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Zelkon
2012-12-06, 05:50 PM
What spellcaster fixes are out there? Are there any overhauls of the entire spell system and the problematic spells? Are there any good fixes for the classes?

Andion Isurand
2012-12-06, 07:32 PM
I don't think there's any easy way to do this, and as such I tend to fix things one spell or feature at a time. I have a game coming up that I'm building a list of house rules and errata for. If I were you, I would compile a list of possible spell fixes to propose to your DM or utilize as DM in your games. I have only a small list going so far myself.


Spells, powers and effects such as time stop, temporal stasis, haste and slow are to be given the Time descriptor. (so that new spells can be made to counteract them based on that descriptor)
Celerity, greater celerity and lesser celerity (PH2) removed from play.
The casting time of the gate spell is increased to 1 round, and its exp cost is changed to 100 exp per HD of the creatures called.


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I would consider changing many of the personal range spells, into touch spells or close range spells with a single target, so that your non-casters can utilize many of them to greater effect.

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I was also considering a fix for polymorph spells, where it worked like summon spell series... where you have a limited list of creatures to choose from, and these monsters are selected on a basis CR vs Spell Level, as opposed to HD vs Caster Level.

In this way, you would have Polymorph I, II, III, IV, V, VI, VII, VIII and IX with eligible forms of an appropriate CR.

So instead of summoning X creatures, you grant X willing creatures a suitable form... minus any spell-like, supernatural or spellcasting abilities.

You'd still have the polymoprh spells that only allow you to assume one specific form.

Grod_The_Giant
2012-12-06, 08:02 PM
Oh, there are plenty. I've seen a few good fixes centered around breaking arcane casters down into Warmage-style specialists. Jiriku had some good ones, if I recall. And if I may shamelessly self plug...

My wizard fix (http://www.giantitp.com/forums/showpost.php?p=12623421&postcount=2).
My attempts at broad magic changes (http://www.giantitp.com/forums/showthread.php?t=234458).
My attempt to mitigate binary magic (http://www.giantitp.com/forums/showthread.php?t=257689)(spell-by-spell conversions are needed but shouldn't be too hard-- I did some here (http://www.giantitp.com/forums/showthread.php?p=14178993)before getting bogged down with schoolwork).

Milo v3
2012-12-06, 09:20 PM
Here is a Fix I made for the Wizard. (http://www.giantitp.com/forums/showthread.php?t=260575)

Zman
2012-12-06, 09:30 PM
One fairly radical, but simple fix in simple limit caster progression to lvl5 spells. 6th level spells and beyond can be learned, but they simply require a planned and prepared ritual or multiple casters. The biggest problem is one of scaling, casters gain vast amounts of power at each level after 10th, ie bending reality to their will while fighters are still trying to "hit him with my sword.". If this is done, make sure you don't get too many "optimized" melee builds as they will begin to overshadow the casters.

Let casters take levels to increase their caster level, spells known, and spells per day, but limit spells to 5th level and below. You can possibly still allow them to use Metamagic to access higher spells slot, but it's optional and opens up persist spells and other Metamagic shenanigans.

Magic item costs for items requiring high level spells will have to be increased as well to compensate for their rarity and creation difficulty.

It greatly limits access to some of the game breaking magics while encouraging caster multiples sing and use of partial faster progression PrCs.

Ziegander
2012-12-06, 11:09 PM
I'd hope that mine (http://www.giantitp.com/forums/showthread.php?t=227916) counts itself among the most radical and most well-received spellcasting overhauls/fixes. It's a spell point system like you've never seen before that employs differing cost mechanisms depending on the type of spell effect. Points can either be burned, invested, or must be "open" or unused in varying quantities based on the spell you wish to use.

It includes many reworked core spells, but there are still many, many more that can and should be converted over to my new rules.