Chambers
2010-07-01, 09:55 PM
In looking for a revision of the magic system that does not limit spellcasters to a certain amount of spells per day I first looked at the Recharge Variant (http://www.d20srd.org/srd/variant/magic/rechargeMagic.htm) from UA. The benefit of that system is that it does remove the daily limit of spells per day, but introduces a complex system for determining when a spell may be cast again. It also does not provide a counter-balance for increasing caster's power - they gain unlimited spells per day, and the only drawback is they have to wait a few rounds or sometimes significantly longer before they can use a spell of that level again.
The idea of the Arcane Swordsage has been debated since WoTC put those few lines in Tome of Battle that completely fail to describe exactly how the character's abilities would work. Spells as maneuvers sounds really neat, but without a clear understanding of RAW (as well as discussion about it's high potential for broken-ness) it's not a real viable alternative unless the DM and player work out a system.
As prompted by my search for my own set of ideal House Rules (http://www.giantitp.com/forums/showthread.php?t=158199), here's a system I've put together for Magic using the known / readied / expended / recovered set of rules.
tl;dr Spellcasters know far fewer spells but use the Tome of Battle maneuver method for casting. 8th & 9th level spells are treated as special, not part of daily casting.
I kind of expect to get a lot of heavy criticism, which is okay. Just be nice please. :smallsmile:
[From the SRD regarding Recharge Magic. It's applicable to this variant system as well]
This is a high-powered variant, because spellcasters can cast their staple combat and healing spells all day long. This means that the PCs face almost every encounter fully healed, and rarely do spellcasters have their spell lists significantly depleted. Spellcasters will always have access to their highest-level combat and healing spells. And it’s those spells that largely comprise a spellcaster’s contribution toward overcoming a given encounter.
As with most high-powered variants, this variant works only if every spellcaster in the campaign is using it, including powerful NPC spellcasters.
As the DM, you have to plan for a party of PCs that can adventure all day long, beginning every fight in a more or less fully rested state. This prospect can be thrilling for players, who no longer have to face the disappointment of a retreat to town just when they’re on the cusp of the adventure’s climax. But when PCs don’t need to retreat to heal and prepare new spells, the GM ends up running more encounters per game session, which means a measure of extra preparation.
As a rule of thumb, a group of four PCs that includes two variant spellcasters can handle encounters of an Encounter Level equal to the characters’ average level +2. The fights will be exciting ones; every room in the dungeon becomes as perilous as a typical adventure’s climax. But the PCs face each one with full resources, so the denizens of the dungeon can’t defeat them through depletion and attrition. If your group likes knock-down, drag-out, set-piece battles, then this variant lets you fight more of them.
----
Magic Variant - Known / Readied Spells
Spells Known
Every spellcaster has a limited number of Spells Known. They select their spells known from their class list of spells.
Spellcasters can not learn new spells from scrolls.
*Ability Scores do grant extra spells known.*
Replacing Spells Known: Upon reaching 4th level, and at every even-numbered class level after that (6th, 8th, and so on) in a class that increases their spellcasting, a spellcaster can choose to learn a new spell in place of one he already knows. In effect, the spellcaster "loses" the old spell in exchange for the new one. The new spell must be chosen from the spell list of the class he or she gained the level in and must replace a spell gained from the same class.
The new spell’s level must be the same as that of the spell being exchanged and it may be a spell of any level that the spellcaster can cast. A spellcaster may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.[/list]
Readying Spells
Prepared spellcasters may Ready a specific number of spells per spell level. Readied spells may be changed by meditating for 5 minutes. A spellcaster may not ready multiple instances of a spell, but may ready a metamagic'd version of the spell in addition to the regular spell.
Ex. A 4th level Wizard knows 5 1st level spells and 2 2nd level spells. She may ready 3 1st level spells and 1 2nd level spell.
Spontaneous Spellcasters have all their known spells as readied spells. They must recover expended spells normally.
*Ability scores do not grant extra spells readied.*
Recovering Spells
Prepared Casters Use the Swordsage Recovery Method.
Spontaneous Casters Use the Warblade Recovery Method, Modified. (Swift action to recover, remove requirement to attack)
Spellcasters may not cast a spell in the round they recover their spells.
