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Falontani
2018-05-17, 05:09 PM
Arcane spellcasters may, under certain circumstances, be forced to make a Corruption check. A Corruption check is a Will save made against a target; if the character fails this save, he suffers Arcane Corruption damage.
A character has an Arcane Corruption allowance equal to his Wisdom plus his total character levels. In essence, this number represents "the hit points of the soul" - when a character takes Arcane Corruption damage, this number drops. When a character's Arcane Corruption allowance reaches zero, the character drops one Corruption category and receives a Corruption Effect. Corruption Effects might include illusions, infirmities, madness, and addiction depending on the spellcaster's preferred school of magic. Corruption categories (from best to worst) normal, tainted, marked, defiled, and complete.
If a situation triggers more than one Corruption circumstance (such as casting a spell at the caster's highest spell level in the presence of a demon), the caster only needs to make a single Corruption check. Use whichever circumstance has the highest potential Corruption total.
Because sorcerers directly channel arcane energy, they're more prone to Corruption than wizards. Sorcerers receive a -2 penalty on their Corruption checks. On the other hand, magical items slightly mitigates the corrupting effects of arcane magic; users of magical items receive a +1 bonus on their saves.

Maximum Spell Level: When an arcane spellcaster casts a spell at the highest spell level he possesses (such as a 1st- or 2nd-level wizard casting a 1st-level arcane spell, a 3rd- or 4th-level wizard casting a 2nd-level arcane spell, a 5th- or 6th level wizard casting a 3rd-level arcane spell, and so forth), he needs to make a Corruption check against the listed DC.
If the character casts more than one spell at his maximum spell level, the DC of the check is increased by +1 (e.g., a 5th-level wizard who wishes to cast a 3rd-level arcane spell must make a DC 8 Corruption check the first time he casts that spell, a DC 9 check the second time he casts a spell of that level, and so forth). This penalty is removed after the caster rests for 8 hours.
Unlike other effects, corruption triggered by Maximum Spell Level does not accumulate; once a caster has reached a tainted Corruption category, this circumstance no longer causes the spellcaster to lose additional points from his Corruption allowance.
Spell Prepared for the First Time: When an arcane spellcaster casts a spell she has never cast before (such as a new spell she's learned for advancing in levels, researched or copied into her spellbook), she needs to make a Corruption check to acclimate herself to the new spell.
Spell Cast Near an Evil Item: A spellcaster is vulnerable to low levels of Arcane Corruption when he casts an arcane spell within 30 feet of an evil item. A person can only be affected once in a combat by this circumstance.
Spell Above Caster Level Cast From a Scroll: If a caster attempts to cast an arcane spell that's above the level she can normally cast (such as a 5th-level wizard attempting to cast a 4th-level spell from a scroll), or any arcane spell (if she is a non-spellcaster employing a class ability or skill to use magic devices), she needs to make a Corruption check.
Each additional circumstance imposes an additional +2 DC penalty, which is cumulative with further attempts. This penalty is removed after the caster rests for 8 hours.
Casting a Spell on Unholy Ground or Near Evil Presences: It's especially dangerous to cast spells on ground that's been desecrated or within 90 feet of Minor Evil (Creatures with the evil subtype or an evil aura of CR 8 or lower). This condition includes casting spells in the vicinity of a familiar who has the evil subtype; wizards who employ such creatures are almost always corrupt.
A more difficult Corruption check is required if someone casts a spell within 150 feet of a Major Evil (Creatures with the evil subtype or an evil aura of CR 9 to CR 16), and a very difficult one is required if someone casts a spell within 300 feet of an Evil Overlord (CR 17+).
Repeated casting under these conditions require additional Corruption checks, with penalties applied cumulatively.
Contacting other Planes: Any spell that contacts another planes (such as a summoning spell, or a gate holds the possibility of causing great corruption.
This condition also applies to casting spells with the evil descriptor.
Nether Whisper: Because of ambient arcane energies worlds of magic are never silent for anyone who practices arcane magic, for the incantations of every spell ever cast remain as echoes on the wind. As with other forms of arcane magic, it is used by marshals of evil as a tool of corruption.
If a spellcaster has a spell slot that has not been expended, he can listen to the nether whisper and replace that slot with any spell of the same spell level that is normally available to him (in his spellbook or repertoire). Thus, a wizard who has both sleep and mage armor in his spell book but who only has prepared sleep may listen to the nether whisper and change the spell from sleep to mage armor.
Anyone trying to listen to a nether whisper must make a Concentration check (DC 20+spell level) to hear the voice of the arcane. A successful check indicates he's heard (and recognizes) a new incantation that allows him to switch spells. Failing this check causes the spellcaster to lose the original spell. Listening to the nether whisper is a free action, but the spell must be cast in the same round, or it is lost. Listening to the nether whisper also requires the caster to make a Corruption check to avoid negative effects.
Pushed Spells: A spellcaster may "push" a spell, recklessly tapping into the ambient forces of the arcane in the world without any caution; doing so increases the DC of its saving throw by +3, and incurs a Corruption check.
The number of times a Spellcaster can push a spell each day is equal to her Intelligence modifier.
Enhanced Spell:Similar to pushing a spell (but even more perilous) is the practice of tapping into the ambient arcane energies of the world to enhance a spell. This allows a caster to add any single metamagic feat to a spell, once per day, without incurring the normal spell slot penalty, but requires a Corruption check to do so.
Casting a Spell near a Major Source of Arcane Power:Tampering with primal sources of arcane energy can be perilous. If any spell is cast within 30 feet of a Major Source of Arcane Power, or within 120 feet of a larger source, the caster becomes susceptible to massive amounts of arcane corruption.


