Xallace
2010-02-02, 11:38 AM
So for a while, I've been looking for a magic system in D&D that I like; Vancian? Not my thing. I've mulled over quite a few ideas, deliberated on numerous others' "fixes"... and I think I've hit on one that works for me!
Please note, this is for arcane casters. I feel divine casters should work a little differently, and am still searching for the right method.
Step One: Power Points
You have a pool of resources called "Power Points," or "Spell Points." When you cast a spell, it draws from the pool. The amount it draws is dependent on the spell's level, as follows.
{table=head]Spell Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
Point Cost | 0 | 1 | 3 | 5 | 7 | 9 | 11 | 13 | 15 | 17[/table]
Spellcasters use their full normal caster level for determining the effects of their spells in this system, with one significant exception. Spells that deal a number of dice of damage based on caster level (such as magic missile, searing light, or lightning bolt) deal damage as if cast by a character of the minimum level of the class capable of casting the spell. Spells whose damage is partially based on caster level, but that don’t deal a number of dice of damage based on caster level (such as produce flame or an inflict spell) use the spellcaster’s normal caster level to determine damage. Use the character’s normal caster level for all other effects, including range and duration.
For example, a fireball deals a number of dice of damage based on the caster’s level, so when cast by a wizard using this system, it deals 5d6 points of damage (as if cast by a 5th-level wizard, which is the minimum level of wizard capable of casting fireball). A sorcerer who casts the same spell deals 6d6 points of damage, since the minimum level of sorcerer capable of casting fireball is 6th.
A character can pay additional spell points to increase the dice of damage dealt by a spell. Every 1 extra spell point spent at the time of casting increases the spell’s effective caster level by 1 for purposes of dealing damage. A character can’t increase a damage-dealing spell’s caster level above his own caster level, or above the normal maximum allowed by the spell.
Note: Now, non-damaging spells would need to be augmentable, as well. Assume it's like psionics: nearly everything starts at its lowest possible level, and you can augment all of it with enough power points.
Simple enough, right? We've all seen this before.
Step Two: Spell Recharge
Each round, you regain a set number of spell points, dependent on your level. At 1st level, you regain 1 point every round. At 4th level, this increases to 2 points. At 9th level, 3 points a round; at 14th, 4 points; and finally, at 19th level, 5 points per round.
Step Three: Point Capacity
You cannot have more spell points than your class level at any given time. So at 1st level, you cannot have more than 1 point, while at 20th level, you cannot have more than 20.
Step Four: Limiting Problem Spells
For each spell you keep active, your maximum point capacity is reduced by 1. So, if you have a Fly spell and a Wall of Fire spell active at level 10, your maximum point capacity is 8.
When you deactivate one of your spells, you regain the lost point.
That's it!
Feats
Extended Focus [General]
You are capable of focusing on more spells than usual, perhaps through intense concentration or trained techniques for reducing the cost of your spells.
Prerequisites: Concentration 9 ranks, Spellcraft 9 ranks, ability to cast arcane spells
Benefits: When you cast a spell with a duration longer than instantaneous, you can choose to ignore the reduction to your total point capacity. You may ignore the cost on up to three spells in this way.
Improved Spell Capacity [General]
Your ability to hold onto arcane power is greatly improved.
Prerequisites: Ability to cast arcane spells, caster level 9th
Benefits: Your spell point capacity is improved by 4.
Vitality Burn [General]*
When things get desperate, you can convert your life force into magical energy.
Prerequisites: Ability to cast arcane spells
Benefit: You can take 1 point of Constitution Burn to cast a spell for which you do not have enough spell points to cast normally.
What Does This Mean?
Super-Spells Become a Choice: Because of the cost of higher level spells, you have to wait a couple rounds to "recharge" before casting one. Similarly, you are presented with a choice: Cast more mid-level spells, or save up for the high-level ones?
You Always Have Low Spells: You always have access to 0- and 1st- level spells. By 20th level, you have enough to cast un-augmented 3rd-level spells every round, and augmented versions of 0-2nd-level spells.
No More "15-Min Day," No More "Now I'm Useless": Because points come in a per-round quantity rather than a per-day quantity, you can keep going all day long! Likewise, you can still compete if you do decide to keep adventuring!
A Little More Book-Keeping: A little more than the regular system, sure. Not much more than having a character with Fast Healing, though.
It Feels Right: Totally subjective, of course. Rechargeable magic feels more "right" to me than Vancian, which is why I'm doing this in the first place.
On Prepared Casters vs Spontaneous Casters
Obviously, prepared casters would have a bit of an advantage in this system. As such, spontaneous casters would all get a bit of a boost: The sorcerer might have a higher point capacity, for instance (like, class level + Charisma modifier or some such thing). I would probably make these changes class-by-class, to make each one feel a little more unique.
On "Fixes"
This Is Not A Fix!: It's not! This is just me trying to find a way to better represent how I feel the game's magic system should be. I'm not yet ready to overhaul the whole thing.
Melee Classes Still Shafted: Yes, well, that's a whole different beast.
