Worden
2014-05-01, 10:50 PM
Summary
A ritual based system that allows E6 spellcasters to team up and spend more time than normally required to cast high level spell up to lvl 9.
The system
I've been looking for a way to allow large groups of spellcasters to cast spells way above their level by working together so that there can be more complex scenarios involving magic and I was unable to do so. I came across some ritual rules (http://p6codex.com/AbridgedP6CodexV0p2.pdf) for pathfinder that allows some degree of high level casting by rituals as I wasn't satisfied with it as it wasn't scalable for higher level spells. So here's what I came up with to combat this.
A spellcaster of level 6 can take any spell of a higher level as a regular feat. (regular 5000 xp cost)
This feat can be taught to other characters that have levels at the same class at a reduced xp cost (possibly 2500) (1 Day per spell level)
Any casters with the same ritual feat can link together to form a circle
Circle's cummulative caster level is calculated as http://www.texify.com/img/%5CLARGE%5C%21%5Cnormalsize%7B%5Csum_%7Bn%3D0%7D%5 E%7Bn%5Crightarrow%20%5Ctext%7BNumber%20of%20Caste rs%7D%7D%5Ctext%7BCaster%27s%20level%7D%2A%280.7%2 9%5En%7D.gif. Rounded down. Elegantly, mathematics causes the cap to be 19, or 20 if rounded up with all lvl6 casters.
If a character of that class in a non E6 game can cast the spell at the circles cummulative level, the circle can also cast that spell. Any spell acts like as if it was cast by a spellcaster of the same level.
I am not entirely sure how to manage the casting time but I am thinking to use 10*casting time. Depending on whether or not I want them to be usable in combat situations I might place a lower cap of 1 hour
The rituals require visible symbols to be drawn on a planar surface in a circle, that glows visibly during casting. I am not sure if certain materials or drawing cost should be imposed. The size of the circle should be dependent on the spell level (imposes minumum) and number of casters (enables size encrease)
For saves, the DC should be 10+Cumulative level+Average ability modifier rolled down or highest ability modifier. That should depend on your world. If you want energies of the whole group to be channeled through a leader, use the leader's score (presumably highest) If everyone has somewhat equal part in casting of the spell use the average.
If any member of the circle loses concentration, the circle loses the spell if their new level is lower than requires.
Some examples
A master mage (lvl6 wizard) and her 3 apprentices (lvl3 wizard) want to create a safe place to conduct their studies.
6+3*0.7+3*0.72+3*0.73=10.59 roll down=10
Hence they form a circle with a caster level of 10 which allows them to cast 5 level spells.
They already have the permenancy ritual and mage's private sanctum ritual feats. By performing the two rituals in about 2.5 hours (100+60) they make an area permanently non scryable.
4 of the best wizards (lvl6)(circle level 15) of the land and their allies unite to imprison a common foe forever. They prepare the signs for the binding (lvl 8 sorcerer/wizard spell, Minimus Containment variant) ritual and lure their opponent there. As in description of the spell they also have 6 lower level casters who are not part of the circle but aid the effort as assistants by casting suggestion (+6 DC). They need 100 minutes to start casting the spell. Their allies either need hold the enemy of or incapacitate her. In the end of 100 minutes casting is done and the DC is 10+4(Int mod. of the leader)+8(spell level)+6 (assistants)-4(Minimus containtment)=28. Quite good for a E6 game. Some reduction of will save during the fight will help.
Conclusion
Overall I think this mechanic will give more power to large groups of spellcasters which probably represent governments, villainous sects etc., provide some utility to players who can gather enough spellcasters or who happen to have 2 spellcasters of the same class in the group and set the groundwork for memorable encounters (eg. second example. though it will a pretty boring encounter for the PC wizard if she's also in the circle, and a very anticlimactic one if the spell fails.)
Non resolved Issues
Circle drawing mechanics, required size, maximum allowed size, time required to draw the circle, material used in drawing of the circle
Casting time mechanics, 10*regular casting time seems to work well but I am considering a mechanic that causes time to go up as more people participate in the circle so 4 lvl 4 casters cast slower than 2 lvl 6 casters. Also increasing the cummulative level may increase the speed.
Maximum rituals per day or any time period. I have no idea what to do with this.
