RedWarlock
2012-07-17, 11:03 AM
This is part of the rules I'm using for my major My-Edition rework of 3.5 (which I've decided needs a new name for common parlance, since 3.9 doesn't even begin to describe it any more, open to suggestions), specifically, it's the slot-recharge system I'm using for my Arcane casters (which will utilize a Words of Power-ish system of spell-component combination). The biggest difference is that I don't use 9-level spells, I use an active, spontaneous spell generation. You don't have spells slots, you focus yourself each round and have X caster levels to create an effect with with.
At the start of your turn, roll the focus die and modifier listed for your current level. You gain usable caster levels equal to the roll result, to a maximum of your actual caster level. A result of 0 allows you to use a cantrip-level effect, while a negative result doesn't allow you to cast at all. You can choose to charge up for a spell of a higher level than your result, saving this round of focus as a modifier to your next round's focus roll, equal to half the die size without the listed modifiers. (in the case of a neg focus result, you would have to save it, but you get that extra +plus from the charge for next round.)
So, for example, I'm a 5th level caster. I roll 1d4, get a 3. That's not enough for the spell I need to cast, so I let it charge (taking another action in the meanwhile), and try again. Next round, I get a 3 on the d4, add 2 from the charge last round, and cast my spell at 5 CL.
Spells with a duration require some of your focus to maintain, preventing you from refocusing your energy as quickly. Every spell you are currently maintaining (as described below) subtracts half the spell's caster level (round down) from your focus roll. You can still take some time and charge it up to your full CL, but it'll take longer with the active spell being maintained.
(One significant change to the function of magic is that, because there is often unlimited casting from at-will and recharge mechanics in play, most spells with a non-permanent duration, including buffs, summons, and curses, can only create a single effect, create a single creature, affect a single target, at a time. Any time you cast, let's say, bulls strength on one ally, that spell will last as long as you want it to, BUT, as soon as you cast it on a different ally, the first's ally's casting ends. So, to get multiple allies in, you have to use for instance, a mass bull's strength instead. Or I might have 'add a second target' type meta-words, but the same base concept stands.)
{table=head]Level|Focus Roll
1st | 1d3-2
2nd | 1d3-1
3rd | 1d3
4th | 1d4
5th | 1d4+1
6th | 1d4+2
7th | 1d6+1
8th | 1d6+2
9th | 1d6+3
10th | 1d8+2
11th | 1d8+3
12th | 1d8+4
13th | 1d10+3
14th | 1d10+4
15th | 1d10+5
16th | 1d12+4
17th | 1d12+5
18th | 1d12+6
19th | 1d12+7
20th | 1d12+8
[/table]
I know this is kind of out-of-nowhere, and without actual info on how spells are constructed, it's not easy to make judgement calls. I'm more looking for opinions on the recharge mechanic, the numbers, involved, and the idea of the spell-maintenance penalty. The spell construction concept is still pretty embryonic, I'm up for suggestions.
The main idea is that you choose the actual effect, then apply modifiers based on range, components (V/S/M), secondary effects, or other variables within the effect (along the line of psi augmentation). Then after applying those modifiers, you get the post-modifier left-over CL, and that's your actual effect potency.
So the archetypical example is a fireball (sort of). Choose a flare effect (d12/CL of sudden fire damage with no explosive effects or light-on-fire aftereffect), add a -2 modifier to make it a 20ft burst effect, with a +1 bonus for indiscriminate (harmful) targeting, then another -2 for a reach origin point. Adding that up gives you a -3 penalty, applied to your 5 CL, gives you 2d12 fire damage over there in a 20ft burst. Now there might be other modifiers in play, like an elemental affinity that gives bonus CL or an ability mod thrown in there somewhere, but that's the rough concept. (maybe flare has a base X required CL, equivalent to a spell level, and a few free starter dice on such an effect..)
Like I said, embryonic.
At the start of your turn, roll the focus die and modifier listed for your current level. You gain usable caster levels equal to the roll result, to a maximum of your actual caster level. A result of 0 allows you to use a cantrip-level effect, while a negative result doesn't allow you to cast at all. You can choose to charge up for a spell of a higher level than your result, saving this round of focus as a modifier to your next round's focus roll, equal to half the die size without the listed modifiers. (in the case of a neg focus result, you would have to save it, but you get that extra +plus from the charge for next round.)
So, for example, I'm a 5th level caster. I roll 1d4, get a 3. That's not enough for the spell I need to cast, so I let it charge (taking another action in the meanwhile), and try again. Next round, I get a 3 on the d4, add 2 from the charge last round, and cast my spell at 5 CL.
Spells with a duration require some of your focus to maintain, preventing you from refocusing your energy as quickly. Every spell you are currently maintaining (as described below) subtracts half the spell's caster level (round down) from your focus roll. You can still take some time and charge it up to your full CL, but it'll take longer with the active spell being maintained.
(One significant change to the function of magic is that, because there is often unlimited casting from at-will and recharge mechanics in play, most spells with a non-permanent duration, including buffs, summons, and curses, can only create a single effect, create a single creature, affect a single target, at a time. Any time you cast, let's say, bulls strength on one ally, that spell will last as long as you want it to, BUT, as soon as you cast it on a different ally, the first's ally's casting ends. So, to get multiple allies in, you have to use for instance, a mass bull's strength instead. Or I might have 'add a second target' type meta-words, but the same base concept stands.)
{table=head]Level|Focus Roll
1st | 1d3-2
2nd | 1d3-1
3rd | 1d3
4th | 1d4
5th | 1d4+1
6th | 1d4+2
7th | 1d6+1
8th | 1d6+2
9th | 1d6+3
10th | 1d8+2
11th | 1d8+3
12th | 1d8+4
13th | 1d10+3
14th | 1d10+4
15th | 1d10+5
16th | 1d12+4
17th | 1d12+5
18th | 1d12+6
19th | 1d12+7
20th | 1d12+8
[/table]
I know this is kind of out-of-nowhere, and without actual info on how spells are constructed, it's not easy to make judgement calls. I'm more looking for opinions on the recharge mechanic, the numbers, involved, and the idea of the spell-maintenance penalty. The spell construction concept is still pretty embryonic, I'm up for suggestions.
The main idea is that you choose the actual effect, then apply modifiers based on range, components (V/S/M), secondary effects, or other variables within the effect (along the line of psi augmentation). Then after applying those modifiers, you get the post-modifier left-over CL, and that's your actual effect potency.
So the archetypical example is a fireball (sort of). Choose a flare effect (d12/CL of sudden fire damage with no explosive effects or light-on-fire aftereffect), add a -2 modifier to make it a 20ft burst effect, with a +1 bonus for indiscriminate (harmful) targeting, then another -2 for a reach origin point. Adding that up gives you a -3 penalty, applied to your 5 CL, gives you 2d12 fire damage over there in a 20ft burst. Now there might be other modifiers in play, like an elemental affinity that gives bonus CL or an ability mod thrown in there somewhere, but that's the rough concept. (maybe flare has a base X required CL, equivalent to a spell level, and a few free starter dice on such an effect..)
Like I said, embryonic.