ZenoForce88
2012-05-12, 09:21 PM
So, I've recently started a High Magic game, like VERY high magic. In this game most of the challenges the players face will be magic in nature, or at least have some kind of Spell Resistance. I found the Spell caster classes as written to be fairly lacking of my game, so i came up with a few homebrew rules for them.
First off, Level no longer determines the level of spell one can cast. Instead all level spells are available from any level. This is balanced out by a Built in Spell Failure. This spell failure was equal to (10 x Spell Level) - (Caster Level + Spell Caster Ability Mod). So a level 3 Wizard with Int 18 could cast a level 1 spell with a Spell Failure of (10 x 3) - (3 + 4) = 30 - 7 = 23%. To farther augment the Spell Failure, Three Feats(technically 6) have been Created.
Arcane Practice: Reduce the Spell Failure percent by 5
Improved Arcane Practice: Reduce Spell Failure percent by 10
Advanced Arcane Practice: Reduce Spell Failure percent by 15
There is of course a Divine Variant to these feats. Improved, and Advanced Arcane Practice have a Prerequisite of needing to be level 5, and level 10 respectively to take, as well as requiring the feat before it to be taken, and each feat stacks with the other.
Next a Custom Variant of the Unearthed Arcane Spell Point Rules. The number of Spell Points a Character gets equal to 3 + Class(on the Spell Point Chart) + Caster Ability Mod + Bonus Spell Points(Using the Bonus Spell Point Chart). At first level. So a 1st level wizard with Int 18, would gain 3 + 2(Wizard Starting Points) + 4(Int Mod) + 1(Bonus spell Points due to Int 18), each level, using the Highest Castable Spell the caster would normally be able to cast under the Normal Spell Progression. Every level after first, the caster gains 3+Caster Level+Caster Ability Mod+Bonus Spell Points, so the same wizard would gain 3+2+4+1 Spell Points at second level. Wizards still gain only 2 "Free" Spells per level for their spell books, but start playing knowing 3+Int at first level, as well a 1 spell for level 2 spells and higher. Sorcerers start play knowing 6 first level spells, and any increase in Zero Level Spells Known, added to first level(because they are one and the same now), and 1 Spell of level 2 or higher. After learning a 2nd or higher level spell due to the Spells Known Chart, then Zero Level Learnt spells goes to the highest Castable Spell instead.
I have not developed any thoughts on Rangers, Paladins, Clerics, or the like, due to the fact no one in my group actually selected them. But at a quick glance the rules for them shouldn't be much different then Sorcerer or Wizard.
But the loss of a Zero level spells isn't with out it's reward, Casters may select a number of spells equal to their Zero Level spells per day, to be cast as though 1 level lower then it is, in relation to Spell Point Cost. These Selected spells must be selected when gaining a new level in which Zero Level spells per day is increased, and can not be changed later, except through the use of the Wish Spell.
I know it's fairly "complex" at least when explained with out one on one dialog, and seems possibly unbalancing. But when one considers the setting this was designed for, Most Challenges having the same Magic access, Spell Resistance, or Both, it is actually pretty balanced, at least in my experience with my players. Then again I have mature players who don't Min/Max or try to abuse loopholes, obvious or other wise, without DM consent.
Anyway, that's my house rules, for Uber Magic!!!! LET THE CRITICISM COMMENCE! :smalltongue:
First off, Level no longer determines the level of spell one can cast. Instead all level spells are available from any level. This is balanced out by a Built in Spell Failure. This spell failure was equal to (10 x Spell Level) - (Caster Level + Spell Caster Ability Mod). So a level 3 Wizard with Int 18 could cast a level 1 spell with a Spell Failure of (10 x 3) - (3 + 4) = 30 - 7 = 23%. To farther augment the Spell Failure, Three Feats(technically 6) have been Created.
Arcane Practice: Reduce the Spell Failure percent by 5
Improved Arcane Practice: Reduce Spell Failure percent by 10
Advanced Arcane Practice: Reduce Spell Failure percent by 15
There is of course a Divine Variant to these feats. Improved, and Advanced Arcane Practice have a Prerequisite of needing to be level 5, and level 10 respectively to take, as well as requiring the feat before it to be taken, and each feat stacks with the other.
Next a Custom Variant of the Unearthed Arcane Spell Point Rules. The number of Spell Points a Character gets equal to 3 + Class(on the Spell Point Chart) + Caster Ability Mod + Bonus Spell Points(Using the Bonus Spell Point Chart). At first level. So a 1st level wizard with Int 18, would gain 3 + 2(Wizard Starting Points) + 4(Int Mod) + 1(Bonus spell Points due to Int 18), each level, using the Highest Castable Spell the caster would normally be able to cast under the Normal Spell Progression. Every level after first, the caster gains 3+Caster Level+Caster Ability Mod+Bonus Spell Points, so the same wizard would gain 3+2+4+1 Spell Points at second level. Wizards still gain only 2 "Free" Spells per level for their spell books, but start playing knowing 3+Int at first level, as well a 1 spell for level 2 spells and higher. Sorcerers start play knowing 6 first level spells, and any increase in Zero Level Spells Known, added to first level(because they are one and the same now), and 1 Spell of level 2 or higher. After learning a 2nd or higher level spell due to the Spells Known Chart, then Zero Level Learnt spells goes to the highest Castable Spell instead.
I have not developed any thoughts on Rangers, Paladins, Clerics, or the like, due to the fact no one in my group actually selected them. But at a quick glance the rules for them shouldn't be much different then Sorcerer or Wizard.
But the loss of a Zero level spells isn't with out it's reward, Casters may select a number of spells equal to their Zero Level spells per day, to be cast as though 1 level lower then it is, in relation to Spell Point Cost. These Selected spells must be selected when gaining a new level in which Zero Level spells per day is increased, and can not be changed later, except through the use of the Wish Spell.
I know it's fairly "complex" at least when explained with out one on one dialog, and seems possibly unbalancing. But when one considers the setting this was designed for, Most Challenges having the same Magic access, Spell Resistance, or Both, it is actually pretty balanced, at least in my experience with my players. Then again I have mature players who don't Min/Max or try to abuse loopholes, obvious or other wise, without DM consent.
Anyway, that's my house rules, for Uber Magic!!!! LET THE CRITICISM COMMENCE! :smalltongue: