Lanth Sor
2015-12-24, 04:32 PM
Preface: I have used this for a few games now and it has recently come to my attention that I need to get more eyes on it. So please comment and help me refine it so Wizards don't just win more but simultaneously keeping the spirit of the system.
"MANA SYSTEM"
Spell
Level
Resource
Cost
Min Level
4 Level Caster
Min Level
6 Level Caster
Min Level
9 Level Caster
0
1
1st Level
As Class
As Class
1
3
As Class
As Class
As Class
2
6
As Class
As Class
As Class
3
9
As Class
As Class
As Class
4
12
As Class
As Class
As Class
5
20
21st Level
As Class
As Class
6
24
23rd Level
As Class
As Class
7
35
25th Level
21st Level
As Class
8
40
27th Level
23rd Level
As Class
9
45
29th Level
25st Level
As Class
10+
6*Spell Level
11 + (2 x Spell Level)
7 + (2 x Spell Level)
1 + (2 x Spell Level)
Arcane Casters: Bard, Wizard, Sorcerer, Magus, Arcanist, Bloodrager, Skald, Witch, Summoner
Prepared Arcane Casters
Basic Casting: Each day you prepare spells as per normal. You may use your mana to cast any prepared spell as long as you have sufficient mana to do so.
Metamagic: Metamagic feats are applied when preparing spells. You may apply metamagic feats to spells spontaneously however it follows the same rule as casting a non prepared spell.
Cast Non Prepared Spell: You may cast a non prepared spell however it requires 5rnds to look up the spell and the cast time is increased by three steps.
Overcasting: You may cast a spell of a level greater than your max spell level, in your spell book or you have the meta magic feat, however it requires a spell craft DC 15+(5 x [spell level - your max spell level]) and a caster level check DC 15+ min caster level for the spell. If you fail the spell fizzles and the mana is lost. If you roll a natural 1 on either check the spell explodes violently when cast deal 1d6/spell level nonlethal damage and it fails. Both rolls must be made in the same roll command to count. If you beat the DC and rolled a natural 20 the spell is cast as if your caster level was the minimum require for that spell level.
Spontaneous Arcane Casters
Basic Casting: You may use your mana to cast any known spell as long as you have sufficient mana to do so.
Metamagic: Casting a spell with meta magic increases the cast time by one step.
Casting Spell You Don't Know: You may cast a non known spell however it requires 1 min of meditation to unlock the spell and the cast time is increased by two steps. As part of the meditation make a spellcraft check DC 20+(5 x spell level)
Overcasting: You may cast a spell of a level Greater than your max spell level, you have the meta magic feat, however it requires a spellcraft DC 15+(5 x [spell level - your max spell level]) and a caster level check DC 15 + min caster level for the spell. If you fail the spell fizzles and the mana is lost. If you roll a natural 1 on either check the spell explodes violently when cast deal 1d6/spell level nonlethal damage and it fails. Both rolls must be made in the same roll command to count. If you beat the DC and rolled a natural 20 the spell is cast as if your caster level was the minimum require for that spell level.
Bloodragers: Gain one 0-level spell at the 1st level and an additional 0-level spell at the 2nd, 4th, and 6th levels. These spells are drawn from the sorcerers spell list.
Hexblade: Gain one 0-level spell at the 1st level and an additional 0-level spell at the 2nd, 4th, and 6th levels. These spells are drawn from the sorcerers spell list.
Divine Casters: Cleric, Paladin, Warpriest, Oracle, Inquisitor, Antipaladin, Divine Bard
Prepared Divine Casters
Basic Casting: Each day you prepare spells as per normal. You may cast any prepared spell as long as you have sufficient Divine Favor to do so.
Metamagic: Metamagic feats are applied when preparing spells. You may apply metamagic feats to spells spontaneously however it follows the same rule as casting a non prepared spell.
Cast Non Prepared Spell: You may cast a non prepared spell however it requires 5 rounds to petition for the spell and the cast time is increased by three steps.
