Evard
2010-07-05, 02:19 PM
In 3.5 DnD I hear how magic completely over shadow melee characters.. This is 100% true and I think how the game was made on purpose. So a way to even up the playing field could be combining the Alignment System and the Magic system.
When casting spell the magic user (arcane or divine) imparts part of them into the spell since the power is flowing into and out of them. Therefor lets have the spell always be alignment based. This is already done with cleric for the most part since they have good/neutral/evil auras and can't cast spells of opposite alignment on the C/L G/E scale.
Now lets say that if you have the same alignment or similar alignment then the spell recognizes the casters moral/ethical codes and views the target as the caster (in a way magic could).
When a magic user casts a spell, how effective the spell will be is determined by the alignment scale. The further away the alignment is the more effective the spell will be.
Example 1: A chaotic good wizard casts fireball for 10d6 damage on a group of Lawful Evil enemies, however there is an Lawful Good fighter (ally) surrounded by all of them and can't get out in time. The enemies take 100% of the damage from the dice rolled for the fire ball but the ally takes 50% damage due to having the good alignment and the spell recognizes that.
Example 2: If another ally/enemy that is Chaotic Good runs up before the fire ball hits then that person/thing will take 25% of the damage rolled by the dice for the fireball.
Also if an alignment is changed it takes 48 hours for your spells to "catch up" and change itself to your new alignment. This keeps a wizard from backstabbing someone out of the blue due to magical alignment changes that are forced on them :P
What do you all think? Any constructive criticism?
When casting spell the magic user (arcane or divine) imparts part of them into the spell since the power is flowing into and out of them. Therefor lets have the spell always be alignment based. This is already done with cleric for the most part since they have good/neutral/evil auras and can't cast spells of opposite alignment on the C/L G/E scale.
Now lets say that if you have the same alignment or similar alignment then the spell recognizes the casters moral/ethical codes and views the target as the caster (in a way magic could).
When a magic user casts a spell, how effective the spell will be is determined by the alignment scale. The further away the alignment is the more effective the spell will be.
Example 1: A chaotic good wizard casts fireball for 10d6 damage on a group of Lawful Evil enemies, however there is an Lawful Good fighter (ally) surrounded by all of them and can't get out in time. The enemies take 100% of the damage from the dice rolled for the fire ball but the ally takes 50% damage due to having the good alignment and the spell recognizes that.
Example 2: If another ally/enemy that is Chaotic Good runs up before the fire ball hits then that person/thing will take 25% of the damage rolled by the dice for the fireball.
Also if an alignment is changed it takes 48 hours for your spells to "catch up" and change itself to your new alignment. This keeps a wizard from backstabbing someone out of the blue due to magical alignment changes that are forced on them :P
What do you all think? Any constructive criticism?