wayfare
2013-05-25, 01:08 AM
A while back, I proposed modifying existing 3.5 by basically axing all casting classes and turning everyone else into a 5/9 caster (you can find that post here: http://www.giantitp.com/forums/showpost.php?p=13756961&postcount=1 ).
In keeping with the response I got, I've decided to do a re-write of 3.5, incorporating universal spellcasting while still maintaining a class-based system. Here is how I aim to do that:
All spells have linked attributes. To cast a spell you need a linked attribute modifier equal to the spell-level (casting a 3rd level spell requires a 16 in the linked attribute)
Characters gain access to level 1 spells at character level 1, and gain access to higher level spells every 5 levels
Any time the character gains a new spell level, he also gains 1 free spell of that level or lower. All other spells must be learned.
The saving throws for all spells are (10 + 1/2 level + linked attribute modifier)
Spells cost Mana equal to the spell level to cast. Characters begin play with a per-day pool of 5 mana + 1 mana/level
My first step in that effort is to attach linked attributes to all spells available through the SRD.
Here are the Level 1 spells i've done so far
Charisma (12)
Bane (cha): Enemies take -1 on attack rolls and saves against fear.
Bless (cha): Allies gain +1 on attack rolls and saves against fear.
Cause Fear (cha): One creature of 5 HD or less flees for 1d4 rounds.
Command (cha): One subject obeys selected command for 1 round.
Doom (cha): One subject takes -2 on attack rolls, saves, and checks.
Remove Fear (cha): Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Charm Person (cha): Makes one person your friend.
Hypnotism(cha): Fascinates 2d4 HD of creatures.
Disguise Self (cha): Changes your appearance.
Ventriloquism (cha): Throws voice for 1 min./level.
Calm Animals (cha): Calms (2d4 + level) HD of animals.
Charm Animal (cha): Makes one animal your friend.
Intelligence (13)
Comprehend Languages (int): You understand all spoken and written languages.
Summon Monster I (int): Calls extraplanar creature to fight for you.
Grease (int): Makes 10-ft. square or one object slippery.
Unseen Servant (int): Invisible force obeys your commands.
Identify (int): Determines properties of magic item.
Sleep (int): Puts 4 HD of creatures into magical slumber
Burning Hands (int): 1d4/level fire damage (max 5d4).
Color Spray (int): Knocks unconscious, blinds, and/or stuns weak creatures.
Silent Image (int): Creates minor illusion of your design.
Faerie Fire (int): Outlines subjects with light, canceling blur, concealment, and the like.
Produce Flame (int): 1d6 damage +1/level, touch or thrown.
Speak with Animals (int): You can communicate with animals.
Obscuring Mist (int): Fog surrounds you.
Wisdom (15)
Bless Water (wis): Makes holy water.
Cure Light Wounds (wis): Cures 1d8 damage +1/level (max +5).
Curse Water (wis): Makes unholy water.
Deathwatch (wis): Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law (wis): Reveals creatures, spells, or objects of selected alignment.
Detect Undead (wis): Reveals undead within 60 ft.
Hide from Undead (wis): Undead cant perceive one subject/level.
Inflict Light Wounds (wis): Touch deals 1d8 damage +1/level (max +5).
Sanctuary (wis): Opponents cant attack you, and you cant attack.
Alarm (wis): Wards an area for 2 hours/level.
Detect Secret Doors (wis): Reveals hidden doors within 60 ft.
Detect Animals or Plants (wis): Detects kinds of animals or plants.
Detect Snares and Pits (wis): Reveals natural or primitive traps.
Goodberry (wis): 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Summon Natures Ally I (wis): Calls creature to fight.
Strength (7)
Divine Favor (str): You gain +1 per three levels on attack and damage rolls.
Hold Portal (str): Holds door shut.
Floating Disk (str): Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Enlarge Person (str): Humanoid creature doubles in size.
Jump (str): Subject gets bonus on Jump checks.
Entangle (str): Plants entangle everyone in 40-ft.-radius.
Shillelagh (str): Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.
Dexterity (11)
Entropic Shield (dex): Ranged attacks against you have 20% miss chance.
True Strike (dex): +20 on your next attack roll
Magic Missile (dex): 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking Grasp (dex): Touch delivers 1d6/level electricity damage (max 5d6).
Animate Rope (dex): Makes a rope move at your command.
Expeditious Retreat (dex): Your speed increases by 30 ft.
Feather Fall (dex): Objects or creatures fall slowly.
Reduce Person (dex): Humanoid creature halves in size.
Hide from Animals (dex): Animals cant perceive one subject/level.
Longstrider (dex): Your speed increases by 10 ft.