Overcasting: You may cast a spell of a level greater than your max spell level, on your spell list or you have the metamagic feat, however it requires a spell craft DC 15+(5 x [spell level - your max spell level]) and a caster level check DC 15+ min caster level for the spell. If you fail the spell fizzles and the Divine Favor is lost. If you roll a natural 1 on either check the spell explodes violently when cast deal 1d6/spell level nonlethal damage and it fails. Both rolls must be made in the same roll command to count. If you beat the DC and rolled a natural 20 the spell is cast as if your caster level was the minimum require for that spell level.
Spontaneous Divine Casters
Basic Casting: You may cast any known spell as long as you have sufficient Divine Favor to do so.
Metamagic: Casting a spell with meta magic increases the cast time by one step.
Casting Spell You Don't Know: You may cast a non known spell however it requires 1 min of meditation to unlock the spell and the cast time is increased by two steps. As part of the meditation make a spellcraft check DC 20+(5 x spell level)
Overcasting: You may cast a spell of a level greater than your max spell level, you have the meta magic feat, however it requires a spellcraft DC 15+(5 x [spell level - your max spell level]) and a caster level check DC 15 + min caster level for the spell. If you fail the spell fizzles and the Divine Favor is lost. If you roll a natural 1 on either check the spell explodes violently when cast deal 1d6/spell level nonlethal damage and it fails. Both rolls must be made in the same roll command to count. If you beat the DC and rolled a natural 20 the spell is cast as if your caster level was the minimum require for that spell level.
Paladin: Gain one 0-level spell at the 1st level and an additional 0-level spell at the 2nd, 4th, and 6th levels. These spells are drawn from the cleric spell list.
Nature Casters: Druids, Rangers, Hunters, Shaman
Prepared Nature Casters
Basic Casting: Each day you prepare spells as per normal. You may cast any prepared spell as long as you have sufficient Communion to do so.
Metamagic: Metamagic feats are applied when preparing spells. You may apply metamagic feats to spells spontaneously however it follows the same rule as casting a non prepared spell.
Cast Non Prepared Spell: You may cast a non prepared spell however it requires 5 rounds to petition for the spell and the cast time is increased by three steps.
Overcasting: You may cast a spell of a level greater than your max spell level, on your spell list or you have the metamagic feat, however it requires a spell craft DC 15+(5 x [spell level - your max spell level]) and a caster level check DC 15+ min caster level for the spell. If you fail the spell fizzles and the Communion is lost. If you roll a natural 1 on either check the spell explodes violently when cast deal 1d6/spell level nonlethal damage and it fails. Both rolls must be made in the same roll command to count. If you beat the DC and rolled a natural 20 the spell is cast as if your caster level was the minimum require for that spell level.
Spontaneous Nature Casters
Basic Casting: You may cast any known spell as long as you have sufficient Communion to do so.
Metamagic: Casting a spell with meta magic increases the cast time by one step.
Casting Spell You Don't Know: You may cast a non known spell however it requires 1 min of meditation to unlock the spell and the cast time is increased by two steps. As part of the meditation make a spellcraft check DC 20+(5 x spell level)
Overcasting: You may cast a spell of a level greater than your max spell level, you have the meta magic feat, however it requires a spellcraft DC 15+(5 x [spell level - your max spell level]) and a caster level check DC 15 + min caster level for the spell. If you fail the spell fizzles and the Communion is lost. If you roll a natural 1 on either check the spell explodes violently when cast deal 1d6/spell level nonlethal damage and it fails. Both rolls must be made in the same roll command to count. If you beat the DC and rolled a natural 20 the spell is cast as if your caster level was the minimum require for that spell level.
Rangers: Gain one 0-level spell at the 1st level and an additional 0-level spell at the 2nd, 4th, and 6th levels. These spells are drawn from the Druid spell list.