If a character's Arcane Corruption allowance is higher than zero, he does not suffer any ill effects. However, when a character has been exposed to sufficient Arcane Corruption to become tainted, he gains a minor Corruption Effect. This is a physical or psychological blemish that remains on the character until removed by divine healing. A character may only have one minor Corruption Effect at a time. Once a character is tainted, his Arcane Corruption allowance is reset to its maximum value.
When a tainted character's Corruption total equals zero again, he is marked by the arcane. He receives a moderate Corruption Effect, which is a more serious blemish. Moderate Corruption Effects stack with minor ones; they also require divine healing to remove. A character may have no more than one moderate effect at a time. Again, once a character is marked, his Arcane Corruption allowance is reset to its maximum value.
When a marked character's Corruption drops to zero or below his arcane corruption allowance, he is defiled by the arcane. He receives a major Corruption Effect, which is an extremely serious blemish - by this point, the character will find living normal life extremely difficult. Major Corruption Effects require very powerful divine healing to remove, and they stack with both moderate and minor ones.
When a defiled character's Arcane Corruption allowance drops to zero or below, he's beyond redemption. He becomes totally dedicated to bringing evil to the world, and gains the Evil Subtype.
When a character receives a minor Corruption Effect, his personality becomes noticeably colder and more callous. By the time he receives a major Corruption Effect, his desire to do good has been thoroughly eroded; even when he's in control of his actions, he's arrogant and self-centered, and often willful and malicious (especially if he perceives that someone is hostile towards arcane magic).
The Corruption Effect that a character receives depends on the type of magic he most commonly employs. Select the appropriate school based on the PC's favorite spells (or just choose one that looks interesting).


Minor: The character becomes a magic addict. He must spend a 10 minute period each morning resisting the effects of addiction or suffer a -1 penalty to caster level for all spells and a -2 penalty on all saving throws against spells and magical effects. The character will become noticeably more distrustful of strangers, often ascribing the worst possible motives to their words and deeds.
Moderate: The character becomes notably defensive. He shuns intimate contact with others, and he will not willingly make physical contact with anyone in any circumstances, even to save a close friend's life or to cast a touch spell against an enemy, though he may override his effect my making a DC 15 Will save as a standard action. He becomes notably suspicious of food and drink, and will not share his fare nor eat food offered by others.
Major:The character becomes extremely defensive, if not paranoid. He becomes reluctant to travel or to perform any action that might be considered dangerous (Will DC 20 to resist as a standard action. He will be extremely suspicious of others, and must struggle to make any social contact with others whatsoever.


Minor: The character becomes a magic addict. She must spend at least an hour each day meditating in a room surrounded by conjuration symbols, or she will suffer a -1 penalty to caster level for all spells and a -2 penalty on all saving throws against spells and magical effects. Whenever possible, such a character will wear robes inscribed with magical symbols, and their fashion tastes may become noticeably gaudy.