Pass without Trace (dex): One subject/level leaves no tracks.
Constitution (7)
Endure Elements (con): Exist comfortably in hot or cold environments.
Protection from Chaos/Evil/Good/Law (con): +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield of Faith (con): Aura grants +2 or higher deflection bonus.
Shield (con): Invisible disc gives +4 to AC, blocks magic missiles
Mage Armor (con): Gives subject +4 armor bonus.
Chill Touch (con): One touch/level deals 1d6 damage and possibly 1 Str damage.
Ray of Enfeeblement (con): Ray deals 1d6 +1 per two levels Str damage.
???
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Mount: Summons riding horse for 2 hours/level.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Level 2 Spells
CHARISMA (12)
Aid +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Calm Emotions (Cha): Calms creatures, negating emotion effects.
Sound Burst (Cha): Deals 1d8 sonic damage to subjects; may stun them.
Eagles Splendor (Cha): Subject gains +4 to Cha for 1 min./level.
Enthrall (Cha): Captivates all within 100 ft. + 10 ft./level.
Animal Messenger (Cha): Sends a Tiny animal to a specific place.
Animal Trance (Cha): Fascinates 2d6 HD of animals.
Hideous Laughter (Cha): Subject loses actions for 1 round/level.
Hypnotic Pattern (Cha): Fascinates (2d4 + level) HD of creatures.
Command Undead (Cha): Undead creature obeys your commands.
Scare (Cha): Panics creatures of less than 6 HD.
Whispering Wind (Cha): Sends a short message 1 mile/level.
WISDOM (17)
Augury (Wis): Learns whether an action will be good or bad.
Consecrate (Wis): Fills area with positive energy, making undead weaker.
Cure Moderate Wounds (Wis): Cures 2d8 damage +1/level (max +10).
Desecrate (Wis): Fills area with negative energy, making undead stronger.
Find Traps (Wis): Notice traps as a rogue does.
Inflict Moderate Wounds (Wis): Touch attack, 2d8 damage +1/level (max +10).
Owls Wisdom (Wis): Subject gains +4 to Wis for 1 min./level.
Restoration, Lesser (Wis): Dispels magical ability penalty or repairs 1d4 ability damage.
Status (Wis): Monitors condition, position of allies.
Zone of Truth (Wis): Subjects within range cannot lie.
Summon Natures Ally II (Wis): Calls creature to fight.
Summon Swarm (Wis): Summons swarm of bats, rats, or spiders.
Detect Thoughts (Wis): Allows listening to surface thoughts.
Locate Object (Wis): Senses direction toward object (specific or type).
See Invisibility (Wis): Reveals invisible creatures or objects.
Magic Mouth (Wis): Speaks once when triggered.
Darkvision (Wis): See 60 ft. in total darkness.
INTELLIGENCE (21)
Darkness (Int): 20-ft. radius of supernatural shadow.
Silence (Int): Negates sound in 20-ft. radius.
Summon Monster II (Int): Calls extraplanar creature to fight for you.
Undetectable Alignment (Int): Conceals alignment for 24 hours.
Chill Metal (Int): Cold metal damages those who touch it.
Fire Trap (Int): Opened object deals 1d4 +1/level damage.
Flaming Sphere (Int): Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Fog Cloud (Int): Fog obscures vision.
Gust of Wind (Int): Blows away or knocks down smaller creatures.
Heat Metal (Int): Make metal so hot it damages those who touch it.
Wood Shape (Int): Rearranges wooden objects to suit you.
Obscure Object (Int): Masks object against scrying.
Daze Monster (Int): Living creature of 6 HD or less loses next action.
Touch of Idiocy (Int): Subject takes 1d6 points of Int, Wis, and Cha damage.
Minor Image (Int): As silent image, plus some sound.
Misdirection (Int): Misleads divinations for one creature or object.
Phantom Trap (Int): Makes item seem trapped.
Blindness/Deafness (Int): Makes subject blinded or deafened.
Pyrotechnics (Int): Turns fire into blinding light or choking smoke.
Rope Trick (Int): As many as eight creatures hide in extradimensional space.
Foxs Cunning (Int): Subject gains +4 Int for 1 min./level.
STRENGTH (9)
Align Weapon (Str): Weapon becomes good, evil, lawful, or chaotic.
Bulls Strength (Str): Subject gains +4 to Str for 1 min./level.
Hold Person (Str): Paralyzes one humanoid for 1 round/level.
Hold Animal (Str): Paralyzes one animal for 1 round/level.
Soften Earth and Stone (Str): Turns stone to clay or dirt to sand or mud.