Psychic Casters: Medium, Mesmerist, Occultist, Psychic, Spiritualist
Psychic Casters
Basic Casting: You may cast any known spell as long as you have sufficient Spirit Energy to do so.
Metamagic: Casting a spell with meta magic increases the cast time by one step.
Casting Spell You Don't Know: You may cast a non known spell however it requires 1 min of meditation to unlock the spell and the cast time is increased by two steps. As part of the meditation make a spellcraft check DC 20+(5 x spell level)
Overcasting: You may cast a spell of a level greater than your max spell level, you have the meta magic feat, however it requires a spellcraft DC 15+(5 x [spell level - your max spell level]) and a caster level check DC 15 + min caster level for the spell. If you fail the spell fizzles and the Spirit Energy is lost. If you roll a natural 1 on either check the spell explodes violently when cast deal 1d6/spell level nonlethal damage and it fails. Both rolls must be made in the same roll command to count. If you beat the DC and rolled a natural 20 the spell is cast as if your caster level was the minimum require for that spell level.
Infusers: Alchemist, Artificer, Investigator
Prepared Infusers
Basic Casting: Each day you prepare Infusion/extracts as per normal. You are not limited by the normal per day restrictions but rather your number of infusion points.
Metamagic: Metamagic feats are applied when preparing spells. You may apply metamagic feats to spells spontaneously however it follows the same rule as casting a non prepared spell.
Cast Non Prepared Spell: You may cast a non prepared spell however it requires 5 rounds to look up for the spell and the cast time is increased by three steps or standard prep time if longer.
Overcasting: You may cast a spell of a level greater than your max spell level, on your spell list or you have the metamagic feat, however it requires a spell craft DC 15+(5 x [spell level - your max spell level]) and a caster level check DC 15+ min caster level for the spell. If you fail the spell fizzles and the Communion is lost. If you roll a natural 1 on either check the spell explodes violently when cast deal 1d6/spell level nonlethal damage and it fails. Both rolls must be made in the same roll command to count. If you beat the DC and rolled a natural 20 the spell is cast as if your caster level was the minimum require for that spell level.
Spontaneous Infusers
Basic Casting: You may infuse any known infusion/extract as long as you have sufficient infusion points to do so.
Metamagic: Casting a spell with meta magic increases the cast time by one step.
Casting Spell You Don't Know: You may cast a non known spell however it requires 1 min of meditation to unlock the spell and the cast time is increased by two steps. As part of the meditation make a spellcraft check DC 20+(5 x spell level)
Overcasting: You may cast a spell of a level greater than your max spell level, you have the meta magic feat, however it requires a spellcraft DC 15+(5 x [spell level - your max spell level]) and a caster level check DC 15 + min caster level for the spell. If you fail the spell fizzles and the Communion is lost. If you roll a natural 1 on either check the spell explodes violently when cast deal 1d6/spell level nonlethal damage and it fails. Both rolls must be made in the same roll command to count. If you beat the DC and rolled a natural 20 the spell is cast as if your caster level was the minimum require for that spell level.
Plus my "Fix" for polymorph effects ridiculous ability scores.
Polymorph Effect Rules
Ability Score: While under the effects of any polymorph effect replace the ability score changes listed with the creatures physical racial ability score bonuses and penalties. You may only gain up to your racial bonus or (1+caster level), whichever is lesser, bonus to an ability score through a polymorph effect. So a level 1 character assuming an orc from through Alter Self spell would only gain +2 strength, at level 2 +3 strength, and at level 3 +4 strength. Their strength bonus for being an orc caps at +4 because orcs only gain a +4 to strength. The racial ability score penalties are not capped and the shifter receives the full penalty whenever they take a new form. You lose any physical racial ability scores changes while in a new form.
Alternate Singular Pool Type
As the individual names are intended to a keep it clear your getting the power from a specific subset of classes. Now if you want to remove that aspect its as simple as tagging everything as using mana, or whatever you like as your resource. You can either treat infusers like everyone else or keep their rules. Infuser rules are there because they can store magic in items which is slightly different then the way a normal magic user functions.
