Bakkan
2011-04-12, 11:18 PM
I like Vancian magic, but it is a widely-held, and in my opinion true, belief that Vancian magic in 3.5 is extremely powerful compared to other natural and supernatural systems including mundane combat, incarnum, Tome of Battle maneuvers, and to a lesser extent Psionics. Rather than try to completely reinvent or reimagine the default magical mechanics, I want to make some simple but wide-ranging changes that will change Vancian magic enough to eliminate some of the most egregious advantages it has. I am not trying to reduce the potential power of spellcasters, but rather make them slightly less devastating in combat.
A primary design goal is to change the magic system, not the classes involved. At this time I am not considering changing how the wizard can learn hundreds of spells or the cleric's Divine Metamagic shenanigan capabilities.
This is still a work in progress. I suspect that some of the numbers, factors, and details should be altered in order to obtain the balance I am looking for. Please give me your honest, constructive comments and criticisms.
Item 1: Linear Fighter, Quadratic Wizard
New Rule: A prepared spellcaster can only prepare a number of spells per day equal to his primary ability modifier + 1/2 his spellcaster level (round down), and may prepare a number of his highest-level spells equal to 1/2 his primary ability modifier. A spontaneous spellcaster can cast a number of spells per day equal to 1-1/2 times his primary ability modifier + 1/2 his spellcaster level (round down), and may cast a number of his highest-level spell slots equal to his primary ability modifier. Spellcasters do not gain additional spells beyond those listed here for having a high ability score. For the purposes of determining spells per day, a caster's primary ability is the ability that in the old system governed his bonus spells form having a high ability score.
Examples: Harben the cleric has a Wisdom modifier of +6 and a cleric level of 9. He can prepare a total of 6 + 1/2*9 = 10 spells, no more than 1/2*6=3 of which can be 5th-level spells. Terra the sorceress has a Charisma modifier of +5 and a sorcerer level of 4. She can cast a total of (1-1/2)*5 + 1/2 * 4 = 9 spells per day, no more than 5 of which may be 2nd-level spells.
Item 2: Action Economy
New Rule: All spells (with exceptions detailed below) with a casting time of 1 standard action or 1 full-round action have their casting time increased to 1 round. Spellcasters cannot take immediate actions in the time between their turns while they are casting a spell. All damage the spellcaster takes while casting a spell is cumulative for the purposes of making a Concentration check to cast despite the damage, which is made at the beginning of the caster's next turn, immediately before the spell takes effect.
Examples: Harben the cleric casts prayer. He uses a full-round action this turn to cast the spell, which takes effect at the beginning of his next turn. Terra the sorceress casts scorching ray, using her full-round action to do so. Between her turns, she is hit with a magic missile which deals 4 damage, is sneak attacked by a rogue for 11 damage, and takes 1 damage form a falling object. Immediately before her next turn, she must make a DC 26 (10 + 4 + 11 + 1) Concentration check or lose her spell.
Item 3: Ultra-Powerful Spells
New Rule: Some of the most powerful spells are eliminated or altered. A list appears below and will be updated as more spells are considered.
Eliminated Spells
Alter self and all derivative spells
Polymorph subschool spells that do not remove the caster's spellcasting ability while in the alternate form
Time Stop
Altered Spells
Celerity and its lesser and greater versions now have a swift-action casting time. Replace the phrase "you are dazed" with "you may take no actions" in the text of all three spells
Wish, limited wish and miracle are limited to the explicitly defined effects given in the spell descriptions
A primary design goal is to change the magic system, not the classes involved. At this time I am not considering changing how the wizard can learn hundreds of spells or the cleric's Divine Metamagic shenanigan capabilities.
This is still a work in progress. I suspect that some of the numbers, factors, and details should be altered in order to obtain the balance I am looking for. Please give me your honest, constructive comments and criticisms.
Item 1: Linear Fighter, Quadratic Wizard
New Rule: A prepared spellcaster can only prepare a number of spells per day equal to his primary ability modifier + 1/2 his spellcaster level (round down), and may prepare a number of his highest-level spells equal to 1/2 his primary ability modifier. A spontaneous spellcaster can cast a number of spells per day equal to 1-1/2 times his primary ability modifier + 1/2 his spellcaster level (round down), and may cast a number of his highest-level spell slots equal to his primary ability modifier. Spellcasters do not gain additional spells beyond those listed here for having a high ability score. For the purposes of determining spells per day, a caster's primary ability is the ability that in the old system governed his bonus spells form having a high ability score.
Examples: Harben the cleric has a Wisdom modifier of +6 and a cleric level of 9. He can prepare a total of 6 + 1/2*9 = 10 spells, no more than 1/2*6=3 of which can be 5th-level spells. Terra the sorceress has a Charisma modifier of +5 and a sorcerer level of 4. She can cast a total of (1-1/2)*5 + 1/2 * 4 = 9 spells per day, no more than 5 of which may be 2nd-level spells.
Item 2: Action Economy
New Rule: All spells (with exceptions detailed below) with a casting time of 1 standard action or 1 full-round action have their casting time increased to 1 round. Spellcasters cannot take immediate actions in the time between their turns while they are casting a spell. All damage the spellcaster takes while casting a spell is cumulative for the purposes of making a Concentration check to cast despite the damage, which is made at the beginning of the caster's next turn, immediately before the spell takes effect.
Examples: Harben the cleric casts prayer. He uses a full-round action this turn to cast the spell, which takes effect at the beginning of his next turn. Terra the sorceress casts scorching ray, using her full-round action to do so. Between her turns, she is hit with a magic missile which deals 4 damage, is sneak attacked by a rogue for 11 damage, and takes 1 damage form a falling object. Immediately before her next turn, she must make a DC 26 (10 + 4 + 11 + 1) Concentration check or lose her spell.
Item 3: Ultra-Powerful Spells
New Rule: Some of the most powerful spells are eliminated or altered. A list appears below and will be updated as more spells are considered.
Eliminated Spells
Alter self and all derivative spells
Polymorph subschool spells that do not remove the caster's spellcasting ability while in the alternate form
Time Stop
Altered Spells
Celerity and its lesser and greater versions now have a swift-action casting time. Replace the phrase "you are dazed" with "you may take no actions" in the text of all three spells
Wish, limited wish and miracle are limited to the explicitly defined effects given in the spell descriptions