Warp Wood (Str): Bends wood (shaft, handle, door, plank).
Web (Str): Fills 20-ft.-radius spread with sticky spiderwebs.
Spiritual Weapon (Str): Magic weapon attacks on its own.
Shatter (any): Sonic vibration damages objects or crystalline creatures.
DEXTERITY (13)
Cats Grace (Dex): Subject gains +4 to Dex for 1 min./level.
Flame Blade (Dex): Touch attack deals 1d8 +1/two levels damage.
Spider Climb (Dex): Grants ability to walk on walls and ceilings.
Arcane Lock (Dex): Magically locks a portal or chest.
Acid Arrow (Dex): Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Glitterdust (Dex): Blinds creatures, outlines invisible creatures.
Scorching Ray (Dex): Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Blur (Dex): Attacks miss subject 20% of the time.
Invisibility (Dex): Subject is invisible for 1 min./level or until it attacks.
Mirror Image (Dex): Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Spectral Hand (Dex): Creates disembodied glowing hand to deliver touch attacks.
Knock (Dex): Opens locked or magically sealed door.
Levitate (Dex): Subject moves up and down at your direction.
CONSTITUTION (14)
Bears Endurance (Con): Subject gains +4 to Con for 1 min./level.
Death Knell (Con): Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Delay Poison (Con): Stops poison from harming subject for 1 hour/level.
Remove Paralysis: (Con) Frees one or more creatures from paralysis or slow effect.
Resist Energy (Con): Ignores 10 (or more) points of damage/attack from specified energy type.
Shield Other (Con): You take half of subjects damage.
Barkskin (Con): Grants +2 (or higher) enhancement to natural armor.
Reduce Animal (Con): Shrinks one willing animal.
Resist Energy (Con): Ignores 10 (or more) points of damage/attack from specified energy type.
Tree Shape (Con): You look exactly like a tree for 1 hour/level.
False Life (Con): Gain 1d10 temporary hp +1/level (max +10).
Ghoul Touch (Con): Paralyzes one subject, which exudes stench that makes those nearby sickened.
Alter Self (Con): Assume form of a similar creature.
Protection from Arrows (Con): Subject immune to most ranged attacks.
???
Gentle Repose (???): Preserves one corpse.
Make Whole (???): Repairs an object.
Continual Flame (???): Makes a permanent, heatless torch.
Any feedback would be appreciated. A lot of these were toss-ups for me, so being able to go over it with folks will be a great help![/QUOTE]
In keeping with the response I got, I've decided to do a re-write of 3.5, incorporating universal spellcasting while still maintaining a class-based system. Here is how I aim to do that:
All spells have linked attributes. To cast a spell you need a linked attribute modifier equal to the spell-level (casting a 3rd level spell requires a 16 in the linked attribute)
Characters gain access to level 1 spells at character level 1, and gain access to higher level spells every 5 levels
Any time the character gains a new spell level, he also gains 1 free spell of that level or lower. All other spells must be learned.
The saving throws for all spells are (10 + 1/2 level + linked attribute modifier)
Spells cost Mana equal to the spell level to cast. Characters begin play with a per-day pool of 5 mana + 1 mana/level
My first step in that effort is to attach linked attributes to all spells available through the SRD.
Here are the Level 1 spells i've done so far
Charisma (12)
Bane (cha): Enemies take -1 on attack rolls and saves against fear.
Bless (cha): Allies gain +1 on attack rolls and saves against fear.
Cause Fear (cha): One creature of 5 HD or less flees for 1d4 rounds.
Command (cha): One subject obeys selected command for 1 round.
Doom (cha): One subject takes -2 on attack rolls, saves, and checks.
Remove Fear (cha): Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Charm Person (cha): Makes one person your friend.
Hypnotism(cha): Fascinates 2d4 HD of creatures.
Disguise Self (cha): Changes your appearance.
Ventriloquism (cha): Throws voice for 1 min./level.
Calm Animals (cha): Calms (2d4 + level) HD of animals.
Charm Animal (cha): Makes one animal your friend.
Intelligence (13)
Comprehend Languages (int): You understand all spoken and written languages.
Summon Monster I (int): Calls extraplanar creature to fight for you.
Grease (int): Makes 10-ft. square or one object slippery.
Unseen Servant (int): Invisible force obeys your commands.
Identify (int): Determines properties of magic item.
Sleep (int): Puts 4 HD of creatures into magical slumber
Burning Hands (int): 1d4/level fire damage (max 5d4).
Color Spray (int): Knocks unconscious, blinds, and/or stuns weak creatures.
Silent Image (int): Creates minor illusion of your design.
