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View Full Version : The Spellcaster's Sanctum v2.0: Better Spellcasting for a Better World [D&D 3.5]



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.

Ziegander
2014-01-28, 09:55 PM
Spells
Reserved for spell listings. I plan to include all the spells from the SRD (and that's it!).

Acid Arrow
Transmutation [Acid]
Level: 1st (1 MP)
Components: S, M
Casting Time: Free (See Text)
Range: Touch
Target: One Arrow (See Text)
Duration: 1 round + 1 round/four ECLs beyond 1st
Saving Throw: None
You convert a touched arrow or bolt into pure acid as a free action. You and other creatures are not harmed by handling this arrow. As a standard action you may magically launch the acid arrow at any target within Close range (30ft increment) as a ranged touch attack dealing 1d8 acid damage. You may instead use the acid arrow as ammunition for any bow or crossbow you are proficient with using the bow's range, using a ranged touch attack to hit, and dealing acid damage as appropriate for the weapon. An acid arrow that misses its target is destroyed, and an acid arrow that leaves your hands dissipates harmlessly into nothing in a number of rounds equal to 1 + 1/four ECLs after 1st.

Starting at ECL 5th, your acid arrow becomes a bit more virulent, and deals its acid damage once again in the next round. Every four ECLs thereafter, the acid continues to damage its target for another round.

Material Component - An arrow or bolt.

Ziegander
2014-01-28, 09:56 PM
Even more spells...

Ziegander
2014-01-28, 10:02 PM
Greater Manyspell

Ziegander
2014-01-28, 10:09 PM
All Of The Spells! Mwahahahaha!

Figgin of Chaos
2014-01-28, 11:41 PM
I'm down with using Implements to cast spells. Some games use wands as one-handed implements and staves as two-handed implements. One could extrapolate this further into dual-wielding wands to cast weaker spells in flurries. Also, staves with an orb on one end and blade on the other.

Slimming down of the types of bonuses that can exist is good. So is the addition of Magic Points working similar to Hit Points. A more universal resource opens up design space, such as abilities that damage, transfer, or steal said resource.

Have you given thought to making spellcasters less SAD? I assume that's why you made MP based on Cha. Personally I'm in favor of MP based on Wis, with Arcane casters using Int, and Divine casters Cha, to determine the power of their spells and such.

Best of luck in your quest! Maybe you'll make me want to play a spellcaster other than a Bard.

nonsi
2014-01-30, 02:37 PM
More of a fluff than crunch thing, given there's absolutely nothing religious about druids, Druid spells are not supposed to be divine. (geomancy maybe?)

Figgin of Chaos
2014-01-30, 09:10 PM
More of a fluff than crunch thing, given there's absolutely nothing religious about druids, Druid spells are not supposed to be divine. (geomancy maybe?)

In D&D it's considered divine in the sense that it comes from a grand spirit of nature itself, or a lot of smaller spirits. And it tends toward the same functionality of the magic clerics use.

Ziegander
2014-01-31, 12:55 PM
I don't know that I'm going to make a distinction between arcane and divine magic in these rules (though, note, that both arcane and divine casters suffer from their armor's ACP applying to Concentration checks equally).

Anyway, the next step is just to start rewriting ALL the spells, so I should be able to get started on that sometime next week.

PairO'Dice Lost
2014-01-31, 01:48 PM
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.


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).

If you're not going to have different bonus types stack except to sometimes mitigate penalties, why have multiple bonus types at all? Just declare that all bonuses and penalties from spells are "magic" bonuses and only the largest bonus and largest penalty apply.


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.

You should probably mention what happens if you're maintaining multiple spells and fail the check. Do all of them end, does a randomly-determined spell end for every 5 points you failed, do you end one of them and then make another check, etc.


Caster Level
Caster level is replaced, in all cases, with Character level. This makes multiclassing between casters and non-casters a breeze.

Are you planning to still have effects that give things like +1 CL to fire spells or the like? If so, I'd suggest keeping the concept of CL and just basing it on ECL instead of class level, so you don't need to use awkward phasing like "-2 to effective character level (ECL) for determining the spell's effects."


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.

Does this penalty count as "distracting" and thus force you to make a Concentration check every time you cast, or does it just make it harder to concentrate when you'd otherwise be forced to make a check?


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.

How are you planning to handle ritual-type spells if no spells have a longer casting time than one round? A separate ritual subsystem (I hope not, that's kinda clunky)?

Ziegander
2014-01-31, 08:58 PM
If you're not going to have different bonus types stack except to sometimes mitigate penalties, why have multiple bonus types at all? Just declare that all bonuses and penalties from spells are "magic" bonuses and only the largest bonus and largest penalty apply.

