Adamantrue
2011-08-17, 01:54 PM
I wanted to play around with a grittier, yet more versatile Spellcasting System. It gives three distinct flavors to different spellcaster types.
Advantages to this would include no upper limit to the amount of spells that could be cast in a single day. However, wielders of magic have to pay a price to do so.
Those that used to play 2nd Edition may recognize some familiar themes. I will admit that this was inspired by an old publication by TSR, Player's Option: Spells and Magic (http://www.amazon.com/Players-Option-Spells-Fantasy-Roleplaying/dp/0786911484).
New Rules for Magic
All spellcasters use the Spell Point (http://www.d20srd.org/srd/variant/magic/spellPoints.htm) system, as listed in Unearthed Arcana (p153-156), with the following options and changes:
0-level spells (cantrips & orisons) cost 1/3 spellpoint to cast, and fractional accounting is used for this purpose. They are still treated as having no cost in all other ways (such as setting DCs based on spellpoint costs).
Clerics are always treated as having their Domain spells prepared, but don't have cure or inflict spells automatically prepared.
Metamagic effects require additional spellpoint costs, but cannot normally be used if it increases the spell's effective level above what the caster is capable of casting.
Specific Rules for Individual Classes
Certain sets of spellcasters also have additional abilities & restrictions, as listed below:
Arcane spellcasters (sorcerers, wizards, & bards)
Use the Vitalizing (http://www.d20srd.org/srd/variant/magic/spellPoints.htm#spellPointVariantVitalizing) variant (Unearthed Arcana p156-157), with the option to exceed the normal pool of spellpoints. The Concentration DC is increased to 20 + spellpoint cost, though none of the other conditions are changed.
Divine nature-based spellcasters (druids & rangers)
In addition to using their own innate spellpoint pool, they must spend at least 1 spellpoint from an outside source in order to successfully cast their spells. These extra spellpoints must be gathered through Preserving (druids may also gather spellpoints by Defiling).
Preserving (Su): As a move action, the caster may draw 1 spellpoint + 1 per 5 caster levels from the energies of nature surrounding him. This action can be continued over consecutive rounds, but once it is stopped, it must be used to cast a spell with your next available action, or this energy disperses (as does any excess after the spell is cast). Preserving is not considered part of the spellcasting process, so it does not provoke an attack of opportunity, nor can spellcasting be disrupted because of interference (such as damage) during this process.
Defiling (Su): Also known as Blighting, this is a process similar to Preserving, but draws more deeply on the life force of nature. A move action that follows all of the above rules, except 2 spellpoints +1 per 3 caster levels are gained instead, and it has additional effects.
Defiling razes the earth and kills all vegetation in a radius of 5 ft per spellpoint gathered in this manner (0-level spells only effect the square the spellcaster occupies). This area becomes barren for decades, even centuries, and spellcasters cannot gain spellpoints within this area by Preserving or Defiling.
All creatures that are in this area when the spellcaster is Defiling (except for the caster and any creatures immune to energy drain) must make a Fort save (DC 10 + spellpoints gathered), or become sickened for 1 round. Creatures with the Plant type also take damage equal to the spellpoints gathered on a failed save.
Defiling is an evil act. It also violates most druids' spiritual oaths (though there are some sects that allow, and even encourage Defiling).
Divine deity-based spellcasters (clerics & paladins)
In addition to using the standard rules, they also gain the ability to Implore.
Implore (Sp): When the spellcaster does not have enough spellpoints available to cast the desired spell, they can use a swift action to make a special request to their deity, in order to cast the spell. Casting the spell requires a caster level check (DC is 20 + spellpoints needed to cast the spell), and a successful check means the spell may be cast, without any ill effects.
A failed check means the spell cannot be cast, and the deity has been displeased by the spellcaster (the spellcaster used his normal spellcasting ability irresponsibly, or simply asked too much from the god). As a result, the spellcaster is considered to have willingly violated the code of conduct, and loses all associated class features (spellcasting, turn/rebuke undead, etc) until the spellcaster atones.
Feat: Enhanced Metamagic [General]
You have a talent using metamagic to enhance your spells.
Prerequisites: Any metamagic feat
Benefit: Choose a metamagic feat you know. You can apply that metamagic feat to any of your spells, even if it increases the effective level of the spell above the maximum spell level you can cast. You must have enough spellpoints available to pay this increased cost (spells increased above 9th-level increase in cost by 3 spellpoints per additional spell level).
Special: You can gain this feat multiple times. Each time you take this feat, it applies to a new metamagic feat.
A wizard can select Enhanced Metamagic as a bonus feat.