Faerie Fire (int): Outlines subjects with light, canceling blur, concealment, and the like.
Produce Flame (int): 1d6 damage +1/level, touch or thrown.
Speak with Animals (int): You can communicate with animals.
Obscuring Mist (int): Fog surrounds you.
Wisdom (15)
Bless Water (wis): Makes holy water.
Cure Light Wounds (wis): Cures 1d8 damage +1/level (max +5).
Curse Water (wis): Makes unholy water.
Deathwatch (wis): Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law (wis): Reveals creatures, spells, or objects of selected alignment.
Detect Undead (wis): Reveals undead within 60 ft.
Hide from Undead (wis): Undead cant perceive one subject/level.
Inflict Light Wounds (wis): Touch deals 1d8 damage +1/level (max +5).
Sanctuary (wis): Opponents cant attack you, and you cant attack.
Alarm (wis): Wards an area for 2 hours/level.
Detect Secret Doors (wis): Reveals hidden doors within 60 ft.
Detect Animals or Plants (wis): Detects kinds of animals or plants.
Detect Snares and Pits (wis): Reveals natural or primitive traps.
Goodberry (wis): 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Summon Natures Ally I (wis): Calls creature to fight.
Strength (7)
Divine Favor (str): You gain +1 per three levels on attack and damage rolls.
Hold Portal (str): Holds door shut.
Floating Disk (str): Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Enlarge Person (str): Humanoid creature doubles in size.
Jump (str): Subject gets bonus on Jump checks.
Entangle (str): Plants entangle everyone in 40-ft.-radius.
Shillelagh (str): Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.
Dexterity (11)
Entropic Shield (dex): Ranged attacks against you have 20% miss chance.
True Strike (dex): +20 on your next attack roll
Magic Missile (dex): 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking Grasp (dex): Touch delivers 1d6/level electricity damage (max 5d6).
Animate Rope (dex): Makes a rope move at your command.
Expeditious Retreat (dex): Your speed increases by 30 ft.
Feather Fall (dex): Objects or creatures fall slowly.
Reduce Person (dex): Humanoid creature halves in size.
Hide from Animals (dex): Animals cant perceive one subject/level.
Longstrider (dex): Your speed increases by 10 ft.
Pass without Trace (dex): One subject/level leaves no tracks.
Constitution (7)
Endure Elements (con): Exist comfortably in hot or cold environments.
Protection from Chaos/Evil/Good/Law (con): +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield of Faith (con): Aura grants +2 or higher deflection bonus.
Shield (con): Invisible disc gives +4 to AC, blocks magic missiles
Mage Armor (con): Gives subject +4 armor bonus.
Chill Touch (con): One touch/level deals 1d6 damage and possibly 1 Str damage.
Ray of Enfeeblement (con): Ray deals 1d6 +1 per two levels Str damage.
???
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Mount: Summons riding horse for 2 hours/level.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Level 2 Spells
CHARISMA (12)
Aid +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Calm Emotions (Cha): Calms creatures, negating emotion effects.
Sound Burst (Cha): Deals 1d8 sonic damage to subjects; may stun them.
Eagles Splendor (Cha): Subject gains +4 to Cha for 1 min./level.
Enthrall (Cha): Captivates all within 100 ft. + 10 ft./level.
Animal Messenger (Cha): Sends a Tiny animal to a specific place.
Animal Trance (Cha): Fascinates 2d6 HD of animals.
Hideous Laughter (Cha): Subject loses actions for 1 round/level.
Hypnotic Pattern (Cha): Fascinates (2d4 + level) HD of creatures.
Command Undead (Cha): Undead creature obeys your commands.
Scare (Cha): Panics creatures of less than 6 HD.
Whispering Wind (Cha): Sends a short message 1 mile/level.
WISDOM (17)
Augury (Wis): Learns whether an action will be good or bad.
Consecrate (Wis): Fills area with positive energy, making undead weaker.
Cure Moderate Wounds (Wis): Cures 2d8 damage +1/level (max +10).
Desecrate (Wis): Fills area with negative energy, making undead stronger.
Find Traps (Wis): Notice traps as a rogue does.
Inflict Moderate Wounds (Wis): Touch attack, 2d8 damage +1/level (max +10).
Owls Wisdom (Wis): Subject gains +4 to Wis for 1 min./level.
Restoration, Lesser (Wis): Dispels magical ability penalty or repairs 1d4 ability damage.
Status (Wis): Monitors condition, position of allies.
Zone of Truth (Wis): Subjects within range cannot lie.
Summon Natures Ally II (Wis): Calls creature to fight.
Summon Swarm (Wis): Summons swarm of bats, rats, or spiders.