Moderate: The character becomes unnaturally attached to creature that he summons. She will treat them like extremely pampered pets, doing anything they tell her to do (she may resist this effect with a will save against DC 15 as a standard action). Her summoned creatures mean everything to her; and if it looks like they are in danger, she'll gladly risk her life to protect them, even pitting herself against close friends. If her summoned creatures are killed, she may experience a mental breakdown.
Major: The character becomes an unintentional focus for summoned creatures. Once per day, at a random time, a Summon Monster spell of the highest level available to the caster will be spontaneously cast within 2d12 miles of her. This effect does not use any of the spellcaster's spell slots and is independent of her control. The summoned creature has the evil subtype and will wreak havoc in whatever manner is appropriate to it. The caster may command this creature as she can normally command creatures brought forth by her Summon Monster spell, though she's normally unaware when this sort of summoning occurs.
The caster will be very tempted to ally herself with evil cults, and the creatures she's summoned will encourage associations with evil creatures (like demons and devils) every chance they get.
Note:Characters who are responsible for summoning creatures are usually not very popular with local rules or the general populace.

[i]Moderate[/i}: The character becomes obsessed with magically created objects, viewing them as superior to objects of natural origin. Whenever feasible, the character will live in places created by magical spells and eat food created by magic. Any attempt to harm a construct or refuse a magically created gift (even if it's magically created food from someone who's likely to poison him) requires a DC 15 Will save as a standard action.
The character takes on an artificial appearance, as if his face had been carved out of highly polished wood.
Major: Works created by the caster take on sinister overtones: statues whose eyes track your movement,s intelligent weapons that continuously bombard their wielders with bloody thoughts, and the like. The spellcaster becomes insanely possessive over anything he creates (either magically or through a craft skill); sharing the fruits of his labor requires a DC 20 will save as a standard action, and he will always begrudge any such generosity.
High-Level wizards who reach this point of Corruption often attempt to create magical vessels in which to place their souls. (Hint hint)

Moderate: The character fails to heal by natural means, but must use magic (either arcane or divine) to effect any healing. The character's skin is always cold to the touch; and except when she has recently bathed, there is always a slightly rotten odor about her.
Major: The character's flesh becomes rotten and decaying; if she does not receive healing magic, the disfigurement becomes obvious within one day and difficult to stomach within a week. Whenever she sees healing magic being used on anyone but herself, she flies into a violent rage unless she makes a DC 20 Will save.

Moderate: Whenever the character teleports, she briefly passes through the Astral Plane. She must make a DC 15 Reflex save or a random creature from the Astral Plane will attach itself to the to the caster as he teleports and materialize at his destination. This creature does not count as part of the caster's weight allowance for the spell, and the caster has no control over the creature.
Furthermore, any failure result for a teleport spell will result in the caster an anyone accompanying him being trapped on the Astral Plane.
Major: Whenever the character sleeps, he must make a DC 20 will save or teleport 2d6 miles in a random direction from his current location. This effect does not require a spell slot or any material components, and the character has no control over this spell.

Minor: The character becomes highly superstitious. She is terrified of performing an action that is proscribed by her culture's customs. These superstitions can be ignored by making a DC 13 will save as a standard action, but they will occasionally inconvenience the character in play. Come up with a list of five or so appropriate superstitions for the PC's culture, such as
-Never speak for a full minute after hearing a dog or wolf's howl
-Never touch a black cat or let it cross your path
-Never speak the orc chieftain's name aloud without taking a drink
-Never accept a spell from a stranger without knowing his name
-Always pay in silver and gold, never in copper
-Never eat food that has been cooked in a metal pot on the last day of the week
Moderate: The character becomes obsessed with fortunes and auguries. Performing any significant act that has not been approved with an augury requires a DC 15 will save as a standard action, and a DC 20 will save is needed to perform any action that goes against an augury.
Major: The character is completely ruled by auguries, portents, and other superstitions. She will not deal with anyone unless she's first consulted an augury, not even someone who was a close friend. The character will indulge in bizarre, extreme, and even violent behavior if an augury tells her such behavior is required (Will save DC 20 to resist, yet even then she'll remain suspicious).

Minor: The character becomes a magic addict. He must spend at least an hour each day meditating or suffer a -1 penalty to caster level for all spells and a -2 penalty on all saving throws against spells and magical effects.
Moderate: Whenever feasible, the character will live in places enchanted by magical spells and eat food created by magic; he will not use a weapon unless it is enchanted. He is so enamored of enchantments that he cannot bring himself to cast [i]Dispel Magic[/i} or a counterspell, even to save himself, unless he makes a successful DC 15 will save as a standard action, first.
Major: The character finds coexisting with creature that have free wills very difficult. Whenever possible, the character will use charm and dominate spells to bring the people around him under his control. A simple difference of opinion is likely to throw the character into a rage. If the character has a serious disagreement with someone, she must make a DC 20 will save or attack the subject; likewise, anyone who resists (or breaks) his spells will probably become the target of a vendetta.

