ability to cast animate dead 1/day, and can Rebuke Undead as a cleric equal to your knight level. All the normal rules apply for the amount of dead that can be controlled. Your Intimidate bonus rises to +4.

3rd: Your sinister influence furthermore causes your mount to acquire the Fiendish template. You may only have one mount with this effect at a time, and a new fiendish mount cannot be created in the event of the previous oneâ,¬,,¢s death for at least a week. In addition, you can cast Nightmare 2/day. Your Intimidate bonus is now equal to 4 + your Charisma modifier.

4th: By making a final pact with darkness, your ascension into evil is complete. You are furthermore treated as a Spirit (Demon), which means that you are no longer subject to some abilities and spells that would affect mortals (but are now subject to new ones).Your age limit is effectively double what it normally should be, and you do not suffer any aging penalties (though your hair still grows white and your skin becomes more noticeably care-worn with time; you still die of old age when your time is up). Your home plane is still the physical world (Haveneast). In addition, you are treated as though you had a permanent touch of fatigue spell capability that is always active.

Dark Knight Auras

Unlike traditional knights, dark knights have a very different set of auras that they possess, some of which tend to function in the opposite way that their good counterpartsâ,¬,,¢ do. They otherwise follow the same rules for auras of power.

Aura of the Lost: At 4th level, a dark knight can create a Bane effect centered on him (though he does not suffer the effects) that lasts for a number of rounds equal to 2 + his Wisdom modifier. This need not be used consecutively in terms of rounds.

Aura of Desecration: At 8th level, a dark knightâ,¬,,¢s influence on the world around him grows to the point that he can for a short time infuse the very air around him with evil. He may center a Desecration spell on himself for a number of rounds equal to 2 + his Wisdom modifier. In addition, the penalty inflicted by his Aura of the Lost is equal to his Charisma modifier.

Aura of Clumsiness: At 12th level, the dark knight has an effect on his enemies that prevents them from acting swiftly when they are near him, if he so wishes.  He may center an effect similar to that of a Slow spell on himself (though he does not suffer the penalties), but it reaches out around him at a range of 15ft. He may use this ability for a number of rounds equal to 2 + his Charisma modifier.

Aura of Fear: The dark knightâ,¬,,¢s power truly begins to show by the time he reaches 16th level, as those that approach him are overcome with panic. He may create an effect similar to the Fear spell, except it surrounds him in a 30ft radius. This aura can last for a number of rounds equal to 2 + his Wisdom modifier.

Aura of Pain: At 20th level, it is deadly to even look upon a dark knight when he wishes your doom. For a time equal to 20 + (his Wisdom modifier x 10) minutes a knight is treated as though he were a Symbol of Pain, as the spell, except it functions only within 30ft. Anyone who looks upon him over the duration within range comes under the effect of the spell unless they succeed at a saving throw. The use of this power can be divided up over the course of the day.


The Dark Knightâ,¬,,¢s Code[/b]

-A dark knight does not show mercy or compassion unless it suits him or is under orders by a higher power. A dark knight knows not what fear is himself, but only that others can feel it.
-The Church of Justahn must be respected but also exploited when the chance arises, for Justahn is good but weak. His followers receive no mercy unless there is good reason.
-Nobility are to be treated with courtesy and respect in public and while it is prudent, but there are no qualms about stabbing one in the back if it serves the knight and his goals better. Even a dark knight must follow the orders of his king, though he may act them out in ways not intended and may harbor thoughts of usurping the throne. It is the dark knightâ,¬,,¢s duty like a good knight to show people of lower class that nobles are their superiors. He must also make sure that all nobles get proper burials, even if he had no love or respect for them or any interest in their benefits in life.
-A dark knight must always try to spread mistrust and chaos among the populace by downplaying the faith of Justahn and prevent fairness and equality at every opportunity.
-A dark knight must act benevolent only to further his own sinister goals and must seek to corrupt would-be good doers or kill them outright. He may never slay children of noble birth, except in the case that the child is proven to be dangerous to the interests of his own lord.

A dark knight who becomes of an alignment other than evil (unless he turns into a good knight) loses all class abilities and cannot advance as a knight ever again, unless he undertakes a quest given to him by the king, succeeds, and then is blessed and submersed in holy water by a high priest. Multiclassing causes the same problems for a dark knight as a change in alignment does, though prestige classes are allowed. A knight cannot switch back and forth between good and evil repeatedly. The most changes a knight has ever gone through were found in the hero known as Balean, who fell from knightly grace for a long time, but found the light again in middle age when he saved a royal family from certain death.

[/spoiler]

ADVENTURER REMOVED - REWORKING/REPLACING

[/spoiler]
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

Skills

A New Idea For Skills

I've thought about this a lot, and I've wondered: though people who certainly grow up and are exposed to certain cultures and walks of life might only have skill ranks in certain skills, it doesn't make sense that each class should have individual skill sets. What's to say that one of the knights of a king's royal cavalry isn't a skilled lockpick, or that that strange traveler who carries a pile of arcane books around in a cart with him isn't extremely good at climbing, swimming, and walking tightropes. Thus, with Witchcraft d20 I intend to implement the idea of near-absolute freedom in taking skills as any class. Along with the ability to get abilities such as Uncanny Dodge and Sneak Attack through purchasing feats, there won't be a need for a rogue-type class necessarily. Only a few specific skills (certain knowledges and spellcraft) will be off limits without being part of a specific class. Those that are off-limits will be considered cross-class skills for non-casting classes.