"MANA SYSTEM"
Spell
Level
Resource
Cost
Min Level
4 Level Caster
Min Level
6 Level Caster
Min Level
9 Level Caster
0
1
1st Level
As Class
As Class
1
3
As Class
As Class
As Class
2
6
As Class
As Class
As Class
3
9
As Class
As Class
As Class
4
12
As Class
As Class
As Class
5
20
21st Level
As Class
As Class
6
24
23rd Level
As Class
As Class
7
35
25th Level
21st Level
As Class
8
40
27th Level
23rd Level
As Class
9
45
29th Level
25st Level
As Class
10+
6*Spell Level
11 + (2 x Spell Level)
7 + (2 x Spell Level)
1 + (2 x Spell Level)
Arcane Casters: Bard, Wizard, Sorcerer, Magus, Arcanist, Bloodrager, Skald, Witch, Summoner
Prepared Arcane Casters
Basic Casting: Each day you prepare spells as per normal. You may use your mana to cast any prepared spell as long as you have sufficient mana to do so.
Metamagic: Metamagic feats are applied when preparing spells. You may apply metamagic feats to spells spontaneously however it follows the same rule as casting a non prepared spell.
Cast Non Prepared Spell: You may cast a non prepared spell however it requires 5rnds to look up the spell and the cast time is increased by three steps.
Overcasting: You may cast a spell of a level greater than your max spell level, in your spell book or you have the meta magic feat, however it requires a spell craft DC 15+(5 x [spell level - your max spell level]) and a caster level check DC 15+ min caster level for the spell. If you fail the spell fizzles and the mana is lost. If you roll a natural 1 on either check the spell explodes violently when cast deal 1d6/spell level nonlethal damage and it fails. Both rolls must be made in the same roll command to count. If you beat the DC and rolled a natural 20 the spell is cast as if your caster level was the minimum require for that spell level.
Spontaneous Arcane Casters
Basic Casting: You may use your mana to cast any known spell as long as you have sufficient mana to do so.
Metamagic: Casting a spell with meta magic increases the cast time by one step.
Casting Spell You Don't Know: You may cast a non known spell however it requires 1 min of meditation to unlock the spell and the cast time is increased by two steps. As part of the meditation make a spellcraft check DC 20+(5 x spell level)
Overcasting: You may cast a spell of a level Greater than your max spell level, you have the meta magic feat, however it requires a spellcraft DC 15+(5 x [spell level - your max spell level]) and a caster level check DC 15 + min caster level for the spell. If you fail the spell fizzles and the mana is lost. If you roll a natural 1 on either check the spell explodes violently when cast deal 1d6/spell level nonlethal damage and it fails. Both rolls must be made in the same roll command to count. If you beat the DC and rolled a natural 20 the spell is cast as if your caster level was the minimum require for that spell level.
Bloodragers: Gain one 0-level spell at the 1st level and an additional 0-level spell at the 2nd, 4th, and 6th levels. These spells are drawn from the sorcerers spell list.
Hexblade: Gain one 0-level spell at the 1st level and an additional 0-level spell at the 2nd, 4th, and 6th levels. These spells are drawn from the sorcerers spell list.
Divine Casters: Cleric, Paladin, Warpriest, Oracle, Inquisitor, Antipaladin, Divine Bard
Prepared Divine Casters
Basic Casting: Each day you prepare spells as per normal. You may cast any prepared spell as long as you have sufficient Divine Favor to do so.
Metamagic: Metamagic feats are applied when preparing spells. You may apply metamagic feats to spells spontaneously however it follows the same rule as casting a non prepared spell.
Cast Non Prepared Spell: You may cast a non prepared spell however it requires 5 rounds to petition for the spell and the cast time is increased by three steps.