Minor: The character's body is warm to the touch, and maintaining intimate contact with her for more than a full round is difficult (any spell that protects against heat and fire will allow someone to ignore this effect, as will a successful DC 13 fortitude save; creatures grappling this character may also ignore this affect) Metal objects, cats, and furs within 60 feet of the character will accumulate minor static electricity charges (which will do no damage but may surprise people).
Moderate: Weather in a 1-mile radius around the character is seldom sunny or cheerful. If there's a windstorm, it will intensify around the character's location; if there's a thunderstorm, lightning will repeatedly strike buildings or trees near the character. The character will enjoy stormy weather and become depressed when things are calm and peaceful. People who are incapable of casting evocation spells are viewed as inferior and treated derisively.
Major: The character becomes prone toward committing violent acts in stormy weather. When she sees fire, even a candle, her insting will be to spread it around; when she's caught in a storm, she'll venture out into the middle of it (will DC 20 to resist). The character will view the peril of those endangered by natural forces, even if magically evoked, as part of the natural order and will not attempt to save them. If her evocation spells cause collateral damage, she will feel no remorse and make no effort to rectify or atone for her actions.

Minor: The character hears voices at odd times. They occasionally lead him into dangerous places or try to trick him. The character may use a free action to make a DC 13 will save; if successful, he will realize the voice was an illusion.
Moderate: When the caster casts illusion spells, he also becomes convinced the effects are real. Reminding himself of the magical nature of his illusions requires a standard action and a DC 15 will save.
If the character has murdered someone, he will be tormented by a "ghost companion" who appears to him (and only him), mocks him, and engages in long philosophical conversations that encourage him to perform more violent and evil actions. If the character is in a moral crisis, the "ghost" will help find a many rationalizations for evil behavior as possible. A concerted effort of will (a standard action and a successful DC 15 will save) dismisses the ghost until the character goes to sleep.
Major: The character finds distinguishing between fantasy and reality difficult, and is constantly bedeviled by visions of friends betraying him, conspiring against him, and committing other acts that are prone to provoke a violent (or evil) response. If a PC suspects that she perceives a vision, hse must take a full-round action and make a DC 20 will save to break through the vision and behold reality. Spells such as true seeing will also penetrate this type of delusion.

Minor: The character's flesh is cold to the touch. Wounds and blemishes, unless immediately treated take on a rotted infect appearance.
Moderate: The character fails to heal by natural means, but must use magic (either arcane or divine) to effect any healing. In a 60-foot radius around the character, the air feels like the proverbial grave. Animals will shun this area unless directed by a rider (no Ride check is necessary) or a master, and any will saves against fear are made with a -1 penalty. A detect undead spell will detect a faint aura around the character.
Major: The character now prefers death to life. He sleeps in coffins or surrounded by the undead. He has trouble tolerating living creatures. If he sees anyone attacking an undead creature, even if that person is attempting to defend him, he must make a DC 20 will save to suppress the urge to defend the undead. The character will look sympathetically upon death cults and seek the secrets that will allow him to transform himself into a lich.

Minor: The character's looks are badly blemished. Warts form on the character's face, while boils and abscesses appear on other parts of the character's body.
Moderate: The character grows an extra finger on each hand and an extra toe on each foot. Other abnormalities include an extra nipple or a birthmark that looks like an infernal rune.
Major: Bizarre growths appear over the character's body, including eyestalks, vestigial hands growing out of the elbows and knees, mouths appearing in the center of the character's stomach, and so forth. Other people see the character as hideous and deformed, but the caster views these changes as vast improvements and is prone to get angry when "insulted" unless he succeeds at a DC 20 will save.


Getting rid of Arcane Corruption is a very difficult process.
Going for a week without casting an arcane spell restores a single point to the character's Arcane Allowance. If the character spends that time in natural surroundings, undisturbed by any exposure to arcane magic, the number of points restored increases to 2d3.
An atonement spell accompanied by an appropriate sacrifice or quest, will remove 1d6 points of Arcane Corruption, plus 1 point per two caster levels (rounding up). A miracle spell will restore an Arcane Corruption allowance to its maximum value.
The Corruption Effects are more difficult to eliminate. A minor effect is only removed with a restoration spell, a moderate effect is removed with a greater restoration spell, while a major effect is removed with a miracle spell. Removing the worst Corruption Effect will also bring the character down one Corruption Category (from Defiled to Marked, Marked to Tainted, and Tainted to Normal).