Prestige Classes
With the delayed acquisition of new spell levels, Prestige Classes that require a character be capable of casting a specific level of spells now instead require characters to have a minimum caster level. The required caster level is whichever caster level was required in the regular system to cast the required level of spells. Sounds a little complicated, but it's not really.
Ex. Prestige Class X requires a character to cast 3rd level spells. The character entering is a Wizard. In the regular system Wizards need 5 class levels to cast 3rd level spells, so the Prestige Class requires Wizards to have a Caster Level of 5. This caster level refers to levels in the spellcasting class, not a higher caster level a character may have due to magic items or other abilities.
Classes
Bard
Spells Known Per Level
{table=head]X|.0.|.1.|.2.|.3.|.4.|.5.|.6.
1|2|||||||
2|2|1||||||
3|3|2||||||
4|3|2|1|||||
5|4|3|1|||||
6|4|3|2|||||
7|4|4|2|1||||
8|5|4|2|1||||
9|5|4|2|2||||
10|5|4|2|2|1|||
11|5|4|2|2|1|||
12|5|4|2|2|2|||
13|5|4|2|2|2|1|||
14|5|4|2|2|2|1|||
15|5|4|2|2|2|2|||
16|5|4|2|2|2|2|1|
17|5|4|2|2|2|2|1|
18|5|4|2|2|2|2|2|
19|5|4|2|2|2|2|2|
20|5|4|2|2|2|2|2[/table]
Spells Readied Per Level
* Spontaneous Spellcasters have all their spells known as readied spells. They are expended and recovered normally.
Archivist / Cleric / Druid / Wizard
Domain Spells: The Cleric gains the spells listed in his or her Domains as bonus spells known. These do not count against the normal limit of spells known.
Specialist Wizards: A Specialist Wizard gains 1 bonus spell known per spell level and 1 bonus spell readied per spell level. The spell known and readied spell both must be from his or her school of specialty.
Spells Known Per Level
{table=head]X|.0.|.1.|.2.|.3.|.4.|.5.|.6.|.7.
1|3|3|||||
2|3|4|||||
3|4|5|1||||
4|4|5|2|||||
5|5|5|2|||||
6|5|5|3|1||||
7|6|5|3|2||||
8|6|5|4|2||||
9|6|5|4|3|1|||
10|6|5|4|3|2|||
11|6|5|4|4|2|||
12|6|5|4|4|3|1||
13|6|5|4|4|3|2|||
14|6|5|4|4|4|2|||
15|6|5|4|4|4|3|1||
16|6|5|4|4|4|3|2||
17|6|5|4|4|4|4|2|1|
18|6|5|4|4|4|4|3|2|
19|6|5|4|4|4|4|3|3|
20|6|5|4|4|4|4|4|4|[/table]
Spells Readied Per Level
{table=head]X|.0.|.1.|.2.|.3.|.4.|.5.|.6.|.7.
1|3|2|||||
2|3|2|||||
3|4|2|1|||||
4|4|3|1|||||
5|4|3|2|||||
6|4|3|2|1||||
7|4|3|2|1||||
8|4|3|2|2||||
9|4|3|2|2|1|||
10|4|3|2|2|1|||
11|4|3|2|2|2|||
12|4|3|2|2|2|1||
13|4|3|2|2|2|1||
14|4|3|2|2|2|2||
15|4|3|2|2|2|2|1|
16|4|3|2|2|2|2|1|
17|4|3|2|2|2|2|2|1
18|4|3|2|2|2|2|2|1
19|4|3|2|2|2|2|2|2
20|4|3|2|2|2|2|2|2[/table]
Hexblade / Paladin / Ranger / Spellthief
Spells Known Per Level
{table=head]X|.1.|.2.|.3.|.4.
1|||||
2||||||
3||||||
4|1||||
5|1||||
6|1||||
7|2||||
8|2|1|||
9|2|1|||
10|2|1|||
11|2|2|1||
12|3|2|1||
13|3|2|1||
14|3|2|2|1|
15|3|2|2|1|
16|3|2|2|1|
17|3|2|2|2|
18|3|2|2|2|
19|3|2|2|2|
20|3|2|2|2[/table]
Hexblade & Spellthief are Spontaneous Spellcasters. Spontaneous Spellcasters have all their known spells as readied spells.
