Ziegander
2014-01-28, 07:30 PM
Spellcaster's Sanctum
Better Spellcasting for a Better World
http://rjdent.files.wordpress.com/2009/07/sanctuary.jpg%3Fw%3D450%26h%3D271
Welcome to my ground-up rewrite of all magic and spellcasting mechanics in D&D. Some of what you will find here will seem familiar to a few of you. That's because the mechanics for a lot of what I'm going to collect here have been ideas percolating in my head for years now. Some of you may remember my first Spellcaster's Sanctum project that I started but abandoned nearly 10 years ago! This will be a much more complete, polished, and useable product. The goal here is to make magic easier to use, easier to understand, and much more balanced than the standard rules as presented in the D&D 3.5 SRD.
We will start with the Basics (http://www.d20srd.org/indexes/basicsRacesDescription.htm) rules in the SRD and work our way then to the Magic Overview (http://www.d20srd.org/indexes/magicOverview.htm) rules, adding, subtracting, and rewriting wherever necessary. After that I will work on the spells themselves. Finally, after all the general groundwork has been laid, I will get to the class designs and anything else that needs to be re-figured or clarified. Bear with me. This is going to be a staggering amount of material to work through.
It should be assumed that, if I do not list a general rule as being modified or removed, then that rule remains in effect, working in tandem with the changes/omissions outlined below.
The Basics
Starting with modifier types, we're going to get rid of tons of them. The only types of modifiers that spells use are Enhancement (Arcane only), Sacred/Profane (Divine only), and Morale. And that's it. So that cuts out Competence, Deflection, Insight, Luck, and Resistance modifiers as things people need to worry about.
Now, on to ability scores. The biggest change here is that a character's Charisma modifier is added to each roll of a Magic Die (though a penalty can never drop a result below 1—that is, a character always gains at least 1 magic point each time he or she advances in level). This implies that characters have Magic Dice that work similarly to Hit Dice, and that spells cost MP to cast.
Magic Overview
Concentration
While performing any action that requires your full attention you must make a Concentration check to concentrate on your work. Such actions include casting a spell, maintaining an ongoing spell, or using a skill or other ability that would provoke an attack of opportunity. The base check DC is 15, and unless distracted or in peril, you may Take 10 on this check. The base DC of this check may be increased for a variety of reasons.
If the Concentration check succeeds, you may continue with the action as normal. If the check fails, the action automatically fails and is wasted. If you were in the process of casting a spell, the action is lost, but magic points are not expended. If you were concentrating on an active spell, the spell abruptly ends. A skill use also fails, and in some cases a failed skill check may have additional consequences.
Distraction and/or peril can increase the DC from anywhere between +2 to +20 as determined by the DM. Concentrating in combat, for example, is a +4 modifier, concentrating while threatened a +6 modifier, and concentrating while grappled a +10 modifier.
A creature may attempt to concentrate on more than one thing at a time. For each action a creature concentrates on beyond the first, the DC to maintain concentration on all actions increases by 5.
The base DC to concentrate on a spell increases by twice the spell's level (17 for 1st level spells, 19 for 2nd level, 21 for 3rd level, etc).
Each time a creature is dealt damage, if that creature is performing an action which requires their full attention they must make a Concentration check. The DC for that check increases by the amount of damage dealt. If the creature is dealt damage more than once in a round the increased DC to concentrate on its actions stacks.
A creature that fails a saving throw, falls unconscious, or dies in the middle of concentrating on an action, or actions, automatically fails to concentrate on that action.
By default a spellcaster is not able to avoid provoking attacks of opportunity with the Concentration skill (though see Combat Casting below).
Caster Level
Caster level is replaced, in all cases, with Character level. This makes multiclassing between casters and non-casters a breeze.
Spell Resistance
Some creatures have the Spell Resistance special ability. In order to successfully cast a spell against such a creature, the spellcaster must make a special check (1d20 + ½ character level + casting ability modifier) versus a DC of 10 + ½ the creature's total HD + the creature's Charisma modifier (a negative Charisma modifier can actually lower the DC).
Creatures with Spell Resistance may also attempt to ignore the effects of other spells by making a similar check (1d20 + ½ its total HD + its Charisma modifier) versus a DC of 10 + ½ the caster's character level + the caster's casting ability modifier). To do so, the creature must touch or be physically affected the spell in some way. A creature may only attempt to ignore the effects of a spell once and only on its first interaction.
