BelGareth
2013-06-03, 12:43 AM
Words, oh mighty words.
So, I was reading Kellus fix to Truenaming (http://www.giantitp.com/forums/showthread.php?t=90961) and Quellian-dyrae's Phoenix Knight (http://www.giantitp.com/forums/showthread.php?t=284530) and a thought came to me. They both have mechanics that I thought could be used/combined/refluffed into a spellcasting mechanic that allows spellcasters to not only be buffed, but nerfed at the same time, allowing them to act more in line with initiators.
Now I realize some people are going to take one look and complain, saying it grants unlimited spellcasting, this is true. But there is a limit as to how much they can spam spells outside of combat, and a good DM should be able to handle it (Dispels, antimagic zones, globes of invuln, etc...) additionally, being able to cast magic missile at will isn't all that great tbh. It's when you get to higher levels and the player is using non damaging spells to good affect you need to worry. I've got nothing for that.:smallredface: But I think with good players who know the boundaries of power gaming and being a good player this would work.
*Shrugs*
Maybe this has been done before and was ridiculed into non existence, I don't know. so let me have it, let me know what you think, or...don't, what ever I guess.
Anyhoo, here it is:
Strain, Alternate magic system
The Wizard/Cleric
The wizard may prepare the same amount of spells as listed on the below table, and can cast them at will. Except that when he casts a spell, he gains an amount of strain equal to the spell level that was just cast.
A wizard can have a maximum strain amount equal to 2 x his level plus his Inteligence modifer (or his spellcasting statistic if different).
If the wizard does not cast a spell in a round, he loses one point of strain.
The wizard loses strain at 1 point per round. Once the wizard reaches his maximum strain amount, he can no longer cast a spell.
The wizard does not need to rest 8 hours to change his prepared spells, he may study his spellbook for 10 minutes and change his readied spells as many times as he requires.
If the wizard has 0 strain, he gains +1 to all saves. If he has maximum strain he receives -1 to all saves.
The wizard does not gain bonus spells per day as normal, instead the bonus from a high statistic is applied to his maximum strain (as described above).
The wizard must still have the minimum spell slot required to cast spells affected by metamagic feats and so forth.
*This effectively makes 0 level spells at will.
Table:Wizard spells readied per day
{table=head]Level|-0-|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1|4|1|-|-|-|-|-|-|-|-
2|4|2|-|-|-|-|-|-|-|-
3|4|2|1|-|-|-|-|-|-|-
4|4|2|2|-|-|-|-|-|-|-
5|4|3|2|1|-|-|-|-|-|-
6|4|3|2|2|-|-|-|-|-|-
7|5|3|3|2|1|-|-|-|-|-
8|5|3|3|2|2|-|-|-|-|-
9|5|4|3|3|2|1|-|-|-|-
10|5|4|3|3|2|2|-|-|-|-
11|5|4|4|3|3|2|1|-|-|-
12|5|4|4|3|3|2|2|-|-|-
13|5|4|4|4|3|3|2|1|-|-
14|6|4|4|4|3|3|2|2|-|-
15|6|4|4|4|4|3|3|2|1|-
16|6|4|4|4|4|3|3|2|2|-
17|6|4|4|4|4|4|3|3|2|1
18|6|4|4|4|4|4|3|3|2|2
19|6|4|4|4|4|4|4|3|3|2
20|6|4|4|4|4|4|4|3|3|2
[/table]
The sorcerer/Favoured Soul
The sorcerer is the same as the wizard with some notable exceptions. The Sorcerers maximum strain is equal to 2 x his level AND his Charisma modifer (or his spellcasting statistic if different).
Additionally his spells known are permanent as normal, he does not prepare his spells he just knows them all.
The Bard
The bards maximum strain is equal to his level + his Charisma modifier (or his spellcasting statistic if different).
His spells known remaind the same, he does not prepare his spells he just knows them all.
The Ranger and Paladin
The maximum strain is equal to half his level + his Wisdom modifier (or his spellcasting statistic if different).
A Paladin, and Ranger may change their readied spells by praying for 10 minutes.
The Hexblade
The maximum strain is equal to his level + his Charisma modifier (or his spellcasting statistic if different).
A Hexblade does not ready his spells and knows all of them.
Divine Metamagic
When a cleric or another character uses the Divine Metamagic, he gains an amount of strain equal to the equivalent spell level cast with the feat.
Spells
A line of arcane spells from 0 - 9th that do not cost strain and remove a certain amount of strain. (like mana refill spells) still need to do.