Spells Readied Per Level
{table=head]X|.1.|.2.|.3.|.4.
1|||||
2||||||
3||||||
4|1||||
5|1||||
6|1||||
7|2||||
8|2|1|||
9|2|1|||
10|2|1|||
11|2|1|1||
12|2|2|1||
13|2|2|1||
14|2|2|1|1|
15|2|2|1|1|
16|2|2|1|1|
17|2|2|1|1|
18|2|2|1|1|
19|2|2|1|1|
20|2|2|1|1[/table]
Beguiler / Dread Necromancer / Favored Soul / Sorcerer / Warmage
Spells Known Per Level
{table=head]X|.0.|.1.|.2.|.3.|.4.|.5.|.6.|.7.
1|3|2|||||
2|3|3|||||
3|4|4|1||||
4|4|4|1|||||
5|5|4|2||||
6|5|4|2|1||||
7|5|4|2|1|||
8|5|4|2|2||||
9|5|4|2|2|1||
10|5|4|2|2|1|||
11|5|4|2|2|2||
12|5|4|2|2|2|1||
13|5|4|2|2|2|1|||
14|5|4|2|2|2|2|||
15|5|4|2|2|2|2|1||
16|5|4|2|2|2|2|1||
17|5|4|2|2|2|2|2|1|
18|5|4|2|2|2|2|2|1|
19|5|4|2|2|2|2|2|2|
20|5|4|2|2|2|2|2|2|[/table]
Spells Readied per Level
* Spontaneous Spellcasters have all their spells known as readied spells. They are expended and recovered normally.
Feats
Adaptive Style - No revision. Applies to maneuvers only, not spells.
Extra Slot - Gain an extra Readied spell at any level lower than your highest level. Prepared Spellcasters only. May be taken multiple times.
Extra Spell - No revision.
Extra Readied Maneuver, Martial Study, Martial Stance - No revision. They apply to maneuvers only.
Reserve Feats - The feat functions on having the required type of spell readied. If there are no readied spells that meet the spell requirement, the spellcaster loses the benefit.
Collegiate Wizard / Precocious Apprentice - Banned. Precocious Apprentice is like a Extra Spell and Extra Slot together in one feat, albeit for a specific spell level. Collegiate Wizard effectively doubles the amount of spells a Wizard knows.
Magic Items
Potions / Oils - Drinking or applying a Potion or Oil readies and expends the spell immediately. In effect, no change.
Scrolls - They allow the spellcaster to ready the spell for later use (like Martial Scripts) or may be readied and expended immediately. Characters utilizing Use Magic Device to read a scroll ready and expend the spell immediately upon activating the scroll.
Wands / Staffs - Activation of a Wand or Staff readies and expends the spell immediately, draining the appropriate amount of charges. Usually 1 charge, but may be more in the case of Staffs.
Metamagic
Prepared Spellcasters must ready the metamagic version of the spell in the appropriate higher level spell slot.
Spontaneous Spellcasters may apply a metamagic feat to a readied spell on the fly, choosing a different spell in the appropriate higher level spell slot to expend.
Ex. A 12th level Sorcerer casts an Extended version of Mage Armor. Instead of expending Mage Armor, a 2nd level spell is chosen and expended.
Spells
Summons A spellcaster may only have one instance of a summoning spell or ability active at a single time. These include but are not limited to Summon Nature's Ally, Summon Monster, Summon Undead, the Planar Ally series of spells and the Planar Binding series of spells.
The caster that summoned the creatures expends spell slots when the summoned creature uses a special ability that duplicates or replicates the effects of a spell. The spellcaster expends a spell of the level equivalent to the spell level of the ability that the summoned creature used. This also applies to other abilities such as maneuvers or psionic powers.
8th & 9th level spells as Incantations
Removing 8th & 9th level spells from the list of known and readied spells will help balance spellcasters vs non-spellcasters, but the DM and players may wish to not entirely eliminate those spells from the game world. One option is to treat 8th & 9th level spells as Incantations (http://www.d20srd.org/srd/variant/magic/incantations.htm).