A creature that successfully ignores an ongoing spell that they interact with or a spell that targets them directly does not suffer damage, conditions, or impediment from the spell. A Fireball does not burn them, though it may burn others and may still start fires. An Entangle does not grasp at them, even if it keeps others from moving. A Wall of Force does not prevent them from crossing. And so on.
Indirect effects of a spell or spells that directly target other creatures or objects can not be ignored with this ability. Neither a Wizard's Mage Armor spell, nor the fires started by a Fireball spell can be ignored through Spell Resistance. Likewise, a cavern that has been sealed shut by magic is not a spell to be interacted with, and therefore cannot be ignored through Spell Resistance.
REMEMBER, creatures are free to allow any spells they wish to automatically beat their Spell Resistance and that they are not required to attempt to ignore any spells that they do not wish to.
Spell Failure
Arcane Spell Failure is replaced by applying Armor Check Penalty to Concentration skill checks (see the new Concentration rules above). Casting a spell normally provokes an attack of opportunity, but spells cast as swift or immediate actions never do.
Combat Casting
Prerequisite: Con 13
Benefit: By making a Concentration check DC 15 + three times spell level you can cast a spell defensively. If your check is successful, you do not provoke attacks of opportunity by casting the spell. If you wield a simple weapon for which you are proficient you gain a +2 bonus to this check. If you wield a martial or exotic weapon for which you are proficient you gain a +4 bonus.
Bonus Types
The three bonus types utilized by spells (Enhancement, Sacred/Profane, and Morale) never stack with each other; only the highest bonus applies, even when different spells apply different types of bonus to the same statistic
Bonuses may "stack" with penalties of any type, working against each other to reduce the results of either (for example, a creature with a +4 enhancement bonus to Strength and a -6 profane penalty to Strength suffers only a -2 penalty to Strength).
Spell Descriptions
Every spell description gives the name of the spell at the top in big bold letters, the spell school associated with the spell under that in italics (along with any special spell descriptors it has), as well as the Level, Components, Casting Time, Range, Target or Effect, and Duration entries. Many harmful spells also have the Saving Throw entry.
Blur
Illusion (Glamer)
Level: 3rd (5 MP)
Components: None
Casting Time: 1 standard action (or 1 swift action, see text)
Range: Personal or Close (30ft)
Target: You or 1 creature
Duration: 1 round/level [C]
Saving Throw: Will negates (harmless)
The subject is granted Concealment (20% miss chance) for the duration of the spell. If you cast this spell on yourself, then you may cast it as a swift action.
Level
This entry lists the spell's level. In order to cast a spell your character level must be at least equal to [(spell level × 2) - 1]. Spell levels go from 1st to 10th (rather than 0th - 9th). What this means is that 1st level spells are more akin to more useful/powerful cantrips, while 10th level spells (available at 19th character level) are what you are normally used to as 9th level spells.
Components
This entry lists the components required to cast the spell, if any. Most spells require Verbal (V), or Somatic (S) components. Many spells also require an Implement (I) component, and sometimes require an additional Material (M) component. In order to cast a spell you must be capable of supplying all of the required components; if you are unable to supply even one of the spell's requirements you simply cannot cast the spell.
Casting Time
This entry lists the type of action require to cast the spell, be it swift, move, standard, full-round, or immediate. There are no spells with a casting time longer than 1 full-round action.
Range
This entry lists the Range at which the spell can be cast. A spell's Range entry also determines the length of a Blast Effect (see below). A spell's range may be expressed in any of the following ways: Personal (0ft), Touch, Close (30ft), Medium (60ft), or Long (120ft). Close, Medium, and Long range spells have five range increments that work similarly to the range increments of ranged weapons. For every range increment the spell is cast to beyond the first, the spellcaster suffers a -2 penalty to effective character level (ECL) for determining the spell's effects. If the caster's ECL is reduced to lower than 1 because of this, he cannot cast the spell. The effects of a Personal Range spell cannot leave your space and generally affect your person (though there are exceptions). In order to affect a creature with a spell that has a Range of Touch you must either touch an adjacent willing creature, or succeed on a melee touch attack against an unwilling creature.
Target or Effect
This entry lists either the spell's target(s) or the spell's effect (if it has no direct target). The Target entry can include You, 1 Creature, 1 Creature per level, Creature Touched, etc. The Effect entry is for spells that produce a specific magical effect, such as a Blast or Burst, or other unique effects (such as with Fog Cloud or Mage's Sword). Unique effects are explained in further detail as given.
A Blast is a cone-shaped area, while a Burst is an emanation area. These Effects affect all creatures inside the area. While a spell's Range determines the length of a Blast Effect, it serves a reference for the maximum distance to which a Burst effect may be centered. A Burst Effect's radius is always listed in the Effect entry. A Personal Range Burst Effect is always centered on the caster.