For an arcane spellcaster to reach high levels without falling victim to corruption may seem impossible. While the feat is indeed difficult, many mages have, by taking a few precautions, lived long, healthy, untainted lives. Those who bolding (and stupidly) ignore the inherent corruptions of arcane magic are most at prone to fall. The DM should be careful not to penalize a cautious character with excessive amounts of Arcane Corruption.






Arcane Corruption Check Circumstances



Circumstance

Save

Corruption



Casts a spell at his maximum spell level

Will DC 5+(Spell Level)Additional circumstances/day

1+1 DC (Cumulative)



Casts a spell for the first time

Will DC 10+(Spell Level)

1d3



Casts a spell near an evil item

Will DC 10+(½ CL of the item)

1d3



Uses an arcane spell from an item that is above your level

Will DC 10+(Spell Level)Additional Circumstances/day

1d4+2 DC (Cumulative)



Casts a spell on desecrated ground or in the presence of evil

Will DC 13Additional Circumstances/day

1d6+2 DC (Cumulative)



Casts a spell of 1-3rd level that contacts the planes

Will DC 13Additional Circumstances/day

1d6+1 DC (Cumulative)



Uses the Nether Whisper

Will DC 15+(2*Spell Level)

1d6



Casts a pushed spell

Will DC 15+(2*Spell Level)Additional Circumstances/day

1d6+5 DC (Cumulative)



Casts an enhanced spell

Will DC 20+(2*Spell Level)


2d4



Casts a spell of 4-6th level that contacts the planes

Will DC 20Additional Circumstances/day

2d6+3 DC (Cumulative)



Casts a spell in the presence of Major Evil

Will DC 20Additional Circumstances/day

2d6+3 DC (Cumulative)



Casts a spell in the presence of an Evil Overlord

Will DC 25Additional Circumstances/day

3d6+3 DC (Cumulative)



Casts a spell of 7-9th level that contacts the planes

Will DC 25Additional Circumstances/day

3d6+3 DC (Cumulative)



Casts a spell that taps into a Major Source of Arcane Power

Will DC 30+(Spell Level)

5d6

Falontani
2018-05-17, 05:13 PM
I just want to note, that the above is half parody, half seriousness. I personally would not use the system itself unless the players have agreed to it beforehand, and it would lead to a much different way of play. With that said I only finished it up and posted it because there are what, four other threads about balancing casters, some serious, and some absolutely terrible.

ColorBlindNinja
2018-05-17, 05:15 PM
I just want to note, that the above is half parody, half seriousness. I personally would not use the system itself unless the players have agreed to it beforehand, and it would lead to a much different way of play. With that said I only finished it up and posted it because there are what, four other threads about balancing casters, some serious, and some absolutely terrible.

Ah, OK, I was about to ask if this only applies to Arcane casters, but I suppose it doesn't matter.

Falontani
2018-05-17, 05:20 PM
Ah, OK, I was about to ask if this only applies to Arcane casters, but I suppose it doesn't matter.

Yes only arcane casters

ColorBlindNinja
2018-05-17, 05:24 PM
Yes only arcane casters

I thought as much.

I realize this idea was purposed somewhat in jest, but I still feel the need to point out that the most powerful Divine casters are every bit as broken as Wizards are.

Falontani
2018-05-17, 05:29 PM
I thought as much.

I realize this idea was purposed somewhat in jest, but I still feel the need to point out that the most powerful Divine casters are every bit as broken as Wizards are.

Yes they are; however I think a different system would work better for divines than this Arcane Corruption system.

Divines are usually more altruistic than Arcanes, and that is why I don't think most of this would work for them, although a similar system for divines would be greatly appreciated.

ColorBlindNinja
2018-05-17, 05:31 PM
In all honestly, if you want to balance casters, you're better off banning the tier 1 and tier 2 caster classes and leaving the rest.

Arcane Corruption might temper the Wizard and Sorcerer, but the poor Warmage drops to tier 6.

EDIT: You could use a D20 Call of Cthulhu-esque sanity system for divine casters.

EDIT 2: Or this sanity system from UA. (http://www.d20srd.org/srd/variant/campaigns/sanity.htm)

Venger
2018-05-18, 04:17 AM
wow, what a terrible syst-


I just want to note, that the above is half parody, half seriousness.