Each 8th & 9th level spell is a separate Incantation and must be developed and used under the guidance of the DM.
Things that need fixin'
Anyspell / Greater Anyspell.
----
That's the basic idea. I've tried to think of a few problems ahead of time, but my solutions may have other problems or there may be better solutions. Please let me know what you think!
The idea of the Arcane Swordsage has been debated since WoTC put those few lines in Tome of Battle that completely fail to describe exactly how the character's abilities would work. Spells as maneuvers sounds really neat, but without a clear understanding of RAW (as well as discussion about it's high potential for broken-ness) it's not a real viable alternative unless the DM and player work out a system.
As prompted by my search for my own set of ideal House Rules (http://www.giantitp.com/forums/showthread.php?t=158199), here's a system I've put together for Magic using the known / readied / expended / recovered set of rules.
tl;dr Spellcasters know far fewer spells but use the Tome of Battle maneuver method for casting. 8th & 9th level spells are treated as special, not part of daily casting.
I kind of expect to get a lot of heavy criticism, which is okay. Just be nice please. :smallsmile:
[From the SRD regarding Recharge Magic. It's applicable to this variant system as well]
This is a high-powered variant, because spellcasters can cast their staple combat and healing spells all day long. This means that the PCs face almost every encounter fully healed, and rarely do spellcasters have their spell lists significantly depleted. Spellcasters will always have access to their highest-level combat and healing spells. And it’s those spells that largely comprise a spellcaster’s contribution toward overcoming a given encounter.
As with most high-powered variants, this variant works only if every spellcaster in the campaign is using it, including powerful NPC spellcasters.
As the DM, you have to plan for a party of PCs that can adventure all day long, beginning every fight in a more or less fully rested state. This prospect can be thrilling for players, who no longer have to face the disappointment of a retreat to town just when they’re on the cusp of the adventure’s climax. But when PCs don’t need to retreat to heal and prepare new spells, the GM ends up running more encounters per game session, which means a measure of extra preparation.
As a rule of thumb, a group of four PCs that includes two variant spellcasters can handle encounters of an Encounter Level equal to the characters’ average level +2. The fights will be exciting ones; every room in the dungeon becomes as perilous as a typical adventure’s climax. But the PCs face each one with full resources, so the denizens of the dungeon can’t defeat them through depletion and attrition. If your group likes knock-down, drag-out, set-piece battles, then this variant lets you fight more of them.
----
Magic Variant - Known / Readied Spells
Spells Known
Every spellcaster has a limited number of Spells Known. They select their spells known from their class list of spells.
Spellcasters can not learn new spells from scrolls.
*Ability Scores do grant extra spells known.*
Replacing Spells Known: Upon reaching 4th level, and at every even-numbered class level after that (6th, 8th, and so on) in a class that increases their spellcasting, a spellcaster can choose to learn a new spell in place of one he already knows. In effect, the spellcaster "loses" the old spell in exchange for the new one. The new spell must be chosen from the spell list of the class he or she gained the level in and must replace a spell gained from the same class.
The new spell’s level must be the same as that of the spell being exchanged and it may be a spell of any level that the spellcaster can cast. A spellcaster may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.[/list]
Readying Spells
Prepared spellcasters may Ready a specific number of spells per spell level. Readied spells may be changed by meditating for 5 minutes. A spellcaster may not ready multiple instances of a spell, but may ready a metamagic'd version of the spell in addition to the regular spell.
Ex. A 4th level Wizard knows 5 1st level spells and 2 2nd level spells. She may ready 3 1st level spells and 1 2nd level spell.
Spontaneous Spellcasters have all their known spells as readied spells. They must recover expended spells normally.
*Ability scores do not grant extra spells readied.*
Recovering Spells
Prepared Casters Use the Swordsage Recovery Method.
Spontaneous Casters Use the Warblade Recovery Method, Modified. (Swift action to recover, remove requirement to attack)
Spellcasters may not cast a spell in the round they recover their spells.
Prestige Classes
With the delayed acquisition of new spell levels, Prestige Classes that require a character be capable of casting a specific level of spells now instead require characters to have a minimum caster level. The required caster level is whichever caster level was required in the regular system to cast the required level of spells. Sounds a little complicated, but it's not really.