Overcasting: You may cast a spell of a level greater than your max spell level, on your spell list or you have the metamagic feat, however it requires a spell craft DC 15+(5 x [spell level - your max spell level]) and a caster level check DC 15+ min caster level for the spell. If you fail the spell fizzles and the Divine Favor is lost. If you roll a natural 1 on either check the spell explodes violently when cast deal 1d6/spell level nonlethal damage and it fails. Both rolls must be made in the same roll command to count. If you beat the DC and rolled a natural 20 the spell is cast as if your caster level was the minimum require for that spell level.
Spontaneous Divine Casters
Basic Casting: You may cast any known spell as long as you have sufficient Divine Favor to do so.
Metamagic: Casting a spell with meta magic increases the cast time by one step.
Casting Spell You Don't Know: You may cast a non known spell however it requires 1 min of meditation to unlock the spell and the cast time is increased by two steps. As part of the meditation make a spellcraft check DC 20+(5 x spell level)
Overcasting: You may cast a spell of a level greater than your max spell level, you have the meta magic feat, however it requires a spellcraft DC 15+(5 x [spell level - your max spell level]) and a caster level check DC 15 + min caster level for the spell. If you fail the spell fizzles and the Divine Favor is lost. If you roll a natural 1 on either check the spell explodes violently when cast deal 1d6/spell level nonlethal damage and it fails. Both rolls must be made in the same roll command to count. If you beat the DC and rolled a natural 20 the spell is cast as if your caster level was the minimum require for that spell level.
Paladin: Gain one 0-level spell at the 1st level and an additional 0-level spell at the 2nd, 4th, and 6th levels. These spells are drawn from the cleric spell list.
Nature Casters: Druids, Rangers, Hunters, Shaman
Prepared Nature Casters
Basic Casting: Each day you prepare spells as per normal. You may cast any prepared spell as long as you have sufficient Communion to do so.
Metamagic: Metamagic feats are applied when preparing spells. You may apply metamagic feats to spells spontaneously however it follows the same rule as casting a non prepared spell.
Cast Non Prepared Spell: You may cast a non prepared spell however it requires 5 rounds to petition for the spell and the cast time is increased by three steps.
Overcasting: You may cast a spell of a level greater than your max spell level, on your spell list or you have the metamagic feat, however it requires a spell craft DC 15+(5 x [spell level - your max spell level]) and a caster level check DC 15+ min caster level for the spell. If you fail the spell fizzles and the Communion is lost. If you roll a natural 1 on either check the spell explodes violently when cast deal 1d6/spell level nonlethal damage and it fails. Both rolls must be made in the same roll command to count. If you beat the DC and rolled a natural 20 the spell is cast as if your caster level was the minimum require for that spell level.
Spontaneous Nature Casters
Basic Casting: You may cast any known spell as long as you have sufficient Communion to do so.
Metamagic: Casting a spell with meta magic increases the cast time by one step.
Casting Spell You Don't Know: You may cast a non known spell however it requires 1 min of meditation to unlock the spell and the cast time is increased by two steps. As part of the meditation make a spellcraft check DC 20+(5 x spell level)
Overcasting: You may cast a spell of a level greater than your max spell level, you have the meta magic feat, however it requires a spellcraft DC 15+(5 x [spell level - your max spell level]) and a caster level check DC 15 + min caster level for the spell. If you fail the spell fizzles and the Communion is lost. If you roll a natural 1 on either check the spell explodes violently when cast deal 1d6/spell level nonlethal damage and it fails. Both rolls must be made in the same roll command to count. If you beat the DC and rolled a natural 20 the spell is cast as if your caster level was the minimum require for that spell level.
Rangers: Gain one 0-level spell at the 1st level and an additional 0-level spell at the 2nd, 4th, and 6th levels. These spells are drawn from the Druid spell list.
Psychic Casters: Medium, Mesmerist, Occultist, Psychic, Spiritualist
Psychic Casters
Basic Casting: You may cast any known spell as long as you have sufficient Spirit Energy to do so.