So I can have each type of bonus work in their own interesting ways. Morale bonuses and penalties, just for example, don't apply to mindless or mind-blank'd characters.


You should probably mention what happens if you're maintaining multiple spells and fail the check. Do all of them end, does a randomly-determined spell end for every 5 points you failed, do you end one of them and then make another check, etc.

Good call. By default, you fail at ALL activities you are concentrating on when you fail the check.


Are you planning to still have effects that give things like +1 CL to fire spells or the like? If so, I'd suggest keeping the concept of CL and just basing it on ECL instead of class level, so you don't need to use awkward phasing like "-2 to effective character level (ECL) for determining the spell's effects."

I will use ECL, that's a good point.


Does this penalty count as "distracting" and thus force you to make a Concentration check every time you cast, or does it just make it harder to concentrate when you'd otherwise be forced to make a check?

It's not a distraction, no, it just makes the check harder.


How are you planning to handle ritual-type spells if no spells have a longer casting time than one round? A separate ritual subsystem (I hope not, that's kinda clunky)?

I had planned on a separate ritual system, yes, but that can be subject to change. I'm not sure what makes it clunky though to tag certain spells as rituals and make them follow different rules.

Erberor
2014-01-31, 11:25 PM
I do love the idea of...all of it. This seems like an excellent start on simplifying and streamlining magic in general. Can't wait to see this completed.

PairO'Dice Lost
2014-02-01, 03:02 AM
So I can have each type of bonus work in their own interesting ways. Morale bonuses and penalties, just for example, don't apply to mindless or mind-blank'd characters.

Sounds good. I didn't expect that you, of all people, would just be keeping bonus types around for the heck of it, but since you didn't go into more detail I had to ask.


I had planned on a separate ritual system, yes, but that can be subject to change. I'm not sure what makes it clunky though to tag certain spells as rituals and make them follow different rules.

Mostly the fact that 3e spells are already varied enough to cover rituals. 4e obviously had to split powers and rituals because they were so radically different in concept and mechanics, but why come up with a separate ritual system that e.g. requires 30 minutes and 3 skill checks to cast when you can just make a spell with "Casting Time: 30 minutes" and spell text that starts with "When you cast this spell, make a [skill X] check...." and add a [Ritual] descriptor to hang feats and class features on?

Ziegander
2014-02-01, 08:14 AM
Mostly the fact that 3e spells are already varied enough to cover rituals. 4e obviously had to split powers and rituals because they were so radically different in concept and mechanics, but why come up with a separate ritual system that e.g. requires 30 minutes and 3 skill checks to cast when you can just make a spell with "Casting Time: 30 minutes" and spell text that starts with "When you cast this spell, make a [skill X] check...." and add a [Ritual] descriptor to hang feats and class features on?

I get that, and that was basically my original plan, but I'm just not ready to say that that's all there will be to it. If there's no fundamental difference in how I want Rituals to operate, then they can just be fancy spells, but maybe there will be.

nonsi
2014-02-01, 09:10 AM
I had planned on a separate ritual system, yes, but that can be subject to change. I'm not sure what makes it clunky though to tag certain spells as rituals and make them follow different rules.

You could draw from UA and go for Incantations, but those should be significantly easier for spellcasters - especially if they're the right kind of spellcasters for a given incantation.

For years I've been waiting, hoping someone will get the spells-incantations separation right.
Maybe you'll be the one.
You'll need megatons of inspiration and miles upon miles of patience, but I wholeheartedly wish you luck.

Just try to make your magic system independent and viable for a 3.5e game without further acrobatics.

Durazno
2014-02-01, 11:50 PM
Druids are religious, aren't they? It's just a different sort of worship than that practiced by the clerics and paladins.

nonsi
2014-02-02, 05:21 AM
Druids are religious, aren't they? It's just a different sort of worship than that practiced by the clerics and paladins.

On that premise, I don't need to stretch my imagination too far to say the same thing about warlocks.
And from here one, the road to sorcerers and wizards is practically paved, since 3.5e defines them as arcane as well.

And on the same trail of thought, I also never liked warlocks being called arcane casters.
Arcane spellcasters manipulate the weave around them, whereas warlock powers burst from within.

I know it's all a matter of personal taste, but it always felt to me like WorC went lazy on that angle.

Durazno
2014-02-04, 07:01 AM
If they weren't religious, they'd probably be called something other than "druids." The word specifically means a member of a Celtic priestly caste. (http://en.wikipedia.org/wiki/Druid)