I'm curious what people think. It obviously shifts game balance, but I don't think it would destroy it.
Advantages to this would include no upper limit to the amount of spells that could be cast in a single day. However, wielders of magic have to pay a price to do so.
Those that used to play 2nd Edition may recognize some familiar themes. I will admit that this was inspired by an old publication by TSR, Player's Option: Spells and Magic (http://www.amazon.com/Players-Option-Spells-Fantasy-Roleplaying/dp/0786911484).
New Rules for Magic
All spellcasters use the Spell Point (http://www.d20srd.org/srd/variant/magic/spellPoints.htm) system, as listed in Unearthed Arcana (p153-156), with the following options and changes:
0-level spells (cantrips & orisons) cost 1/3 spellpoint to cast, and fractional accounting is used for this purpose. They are still treated as having no cost in all other ways (such as setting DCs based on spellpoint costs).
Clerics are always treated as having their Domain spells prepared, but don't have cure or inflict spells automatically prepared.
Metamagic effects require additional spellpoint costs, but cannot normally be used if it increases the spell's effective level above what the caster is capable of casting.
Specific Rules for Individual Classes
Certain sets of spellcasters also have additional abilities & restrictions, as listed below:
Arcane spellcasters (sorcerers, wizards, & bards)
Use the Vitalizing (http://www.d20srd.org/srd/variant/magic/spellPoints.htm#spellPointVariantVitalizing) variant (Unearthed Arcana p156-157), with the option to exceed the normal pool of spellpoints. The Concentration DC is increased to 20 + spellpoint cost, though none of the other conditions are changed.
Divine nature-based spellcasters (druids & rangers)
In addition to using their own innate spellpoint pool, they must spend at least 1 spellpoint from an outside source in order to successfully cast their spells. These extra spellpoints must be gathered through Preserving (druids may also gather spellpoints by Defiling).
Preserving (Su): As a move action, the caster may draw 1 spellpoint + 1 per 5 caster levels from the energies of nature surrounding him. This action can be continued over consecutive rounds, but once it is stopped, it must be used to cast a spell with your next available action, or this energy disperses (as does any excess after the spell is cast). Preserving is not considered part of the spellcasting process, so it does not provoke an attack of opportunity, nor can spellcasting be disrupted because of interference (such as damage) during this process.
Defiling (Su): Also known as Blighting, this is a process similar to Preserving, but draws more deeply on the life force of nature. A move action that follows all of the above rules, except 2 spellpoints +1 per 3 caster levels are gained instead, and it has additional effects.
Defiling razes the earth and kills all vegetation in a radius of 5 ft per spellpoint gathered in this manner (0-level spells only effect the square the spellcaster occupies). This area becomes barren for decades, even centuries, and spellcasters cannot gain spellpoints within this area by Preserving or Defiling.
All creatures that are in this area when the spellcaster is Defiling (except for the caster and any creatures immune to energy drain) must make a Fort save (DC 10 + spellpoints gathered), or become sickened for 1 round. Creatures with the Plant type also take damage equal to the spellpoints gathered on a failed save.
Defiling is an evil act. It also violates most druids' spiritual oaths (though there are some sects that allow, and even encourage Defiling).
Divine deity-based spellcasters (clerics & paladins)
In addition to using the standard rules, they also gain the ability to Implore.
Implore (Sp): When the spellcaster does not have enough spellpoints available to cast the desired spell, they can use a swift action to make a special request to their deity, in order to cast the spell. Casting the spell requires a caster level check (DC is 20 + spellpoints needed to cast the spell), and a successful check means the spell may be cast, without any ill effects.
A failed check means the spell cannot be cast, and the deity has been displeased by the spellcaster (the spellcaster used his normal spellcasting ability irresponsibly, or simply asked too much from the god). As a result, the spellcaster is considered to have willingly violated the code of conduct, and loses all associated class features (spellcasting, turn/rebuke undead, etc) until the spellcaster atones.
Feat: Enhanced Metamagic [General]
You have a talent using metamagic to enhance your spells.
Prerequisites: Any metamagic feat
Benefit: Choose a metamagic feat you know. You can apply that metamagic feat to any of your spells, even if it increases the effective level of the spell above the maximum spell level you can cast. You must have enough spellpoints available to pay this increased cost (spells increased above 9th-level increase in cost by 3 spellpoints per additional spell level).
Special: You can gain this feat multiple times. Each time you take this feat, it applies to a new metamagic feat.
A wizard can select Enhanced Metamagic as a bonus feat.
I'm curious what people think. It obviously shifts game balance, but I don't think it would destroy it.