Duration
This entry lists the spell's duration and may be a Fixed duration (such as 1 round, 1 encounter, or 24 hours), a non-Fixed duration (such as 1 round/level), Instantaneous, or Permanent. Instantaneous spells take effect the instant the spell is cast and then the magic is gone, though the consequences might be long-lasting. Permanent spells establish lasting magical effects independent of caster concentration which may be suppressed or dispelled by outside sources.
REMEMBER, all spells with a non-Fixed duration are marked with the [C] notation, a reminder that the caster must succeed on a Concentration check at least once each round/minute/hour of the spell's duration in order to maintain the effect.
Saving Throw
This entry lists the saving throw required to shrug off the spell's effects, if any. Some spells do not allow saving throws. Most spells list the saving throw as Fortitude, Reflex, or Will negates, meaning that a successful saving throw ends the spell's effect on that creature, but some saving throws list it as Fortitude, Reflex, or Will Partial, meaning that a successful saving throw only reduces the spell's effect on that creature.
Magical Implements
Powerful spells, particularly attack spells, require the use of an Implement component to cast. These implements range from spellbooks or holy scriptures, wands or orbs, and holy symbols. Some well-trained individuals are able to use weapons they are proficient with as their Implement. Regardless, these Implements must be well-constructed and maintained in order to serve as conduit for the potent magical energies their owners seek to employ.
A Masterwork Implement may serve as an Implement for 1st level spells and adds +75gp to the base cost of a holy scripture, wand, or orb; +150gp to the base cost of a spellbook or holy symbol; or +300gp to the base cost of a weapon (as per normal Masterwork weapon costs). For every spell level beyond 1st that the Implement is to serve as a component for, it must possess an enhancement bonus equal to half the spell's level (rounded up). For example, in order to cast a 2nd level spell with an Implement component, the Implement must have a +1 enhancement bonus. To cast a 7th level spell with an Implement component, the Implement must have a +4 enhancement bonus. The cost of this enhancement bonus follows the cost of weapon enhancement bonuses. Just as magic weapons may be enchanted with special abilities, so can magic Implements. They are listed below.
Oh, no, not yet...
More to come... feel free to comment.
Better Spellcasting for a Better World
http://rjdent.files.wordpress.com/2009/07/sanctuary.jpg%3Fw%3D450%26h%3D271
Welcome to my ground-up rewrite of all magic and spellcasting mechanics in D&D. Some of what you will find here will seem familiar to a few of you. That's because the mechanics for a lot of what I'm going to collect here have been ideas percolating in my head for years now. Some of you may remember my first Spellcaster's Sanctum project that I started but abandoned nearly 10 years ago! This will be a much more complete, polished, and useable product. The goal here is to make magic easier to use, easier to understand, and much more balanced than the standard rules as presented in the D&D 3.5 SRD.
We will start with the Basics (http://www.d20srd.org/indexes/basicsRacesDescription.htm) rules in the SRD and work our way then to the Magic Overview (http://www.d20srd.org/indexes/magicOverview.htm) rules, adding, subtracting, and rewriting wherever necessary. After that I will work on the spells themselves. Finally, after all the general groundwork has been laid, I will get to the class designs and anything else that needs to be re-figured or clarified. Bear with me. This is going to be a staggering amount of material to work through.
It should be assumed that, if I do not list a general rule as being modified or removed, then that rule remains in effect, working in tandem with the changes/omissions outlined below.
The Basics
Starting with modifier types, we're going to get rid of tons of them. The only types of modifiers that spells use are Enhancement (Arcane only), Sacred/Profane (Divine only), and Morale. And that's it. So that cuts out Competence, Deflection, Insight, Luck, and Resistance modifiers as things people need to worry about.
Now, on to ability scores. The biggest change here is that a character's Charisma modifier is added to each roll of a Magic Die (though a penalty can never drop a result below 1—that is, a character always gains at least 1 magic point each time he or she advances in level). This implies that characters have Magic Dice that work similarly to Hit Dice, and that spells cost MP to cast.
Magic Overview
Concentration
While performing any action that requires your full attention you must make a Concentration check to concentrate on your work. Such actions include casting a spell, maintaining an ongoing spell, or using a skill or other ability that would provoke an attack of opportunity. The base check DC is 15, and unless distracted or in peril, you may Take 10 on this check. The base DC of this check may be increased for a variety of reasons.