UMD, Spellcraft, and Magic Items

In Witchcraft d20, the need for proper magic association (ex. divine casters for divine scrolls, etc.) is removed, as is the need to have the spell on his spell list (if he even has a spell list at all). The requirement for abilities stays (though for non-casters, the stat is always Intelligence, not Wisdom or Charisma as the casting classes would suggest). Since non-casters probably won't readily have a read magic ability handy, they still need to have appropriate Spellcraft ranks (which might be somewhat hard, considering most non-caster classes don't have access to the skill as a "class" skill). There will be a feat available for purchase that effectively turns Spellcraft into a class skill and adds a small bonus to all checks made with it.

Instead of requiring a caster level equal to the scroll's to cast it effectively without an extra check, one only needs to have a character level equal to the scroll now. Similar rules apply in the case of any staves, wands, or rods. Spell completions and spell triggers are effectively merged into one (only a successful Spellcraft check equal to DC 20 + spell level is required to activate the spell from the item, if there is a required component at all). In some cases, existing activation items that use spell completion or spell trigger are replaced by command words.

The remaining uses of Use Magic Device are effectively merged into Spellcraft.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

Magic

The magic system for spellcasting classes remains Vancian in Witchcraft d20. HOWEVER, there are many large changes to the entire magic system in general, not to mention class spell lists and the natures of some spells.

A new concept I'm working on for Witchcraft d20 is the idea of any class being capable of "generic casting" through the acquisition of a feat (or perhaps multiple feats) and an appropriate Intelligence score (none of the Witchcraft d20 spellcaster classes like the Druid, Sorcerer, Medium have Intelligence as their primary spellcasting stat, so they don't have any more of an advantage over other classes when it comes to using generic magic). Coupled with the new approach to class skills (see the Skills section), a member of any class could potentially learn to wield some magic of this kind.

The upper limits of this type of magic are likely to either A) be very taxing when used, or B) require increasingly higher Intelligence levels to be able to remember their complexities (for example, a character might need 13 intelligence to be able to cast 2nd-level generic spells, while he might need 21 intelligence to cast 7th-level generic spells). Characters who take the required feat will gain a minimum number of spell slots, like a normal spellcaster (or an additional number of slots useable only for this special brand of magic, if already a caster), but it will be purely based on their Intelligence stat. They must prepare and memorize spells as a Wizard in other settings might.

The repetoire of spells available through this type of magic will consist of a large portion of what can't be cast by other classes normally, in addition to a few that fit the Generic Magic system from those lists. However, some spells won't even normally be allowed by this method of casting, and may only be found in a PrC.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

Miscellaneous Changes and "House" Rules

 Alignment

Oh yes, it's happening. Alignment is taking a step somewhere (though I don't know if it should be called forward or backward). The alignment system now features three options: Good, Neutral, and Evil. "Law" and "Chaos" are becoming synonyms for "Good" and "Evil", respectively. Alignment descriptions, alignment relocations for monsters, and information on changes to spells, feats, abilities, and other things are soon to come. :)

Jaerom Darkwind's Weapons System Fix

Witchcraft d20 uses the fix by Jaerom Darkwind, featured on Dicefreaks, as an official part of the system, and as such it's likely one of the misc. changes you'll be most inclined to want to use. You can find the thread  here.

 Vitality/Wound Points System, from Unearthed Arcana  

Not required, but I recommend it.

 Armor as Damage Reduction

If you use VP/WP, I recommend this to accompany it. Treat the DR given by armors/nat armor as effective normally against attacks that damage vitality points, but ineffective against wound point damage. The only time DR works for wound points is when a creature has no vitality points (such as a vampire or skeleton wearing armor or with natural armor). Additionally, magical enhancements to armor improve AC as normal, but also improve DR from armor by a number equal to 1/2 the enhancement bonus, rounded down (so a +4 fullplate has DR 6/-, as does a +5 fullplate).

  Str/Dex Requirements for Weapons and Armor

Coming Soon
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

[spoiler=GitHub]https://github.com/threexc[/spoiler]

Numinous

Wow, sounds like something awesome!  I love the ideas you presented in the first post, and I look forward to reading.  You're right about people disagreeing with your use of certain materials, but I speak only for myself in saying that I will swallow my prejudices, if only to enjoy the material you make.
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

Seraph

Agreed.  Awesomeness incarnate.  I have a similar thing going on in Bizhentluus in Avayevnon, so I'm very curious to see what you do with this.  Your conflicts sound like mine, but they come off as darker than mine do.
Brother Guillotine of Loving Wisdom
My Campaigns:
Discuss Avayevnon here at the New Discussion Thread
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SA

And I have a similar thing going on in Dar-Fain in Dystopia, though I'd call Witchcraft d20 a little tamer.  I think Inquisitions (with actual witchcraft, or without), are a great source of roleplaying with a dark edge.

Hibou

Agreed. Inquisitions are the way to be. Right now, I'm focusing on the changes to the system, which are being designed to fit the type of setting better than D&D. The actual setting is going to come later on. :)
[spoiler=GitHub]https://github.com/threexc[/spoiler]

snakefing

One of the biggest problems I have with the way D&D / D20 is currently designed, is the difficulty involved in tweaking the rule set for a setting with decidedly different tone or metaphysics.

I wish you luck, and I'll be keeping an eye on this, since I have a similar project (similar in concept, not in tone) for my own use.
My Wiki

My Unitarian Jihad name is: The Dagger of the Short Path.
And no, I don't understand it.

Xathan

This looks awesome. Do you have plans to make this Open Game Content?
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