So The Question Remains:
Is it horribly, brokenly more overpowered than the regular system? Is it awfully, cripplingly underpowered? Is there anything I overlooked?
Please note, this is for arcane casters. I feel divine casters should work a little differently, and am still searching for the right method.
Step One: Power Points
You have a pool of resources called "Power Points," or "Spell Points." When you cast a spell, it draws from the pool. The amount it draws is dependent on the spell's level, as follows.
{table=head]Spell Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
Point Cost | 0 | 1 | 3 | 5 | 7 | 9 | 11 | 13 | 15 | 17[/table]
Spellcasters use their full normal caster level for determining the effects of their spells in this system, with one significant exception. Spells that deal a number of dice of damage based on caster level (such as magic missile, searing light, or lightning bolt) deal damage as if cast by a character of the minimum level of the class capable of casting the spell. Spells whose damage is partially based on caster level, but that don’t deal a number of dice of damage based on caster level (such as produce flame or an inflict spell) use the spellcaster’s normal caster level to determine damage. Use the character’s normal caster level for all other effects, including range and duration.
For example, a fireball deals a number of dice of damage based on the caster’s level, so when cast by a wizard using this system, it deals 5d6 points of damage (as if cast by a 5th-level wizard, which is the minimum level of wizard capable of casting fireball). A sorcerer who casts the same spell deals 6d6 points of damage, since the minimum level of sorcerer capable of casting fireball is 6th.
A character can pay additional spell points to increase the dice of damage dealt by a spell. Every 1 extra spell point spent at the time of casting increases the spell’s effective caster level by 1 for purposes of dealing damage. A character can’t increase a damage-dealing spell’s caster level above his own caster level, or above the normal maximum allowed by the spell.
Note: Now, non-damaging spells would need to be augmentable, as well. Assume it's like psionics: nearly everything starts at its lowest possible level, and you can augment all of it with enough power points.
Simple enough, right? We've all seen this before.
Step Two: Spell Recharge
Each round, you regain a set number of spell points, dependent on your level. At 1st level, you regain 1 point every round. At 4th level, this increases to 2 points. At 9th level, 3 points a round; at 14th, 4 points; and finally, at 19th level, 5 points per round.
Step Three: Point Capacity
You cannot have more spell points than your class level at any given time. So at 1st level, you cannot have more than 1 point, while at 20th level, you cannot have more than 20.
Step Four: Limiting Problem Spells
For each spell you keep active, your maximum point capacity is reduced by 1. So, if you have a Fly spell and a Wall of Fire spell active at level 10, your maximum point capacity is 8.
When you deactivate one of your spells, you regain the lost point.
That's it!
Feats
Extended Focus [General]
You are capable of focusing on more spells than usual, perhaps through intense concentration or trained techniques for reducing the cost of your spells.
Prerequisites: Concentration 9 ranks, Spellcraft 9 ranks, ability to cast arcane spells
Benefits: When you cast a spell with a duration longer than instantaneous, you can choose to ignore the reduction to your total point capacity. You may ignore the cost on up to three spells in this way.
Improved Spell Capacity [General]
Your ability to hold onto arcane power is greatly improved.
Prerequisites: Ability to cast arcane spells, caster level 9th
Benefits: Your spell point capacity is improved by 4.
Vitality Burn [General]*
When things get desperate, you can convert your life force into magical energy.
Prerequisites: Ability to cast arcane spells
Benefit: You can take 1 point of Constitution Burn to cast a spell for which you do not have enough spell points to cast normally.
What Does This Mean?
Super-Spells Become a Choice: Because of the cost of higher level spells, you have to wait a couple rounds to "recharge" before casting one. Similarly, you are presented with a choice: Cast more mid-level spells, or save up for the high-level ones?
You Always Have Low Spells: You always have access to 0- and 1st- level spells. By 20th level, you have enough to cast un-augmented 3rd-level spells every round, and augmented versions of 0-2nd-level spells.
No More "15-Min Day," No More "Now I'm Useless": Because points come in a per-round quantity rather than a per-day quantity, you can keep going all day long! Likewise, you can still compete if you do decide to keep adventuring!
A Little More Book-Keeping: A little more than the regular system, sure. Not much more than having a character with Fast Healing, though.
It Feels Right: Totally subjective, of course. Rechargeable magic feels more "right" to me than Vancian, which is why I'm doing this in the first place.
On Prepared Casters vs Spontaneous Casters
Obviously, prepared casters would have a bit of an advantage in this system. As such, spontaneous casters would all get a bit of a boost: The sorcerer might have a higher point capacity, for instance (like, class level + Charisma modifier or some such thing). I would probably make these changes class-by-class, to make each one feel a little more unique.
On "Fixes"
This Is Not A Fix!: It's not! This is just me trying to find a way to better represent how I feel the game's magic system should be. I'm not yet ready to overhaul the whole thing.
Melee Classes Still Shafted: Yes, well, that's a whole different beast.
So The Question Remains:
Is it horribly, brokenly more overpowered than the regular system? Is it awfully, cripplingly underpowered? Is there anything I overlooked?