If the Concentration check succeeds, you may continue with the action as normal. If the check fails, the action automatically fails and is wasted. If you were in the process of casting a spell, the action is lost, but magic points are not expended. If you were concentrating on an active spell, the spell abruptly ends. A skill use also fails, and in some cases a failed skill check may have additional consequences.
Distraction and/or peril can increase the DC from anywhere between +2 to +20 as determined by the DM. Concentrating in combat, for example, is a +4 modifier, concentrating while threatened a +6 modifier, and concentrating while grappled a +10 modifier.
A creature may attempt to concentrate on more than one thing at a time. For each action a creature concentrates on beyond the first, the DC to maintain concentration on all actions increases by 5.
The base DC to concentrate on a spell increases by twice the spell's level (17 for 1st level spells, 19 for 2nd level, 21 for 3rd level, etc).
Each time a creature is dealt damage, if that creature is performing an action which requires their full attention they must make a Concentration check. The DC for that check increases by the amount of damage dealt. If the creature is dealt damage more than once in a round the increased DC to concentrate on its actions stacks.
A creature that fails a saving throw, falls unconscious, or dies in the middle of concentrating on an action, or actions, automatically fails to concentrate on that action.
By default a spellcaster is not able to avoid provoking attacks of opportunity with the Concentration skill (though see Combat Casting below).
Caster Level
Caster level is replaced, in all cases, with Character level. This makes multiclassing between casters and non-casters a breeze.
Spell Resistance
Some creatures have the Spell Resistance special ability. In order to successfully cast a spell against such a creature, the spellcaster must make a special check (1d20 + ½ character level + casting ability modifier) versus a DC of 10 + ½ the creature's total HD + the creature's Charisma modifier (a negative Charisma modifier can actually lower the DC).
Creatures with Spell Resistance may also attempt to ignore the effects of other spells by making a similar check (1d20 + ½ its total HD + its Charisma modifier) versus a DC of 10 + ½ the caster's character level + the caster's casting ability modifier). To do so, the creature must touch or be physically affected the spell in some way. A creature may only attempt to ignore the effects of a spell once and only on its first interaction.
A creature that successfully ignores an ongoing spell that they interact with or a spell that targets them directly does not suffer damage, conditions, or impediment from the spell. A Fireball does not burn them, though it may burn others and may still start fires. An Entangle does not grasp at them, even if it keeps others from moving. A Wall of Force does not prevent them from crossing. And so on.
Indirect effects of a spell or spells that directly target other creatures or objects can not be ignored with this ability. Neither a Wizard's Mage Armor spell, nor the fires started by a Fireball spell can be ignored through Spell Resistance. Likewise, a cavern that has been sealed shut by magic is not a spell to be interacted with, and therefore cannot be ignored through Spell Resistance.
REMEMBER, creatures are free to allow any spells they wish to automatically beat their Spell Resistance and that they are not required to attempt to ignore any spells that they do not wish to.
Spell Failure
Arcane Spell Failure is replaced by applying Armor Check Penalty to Concentration skill checks (see the new Concentration rules above). Casting a spell normally provokes an attack of opportunity, but spells cast as swift or immediate actions never do.
Combat Casting
Prerequisite: Con 13
Benefit: By making a Concentration check DC 15 + three times spell level you can cast a spell defensively. If your check is successful, you do not provoke attacks of opportunity by casting the spell. If you wield a simple weapon for which you are proficient you gain a +2 bonus to this check. If you wield a martial or exotic weapon for which you are proficient you gain a +4 bonus.
Bonus Types
The three bonus types utilized by spells (Enhancement, Sacred/Profane, and Morale) never stack with each other; only the highest bonus applies, even when different spells apply different types of bonus to the same statistic
Bonuses may "stack" with penalties of any type, working against each other to reduce the results of either (for example, a creature with a +4 enhancement bonus to Strength and a -6 profane penalty to Strength suffers only a -2 penalty to Strength).
Spell Descriptions
Every spell description gives the name of the spell at the top in big bold letters, the spell school associated with the spell under that in italics (along with any special spell descriptors it has), as well as the Level, Components, Casting Time, Range, Target or Effect, and Duration entries. Many harmful spells also have the Saving Throw entry.
Blur
Illusion (Glamer)
Level: 3rd (5 MP)
Components: None
Casting Time: 1 standard action (or 1 swift action, see text)
Range: Personal or Close (30ft)
Target: You or 1 creature
Duration: 1 round/level [C]
Saving Throw: Will negates (harmless)
The subject is granted Concealment (20% miss chance) for the duration of the spell. If you cast this spell on yourself, then you may cast it as a swift action.