Metamagic: Casting a spell with meta magic increases the cast time by one step.
Casting Spell You Don't Know: You may cast a non known spell however it requires 1 min of meditation to unlock the spell and the cast time is increased by two steps. As part of the meditation make a spellcraft check DC 20+(5 x spell level)
Overcasting: You may cast a spell of a level greater than your max spell level, you have the meta magic feat, however it requires a spellcraft DC 15+(5 x [spell level - your max spell level]) and a caster level check DC 15 + min caster level for the spell. If you fail the spell fizzles and the Spirit Energy is lost. If you roll a natural 1 on either check the spell explodes violently when cast deal 1d6/spell level nonlethal damage and it fails. Both rolls must be made in the same roll command to count. If you beat the DC and rolled a natural 20 the spell is cast as if your caster level was the minimum require for that spell level.
Infusers: Alchemist, Artificer, Investigator
Prepared Infusers
Basic Casting: Each day you prepare Infusion/extracts as per normal. You are not limited by the normal per day restrictions but rather your number of infusion points.
Metamagic: Metamagic feats are applied when preparing spells. You may apply metamagic feats to spells spontaneously however it follows the same rule as casting a non prepared spell.
Cast Non Prepared Spell: You may cast a non prepared spell however it requires 5 rounds to look up for the spell and the cast time is increased by three steps or standard prep time if longer.
Overcasting: You may cast a spell of a level greater than your max spell level, on your spell list or you have the metamagic feat, however it requires a spell craft DC 15+(5 x [spell level - your max spell level]) and a caster level check DC 15+ min caster level for the spell. If you fail the spell fizzles and the Communion is lost. If you roll a natural 1 on either check the spell explodes violently when cast deal 1d6/spell level nonlethal damage and it fails. Both rolls must be made in the same roll command to count. If you beat the DC and rolled a natural 20 the spell is cast as if your caster level was the minimum require for that spell level.
Spontaneous Infusers
Basic Casting: You may infuse any known infusion/extract as long as you have sufficient infusion points to do so.
Metamagic: Casting a spell with meta magic increases the cast time by one step.
Casting Spell You Don't Know: You may cast a non known spell however it requires 1 min of meditation to unlock the spell and the cast time is increased by two steps. As part of the meditation make a spellcraft check DC 20+(5 x spell level)
Overcasting: You may cast a spell of a level greater than your max spell level, you have the meta magic feat, however it requires a spellcraft DC 15+(5 x [spell level - your max spell level]) and a caster level check DC 15 + min caster level for the spell. If you fail the spell fizzles and the Communion is lost. If you roll a natural 1 on either check the spell explodes violently when cast deal 1d6/spell level nonlethal damage and it fails. Both rolls must be made in the same roll command to count. If you beat the DC and rolled a natural 20 the spell is cast as if your caster level was the minimum require for that spell level.
Plus my "Fix" for polymorph effects ridiculous ability scores.
Polymorph Effect Rules
Ability Score: While under the effects of any polymorph effect replace the ability score changes listed with the creatures physical racial ability score bonuses and penalties. You may only gain up to your racial bonus or (1+caster level), whichever is lesser, bonus to an ability score through a polymorph effect. So a level 1 character assuming an orc from through Alter Self spell would only gain +2 strength, at level 2 +3 strength, and at level 3 +4 strength. Their strength bonus for being an orc caps at +4 because orcs only gain a +4 to strength. The racial ability score penalties are not capped and the shifter receives the full penalty whenever they take a new form. You lose any physical racial ability scores changes while in a new form.
Alternate Singular Pool Type
As the individual names are intended to a keep it clear your getting the power from a specific subset of classes. Now if you want to remove that aspect its as simple as tagging everything as using mana, or whatever you like as your resource. You can either treat infusers like everyone else or keep their rules. Infuser rules are there because they can store magic in items which is slightly different then the way a normal magic user functions.