Ex. Prestige Class X requires a character to cast 3rd level spells. The character entering is a Wizard. In the regular system Wizards need 5 class levels to cast 3rd level spells, so the Prestige Class requires Wizards to have a Caster Level of 5. This caster level refers to levels in the spellcasting class, not a higher caster level a character may have due to magic items or other abilities.
Classes
Bard
Spells Known Per Level
{table=head]X|.0.|.1.|.2.|.3.|.4.|.5.|.6.
1|2|||||||
2|2|1||||||
3|3|2||||||
4|3|2|1|||||
5|4|3|1|||||
6|4|3|2|||||
7|4|4|2|1||||
8|5|4|2|1||||
9|5|4|2|2||||
10|5|4|2|2|1|||
11|5|4|2|2|1|||
12|5|4|2|2|2|||
13|5|4|2|2|2|1|||
14|5|4|2|2|2|1|||
15|5|4|2|2|2|2|||
16|5|4|2|2|2|2|1|
17|5|4|2|2|2|2|1|
18|5|4|2|2|2|2|2|
19|5|4|2|2|2|2|2|
20|5|4|2|2|2|2|2[/table]
Spells Readied Per Level
* Spontaneous Spellcasters have all their spells known as readied spells. They are expended and recovered normally.
Archivist / Cleric / Druid / Wizard
Domain Spells: The Cleric gains the spells listed in his or her Domains as bonus spells known. These do not count against the normal limit of spells known.
Specialist Wizards: A Specialist Wizard gains 1 bonus spell known per spell level and 1 bonus spell readied per spell level. The spell known and readied spell both must be from his or her school of specialty.
Spells Known Per Level
{table=head]X|.0.|.1.|.2.|.3.|.4.|.5.|.6.|.7.
1|3|3|||||
2|3|4|||||
3|4|5|1||||
4|4|5|2|||||
5|5|5|2|||||
6|5|5|3|1||||
7|6|5|3|2||||
8|6|5|4|2||||
9|6|5|4|3|1|||
10|6|5|4|3|2|||
11|6|5|4|4|2|||
12|6|5|4|4|3|1||
13|6|5|4|4|3|2|||
14|6|5|4|4|4|2|||
15|6|5|4|4|4|3|1||
16|6|5|4|4|4|3|2||
17|6|5|4|4|4|4|2|1|
18|6|5|4|4|4|4|3|2|
19|6|5|4|4|4|4|3|3|
20|6|5|4|4|4|4|4|4|[/table]
Spells Readied Per Level
{table=head]X|.0.|.1.|.2.|.3.|.4.|.5.|.6.|.7.
1|3|2|||||
2|3|2|||||
3|4|2|1|||||
4|4|3|1|||||
5|4|3|2|||||
6|4|3|2|1||||
7|4|3|2|1||||
8|4|3|2|2||||
9|4|3|2|2|1|||
10|4|3|2|2|1|||
11|4|3|2|2|2|||
12|4|3|2|2|2|1||
13|4|3|2|2|2|1||
14|4|3|2|2|2|2||
15|4|3|2|2|2|2|1|
16|4|3|2|2|2|2|1|
17|4|3|2|2|2|2|2|1
18|4|3|2|2|2|2|2|1
19|4|3|2|2|2|2|2|2
20|4|3|2|2|2|2|2|2[/table]
Hexblade / Paladin / Ranger / Spellthief
Spells Known Per Level
{table=head]X|.1.|.2.|.3.|.4.
1|||||
2||||||
3||||||
4|1||||
5|1||||
6|1||||
7|2||||
8|2|1|||
9|2|1|||
10|2|1|||
11|2|2|1||
12|3|2|1||
13|3|2|1||
14|3|2|2|1|
15|3|2|2|1|
16|3|2|2|1|
17|3|2|2|2|
18|3|2|2|2|
19|3|2|2|2|
20|3|2|2|2[/table]
Hexblade & Spellthief are Spontaneous Spellcasters. Spontaneous Spellcasters have all their known spells as readied spells.
Spells Readied Per Level
{table=head]X|.1.|.2.|.3.|.4.