Feats
Feats that grant extra strain, or bonuses for having none, etc...still need to do.
So, I was reading Kellus fix to Truenaming (http://www.giantitp.com/forums/showthread.php?t=90961) and Quellian-dyrae's Phoenix Knight (http://www.giantitp.com/forums/showthread.php?t=284530) and a thought came to me. They both have mechanics that I thought could be used/combined/refluffed into a spellcasting mechanic that allows spellcasters to not only be buffed, but nerfed at the same time, allowing them to act more in line with initiators.
Now I realize some people are going to take one look and complain, saying it grants unlimited spellcasting, this is true. But there is a limit as to how much they can spam spells outside of combat, and a good DM should be able to handle it (Dispels, antimagic zones, globes of invuln, etc...) additionally, being able to cast magic missile at will isn't all that great tbh. It's when you get to higher levels and the player is using non damaging spells to good affect you need to worry. I've got nothing for that.:smallredface: But I think with good players who know the boundaries of power gaming and being a good player this would work.
*Shrugs*
Maybe this has been done before and was ridiculed into non existence, I don't know. so let me have it, let me know what you think, or...don't, what ever I guess.
Anyhoo, here it is:
Strain, Alternate magic system
The Wizard/Cleric
The wizard may prepare the same amount of spells as listed on the below table, and can cast them at will. Except that when he casts a spell, he gains an amount of strain equal to the spell level that was just cast.
A wizard can have a maximum strain amount equal to 2 x his level plus his Inteligence modifer (or his spellcasting statistic if different).
If the wizard does not cast a spell in a round, he loses one point of strain.
The wizard loses strain at 1 point per round. Once the wizard reaches his maximum strain amount, he can no longer cast a spell.
The wizard does not need to rest 8 hours to change his prepared spells, he may study his spellbook for 10 minutes and change his readied spells as many times as he requires.
If the wizard has 0 strain, he gains +1 to all saves. If he has maximum strain he receives -1 to all saves.
The wizard does not gain bonus spells per day as normal, instead the bonus from a high statistic is applied to his maximum strain (as described above).
The wizard must still have the minimum spell slot required to cast spells affected by metamagic feats and so forth.
*This effectively makes 0 level spells at will.
Table:Wizard spells readied per day
{table=head]Level|-0-|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1|4|1|-|-|-|-|-|-|-|-
2|4|2|-|-|-|-|-|-|-|-
3|4|2|1|-|-|-|-|-|-|-
4|4|2|2|-|-|-|-|-|-|-
5|4|3|2|1|-|-|-|-|-|-
6|4|3|2|2|-|-|-|-|-|-
7|5|3|3|2|1|-|-|-|-|-
8|5|3|3|2|2|-|-|-|-|-
9|5|4|3|3|2|1|-|-|-|-
10|5|4|3|3|2|2|-|-|-|-
11|5|4|4|3|3|2|1|-|-|-
12|5|4|4|3|3|2|2|-|-|-
13|5|4|4|4|3|3|2|1|-|-
14|6|4|4|4|3|3|2|2|-|-
15|6|4|4|4|4|3|3|2|1|-
16|6|4|4|4|4|3|3|2|2|-
17|6|4|4|4|4|4|3|3|2|1
18|6|4|4|4|4|4|3|3|2|2
19|6|4|4|4|4|4|4|3|3|2
20|6|4|4|4|4|4|4|3|3|2
[/table]
The sorcerer/Favoured Soul
The sorcerer is the same as the wizard with some notable exceptions. The Sorcerers maximum strain is equal to 2 x his level AND his Charisma modifer (or his spellcasting statistic if different).
Additionally his spells known are permanent as normal, he does not prepare his spells he just knows them all.
The Bard
The bards maximum strain is equal to his level + his Charisma modifier (or his spellcasting statistic if different).
His spells known remaind the same, he does not prepare his spells he just knows them all.
The Ranger and Paladin
The maximum strain is equal to half his level + his Wisdom modifier (or his spellcasting statistic if different).
A Paladin, and Ranger may change their readied spells by praying for 10 minutes.
The Hexblade
The maximum strain is equal to his level + his Charisma modifier (or his spellcasting statistic if different).
A Hexblade does not ready his spells and knows all of them.
Divine Metamagic
When a cleric or another character uses the Divine Metamagic, he gains an amount of strain equal to the equivalent spell level cast with the feat.
Spells
A line of arcane spells from 0 - 9th that do not cost strain and remove a certain amount of strain. (like mana refill spells) still need to do.
Feats
Feats that grant extra strain, or bonuses for having none, etc...still need to do.