A ritual based system that allows E6 spellcasters to team up and spend more time than normally required to cast high level spell up to lvl 9.
The system
I've been looking for a way to allow large groups of spellcasters to cast spells way above their level by working together so that there can be more complex scenarios involving magic and I was unable to do so. I came across some ritual rules (http://p6codex.com/AbridgedP6CodexV0p2.pdf) for pathfinder that allows some degree of high level casting by rituals as I wasn't satisfied with it as it wasn't scalable for higher level spells. So here's what I came up with to combat this.
A spellcaster of level 6 can take any spell of a higher level as a regular feat. (regular 5000 xp cost)
This feat can be taught to other characters that have levels at the same class at a reduced xp cost (possibly 2500) (1 Day per spell level)
Any casters with the same ritual feat can link together to form a circle
Circle's cummulative caster level is calculated as http://www.texify.com/img/%5CLARGE%5C%21%5Cnormalsize%7B%5Csum_%7Bn%3D0%7D%5 E%7Bn%5Crightarrow%20%5Ctext%7BNumber%20of%20Caste rs%7D%7D%5Ctext%7BCaster%27s%20level%7D%2A%280.7%2 9%5En%7D.gif. Rounded down. Elegantly, mathematics causes the cap to be 19, or 20 if rounded up with all lvl6 casters.
If a character of that class in a non E6 game can cast the spell at the circles cummulative level, the circle can also cast that spell. Any spell acts like as if it was cast by a spellcaster of the same level.
I am not entirely sure how to manage the casting time but I am thinking to use 10*casting time. Depending on whether or not I want them to be usable in combat situations I might place a lower cap of 1 hour
The rituals require visible symbols to be drawn on a planar surface in a circle, that glows visibly during casting. I am not sure if certain materials or drawing cost should be imposed. The size of the circle should be dependent on the spell level (imposes minumum) and number of casters (enables size encrease)
For saves, the DC should be 10+Cumulative level+Average ability modifier rolled down or highest ability modifier. That should depend on your world. If you want energies of the whole group to be channeled through a leader, use the leader's score (presumably highest) If everyone has somewhat equal part in casting of the spell use the average.
If any member of the circle loses concentration, the circle loses the spell if their new level is lower than requires.
Some examples
A master mage (lvl6 wizard) and her 3 apprentices (lvl3 wizard) want to create a safe place to conduct their studies.
6+3*0.7+3*0.72+3*0.73=10.59 roll down=10
Hence they form a circle with a caster level of 10 which allows them to cast 5 level spells.
They already have the permenancy ritual and mage's private sanctum ritual feats. By performing the two rituals in about 2.5 hours (100+60) they make an area permanently non scryable.
4 of the best wizards (lvl6)(circle level 15) of the land and their allies unite to imprison a common foe forever. They prepare the signs for the binding (lvl 8 sorcerer/wizard spell, Minimus Containment variant) ritual and lure their opponent there. As in description of the spell they also have 6 lower level casters who are not part of the circle but aid the effort as assistants by casting suggestion (+6 DC). They need 100 minutes to start casting the spell. Their allies either need hold the enemy of or incapacitate her. In the end of 100 minutes casting is done and the DC is 10+4(Int mod. of the leader)+8(spell level)+6 (assistants)-4(Minimus containtment)=28. Quite good for a E6 game. Some reduction of will save during the fight will help.
Conclusion
Overall I think this mechanic will give more power to large groups of spellcasters which probably represent governments, villainous sects etc., provide some utility to players who can gather enough spellcasters or who happen to have 2 spellcasters of the same class in the group and set the groundwork for memorable encounters (eg. second example. though it will a pretty boring encounter for the PC wizard if she's also in the circle, and a very anticlimactic one if the spell fails.)
Non resolved Issues
Circle drawing mechanics, required size, maximum allowed size, time required to draw the circle, material used in drawing of the circle
Casting time mechanics, 10*regular casting time seems to work well but I am considering a mechanic that causes time to go up as more people participate in the circle so 4 lvl 4 casters cast slower than 2 lvl 6 casters. Also increasing the cummulative level may increase the speed.
Maximum rituals per day or any time period. I have no idea what to do with this.