1|||||
2||||||
3||||||
4|1||||
5|1||||
6|1||||
7|2||||
8|2|1|||
9|2|1|||
10|2|1|||
11|2|1|1||
12|2|2|1||
13|2|2|1||
14|2|2|1|1|
15|2|2|1|1|
16|2|2|1|1|
17|2|2|1|1|
18|2|2|1|1|
19|2|2|1|1|
20|2|2|1|1[/table]
Beguiler / Dread Necromancer / Favored Soul / Sorcerer / Warmage
Spells Known Per Level
{table=head]X|.0.|.1.|.2.|.3.|.4.|.5.|.6.|.7.
1|3|2|||||
2|3|3|||||
3|4|4|1||||
4|4|4|1|||||
5|5|4|2||||
6|5|4|2|1||||
7|5|4|2|1|||
8|5|4|2|2||||
9|5|4|2|2|1||
10|5|4|2|2|1|||
11|5|4|2|2|2||
12|5|4|2|2|2|1||
13|5|4|2|2|2|1|||
14|5|4|2|2|2|2|||
15|5|4|2|2|2|2|1||
16|5|4|2|2|2|2|1||
17|5|4|2|2|2|2|2|1|
18|5|4|2|2|2|2|2|1|
19|5|4|2|2|2|2|2|2|
20|5|4|2|2|2|2|2|2|[/table]
Spells Readied per Level
* Spontaneous Spellcasters have all their spells known as readied spells. They are expended and recovered normally.
Feats
Adaptive Style - No revision. Applies to maneuvers only, not spells.
Extra Slot - Gain an extra Readied spell at any level lower than your highest level. Prepared Spellcasters only. May be taken multiple times.
Extra Spell - No revision.
Extra Readied Maneuver, Martial Study, Martial Stance - No revision. They apply to maneuvers only.
Reserve Feats - The feat functions on having the required type of spell readied. If there are no readied spells that meet the spell requirement, the spellcaster loses the benefit.
Collegiate Wizard / Precocious Apprentice - Banned. Precocious Apprentice is like a Extra Spell and Extra Slot together in one feat, albeit for a specific spell level. Collegiate Wizard effectively doubles the amount of spells a Wizard knows.
Magic Items
Potions / Oils - Drinking or applying a Potion or Oil readies and expends the spell immediately. In effect, no change.
Scrolls - They allow the spellcaster to ready the spell for later use (like Martial Scripts) or may be readied and expended immediately. Characters utilizing Use Magic Device to read a scroll ready and expend the spell immediately upon activating the scroll.
Wands / Staffs - Activation of a Wand or Staff readies and expends the spell immediately, draining the appropriate amount of charges. Usually 1 charge, but may be more in the case of Staffs.
Metamagic
Prepared Spellcasters must ready the metamagic version of the spell in the appropriate higher level spell slot.
Spontaneous Spellcasters may apply a metamagic feat to a readied spell on the fly, choosing a different spell in the appropriate higher level spell slot to expend.
Ex. A 12th level Sorcerer casts an Extended version of Mage Armor. Instead of expending Mage Armor, a 2nd level spell is chosen and expended.
Spells
Summons A spellcaster may only have one instance of a summoning spell or ability active at a single time. These include but are not limited to Summon Nature's Ally, Summon Monster, Summon Undead, the Planar Ally series of spells and the Planar Binding series of spells.
The caster that summoned the creatures expends spell slots when the summoned creature uses a special ability that duplicates or replicates the effects of a spell. The spellcaster expends a spell of the level equivalent to the spell level of the ability that the summoned creature used. This also applies to other abilities such as maneuvers or psionic powers.
8th & 9th level spells as Incantations
Removing 8th & 9th level spells from the list of known and readied spells will help balance spellcasters vs non-spellcasters, but the DM and players may wish to not entirely eliminate those spells from the game world. One option is to treat 8th & 9th level spells as Incantations (http://www.d20srd.org/srd/variant/magic/incantations.htm).
Each 8th & 9th level spell is a separate Incantation and must be developed and used under the guidance of the DM.
Things that need fixin'
Anyspell / Greater Anyspell.
----
That's the basic idea. I've tried to think of a few problems ahead of time, but my solutions may have other problems or there may be better solutions. Please let me know what you think!