Level
This entry lists the spell's level. In order to cast a spell your character level must be at least equal to [(spell level × 2) - 1]. Spell levels go from 1st to 10th (rather than 0th - 9th). What this means is that 1st level spells are more akin to more useful/powerful cantrips, while 10th level spells (available at 19th character level) are what you are normally used to as 9th level spells.
Components
This entry lists the components required to cast the spell, if any. Most spells require Verbal (V), or Somatic (S) components. Many spells also require an Implement (I) component, and sometimes require an additional Material (M) component. In order to cast a spell you must be capable of supplying all of the required components; if you are unable to supply even one of the spell's requirements you simply cannot cast the spell.
Casting Time
This entry lists the type of action require to cast the spell, be it swift, move, standard, full-round, or immediate. There are no spells with a casting time longer than 1 full-round action.
Range
This entry lists the Range at which the spell can be cast. A spell's Range entry also determines the length of a Blast Effect (see below). A spell's range may be expressed in any of the following ways: Personal (0ft), Touch, Close (30ft), Medium (60ft), or Long (120ft). Close, Medium, and Long range spells have five range increments that work similarly to the range increments of ranged weapons. For every range increment the spell is cast to beyond the first, the spellcaster suffers a -2 penalty to effective character level (ECL) for determining the spell's effects. If the caster's ECL is reduced to lower than 1 because of this, he cannot cast the spell. The effects of a Personal Range spell cannot leave your space and generally affect your person (though there are exceptions). In order to affect a creature with a spell that has a Range of Touch you must either touch an adjacent willing creature, or succeed on a melee touch attack against an unwilling creature.
Target or Effect
This entry lists either the spell's target(s) or the spell's effect (if it has no direct target). The Target entry can include You, 1 Creature, 1 Creature per level, Creature Touched, etc. The Effect entry is for spells that produce a specific magical effect, such as a Blast or Burst, or other unique effects (such as with Fog Cloud or Mage's Sword). Unique effects are explained in further detail as given.
A Blast is a cone-shaped area, while a Burst is an emanation area. These Effects affect all creatures inside the area. While a spell's Range determines the length of a Blast Effect, it serves a reference for the maximum distance to which a Burst effect may be centered. A Burst Effect's radius is always listed in the Effect entry. A Personal Range Burst Effect is always centered on the caster.
Duration
This entry lists the spell's duration and may be a Fixed duration (such as 1 round, 1 encounter, or 24 hours), a non-Fixed duration (such as 1 round/level), Instantaneous, or Permanent. Instantaneous spells take effect the instant the spell is cast and then the magic is gone, though the consequences might be long-lasting. Permanent spells establish lasting magical effects independent of caster concentration which may be suppressed or dispelled by outside sources.
REMEMBER, all spells with a non-Fixed duration are marked with the [C] notation, a reminder that the caster must succeed on a Concentration check at least once each round/minute/hour of the spell's duration in order to maintain the effect.
Saving Throw
This entry lists the saving throw required to shrug off the spell's effects, if any. Some spells do not allow saving throws. Most spells list the saving throw as Fortitude, Reflex, or Will negates, meaning that a successful saving throw ends the spell's effect on that creature, but some saving throws list it as Fortitude, Reflex, or Will Partial, meaning that a successful saving throw only reduces the spell's effect on that creature.
Magical Implements
Powerful spells, particularly attack spells, require the use of an Implement component to cast. These implements range from spellbooks or holy scriptures, wands or orbs, and holy symbols. Some well-trained individuals are able to use weapons they are proficient with as their Implement. Regardless, these Implements must be well-constructed and maintained in order to serve as conduit for the potent magical energies their owners seek to employ.
A Masterwork Implement may serve as an Implement for 1st level spells and adds +75gp to the base cost of a holy scripture, wand, or orb; +150gp to the base cost of a spellbook or holy symbol; or +300gp to the base cost of a weapon (as per normal Masterwork weapon costs). For every spell level beyond 1st that the Implement is to serve as a component for, it must possess an enhancement bonus equal to half the spell's level (rounded up). For example, in order to cast a 2nd level spell with an Implement component, the Implement must have a +1 enhancement bonus. To cast a 7th level spell with an Implement component, the Implement must have a +4 enhancement bonus. The cost of this enhancement bonus follows the cost of weapon enhancement bonuses. Just as magic weapons may be enchanted with special abilities, so can magic Implements. They are listed below.
Oh, no, not yet...
More to come... feel free to comment.