Detect Thoughts (Wis): Allows listening to surface thoughts.
Locate Object (Wis): Senses direction toward object (specific or type).
See Invisibility (Wis): Reveals invisible creatures or objects.
Magic Mouth (Wis): Speaks once when triggered.
Darkvision (Wis): See 60 ft. in total darkness.
INTELLIGENCE (21)
Darkness (Int): 20-ft. radius of supernatural shadow.
Silence (Int): Negates sound in 20-ft. radius.
Summon Monster II (Int): Calls extraplanar creature to fight for you.
Undetectable Alignment (Int): Conceals alignment for 24 hours.
Chill Metal (Int): Cold metal damages those who touch it.
Fire Trap (Int): Opened object deals 1d4 +1/level damage.
Flaming Sphere (Int): Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Fog Cloud (Int): Fog obscures vision.
Gust of Wind (Int): Blows away or knocks down smaller creatures.
Heat Metal (Int): Make metal so hot it damages those who touch it.
Wood Shape (Int): Rearranges wooden objects to suit you.
Obscure Object (Int): Masks object against scrying.
Daze Monster (Int): Living creature of 6 HD or less loses next action.
Touch of Idiocy (Int): Subject takes 1d6 points of Int, Wis, and Cha damage.
Minor Image (Int): As silent image, plus some sound.
Misdirection (Int): Misleads divinations for one creature or object.
Phantom Trap (Int): Makes item seem trapped.
Blindness/Deafness (Int): Makes subject blinded or deafened.
Pyrotechnics (Int): Turns fire into blinding light or choking smoke.
Rope Trick (Int): As many as eight creatures hide in extradimensional space.
Foxs Cunning (Int): Subject gains +4 Int for 1 min./level.
STRENGTH (9)
Align Weapon (Str): Weapon becomes good, evil, lawful, or chaotic.
Bulls Strength (Str): Subject gains +4 to Str for 1 min./level.
Hold Person (Str): Paralyzes one humanoid for 1 round/level.
Hold Animal (Str): Paralyzes one animal for 1 round/level.
Soften Earth and Stone (Str): Turns stone to clay or dirt to sand or mud.
Warp Wood (Str): Bends wood (shaft, handle, door, plank).
Web (Str): Fills 20-ft.-radius spread with sticky spiderwebs.
Spiritual Weapon (Str): Magic weapon attacks on its own.
Shatter (any): Sonic vibration damages objects or crystalline creatures.
DEXTERITY (13)
Cats Grace (Dex): Subject gains +4 to Dex for 1 min./level.
Flame Blade (Dex): Touch attack deals 1d8 +1/two levels damage.
Spider Climb (Dex): Grants ability to walk on walls and ceilings.
Arcane Lock (Dex): Magically locks a portal or chest.
Acid Arrow (Dex): Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Glitterdust (Dex): Blinds creatures, outlines invisible creatures.
Scorching Ray (Dex): Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Blur (Dex): Attacks miss subject 20% of the time.
Invisibility (Dex): Subject is invisible for 1 min./level or until it attacks.
Mirror Image (Dex): Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Spectral Hand (Dex): Creates disembodied glowing hand to deliver touch attacks.
Knock (Dex): Opens locked or magically sealed door.
Levitate (Dex): Subject moves up and down at your direction.
CONSTITUTION (14)
Bears Endurance (Con): Subject gains +4 to Con for 1 min./level.
Death Knell (Con): Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Delay Poison (Con): Stops poison from harming subject for 1 hour/level.
Remove Paralysis: (Con) Frees one or more creatures from paralysis or slow effect.
Resist Energy (Con): Ignores 10 (or more) points of damage/attack from specified energy type.
Shield Other (Con): You take half of subjects damage.
Barkskin (Con): Grants +2 (or higher) enhancement to natural armor.
Reduce Animal (Con): Shrinks one willing animal.
Resist Energy (Con): Ignores 10 (or more) points of damage/attack from specified energy type.
Tree Shape (Con): You look exactly like a tree for 1 hour/level.
False Life (Con): Gain 1d10 temporary hp +1/level (max +10).
Ghoul Touch (Con): Paralyzes one subject, which exudes stench that makes those nearby sickened.
Alter Self (Con): Assume form of a similar creature.
Protection from Arrows (Con): Subject immune to most ranged attacks.
???
Gentle Repose (???): Preserves one corpse.
Make Whole (???): Repairs an object.
Continual Flame (???): Makes a permanent, heatless torch.
Any feedback would be appreciated. A lot of these were toss-ups for me, so being able to go over it with folks will be a great help![/QUOTE]