Oh, well if it's terrible on purpose, then I suppose it doesn't count.


In all honestly, if you want to balance casters, you're better off banning the tier 1 and tier 2 caster classes and leaving the rest.

Arcane Corruption might temper the Wizard and Sorcerer, but the poor Warmage drops to tier 6.

EDIT: You could use a D20 Call of Cthulhu-esque sanity system for divine casters.

EDIT 2: Or this sanity system from UA. (http://www.d20srd.org/srd/variant/campaigns/sanity.htm)
Or realizing 3.5 is by its nature, balance-proof, and some classes are always going to be better than others regardless of how many terrible threads people start about it.

Or you could use the totally balanced and not at all unusable taint rules.

ryu
2018-05-18, 05:19 AM
So is this just the new forum meme? The fabled replacement for the ancient Monkday or the he who shall not be named but will be repeatedly banned whenever he shows up from last time I payed attention to this place? Also kudos for apparently finding some way to be permanently done with that. I thought it would continue until the day I died.

Venger
2018-05-18, 11:14 AM
So is this just the new forum meme? The fabled replacement for the ancient Monkday or the he who shall not be named but will be repeatedly banned whenever he shows up from last time I payed attention to this place? Also kudos for apparently finding some way to be permanently done with that. I thought it would continue until the day I died.

unfortunately, that's what it looks like. hopefully these run their course sooner than those. maybe one of dread sorcerer king black scar who allows no defense's alleged powers was to balance casters

ColorBlindNinja
2018-05-18, 11:16 AM
Well, if it makes anyone feel better, I can make a thread about Monks.

Maybe Monks VS D20 Modern tanks. No, Monks VS D20 Cthulhu monsters!

Venger
2018-05-18, 11:26 AM
Well, if it makes anyone feel better, I can make a thread about Monks.

Maybe Monks VS D20 Modern tanks. No, Monks VS D20 Cthulhu monsters!

seems a little one-sided. maybe give the monks some partially-charged wands to make it a fairer fight.

ColorBlindNinja
2018-05-18, 11:35 AM
seems a little one-sided. maybe give the monks some partially-charged wands to make it a fairer fight.

You're right, I'd better throw in an Eversmoking Bottle just to be safe. :smallwink:

ryu
2018-05-18, 05:21 PM
unfortunately, that's what it looks like. hopefully these run their course sooner than those. maybe one of dread sorcerer king black scar who allows no defense's alleged powers was to balance casters

Nah I'm fine with memes. Just making sure I know the score.

Falontani
2018-05-18, 06:14 PM
I did actually put some work into this, so far the "best" feedback I've gotten was from Venger

wow, what a terrible syst-

C'mon guys I wanna know how you really feel!

Snowbluff
2018-05-18, 06:53 PM
Nerfing spell level in any breaks the DC math.
This also nerfs casters who are Hypothetically T1 but aren't breaking your game. Porche?

I would actually enjoy a weird, overcomplicated system, but only if spells were at the base line really strong.

Quertus
2018-05-18, 06:53 PM
I haven't finished reading all the effects, but it's hilarious so far. I'm amazed at the amount of work you went through to make a parody!

If playing it seriously, I'd aim for evil necropolitan elf teleporter - it'd be so horrible for him to have a flaw that triggers when he sleeps!

EDIT: yes, I know that he'd still have the other flaws in the chain.

Falontani
2018-05-18, 07:00 PM
Nerfing spell level in any breaks the DC math.
This also nerfs casters who are Hypothetically T1 but aren't breaking your game. Porche?

I would actually enjoy a weird, overcomplicated system, but only if spells were at the base line really strong.

Where is Spell Level nerfed? The afflictions at most give penalties to caster level, and the only reference to spell level that I could see as a "nerf" is that if you cast a spell at your highest spell level, then you risk accruing Arcane Corruption. (although a level 1 wizard with 10 wisdom has to roll a 9 to resist the effects, and by level 2 he only needs to roll an 8.)

Mordaedil
2018-05-19, 07:29 AM
I did actually put some work into this, so far the "best" feedback I've gotten was from Venger


C'mon guys I wanna know how you really feel!

You saying it was made in jest probably made people not want to consider it too seriously.

But I think it's a neat concept, might use it in an eldritch horror game, where arcane magic is considered unreasonably dangerous.

I'd just need a system for divine magic to pair it against.

King of Nowhere
2018-05-19, 07:38 AM
I wouldn't use it as a mean of balance, because it doesn't balance much and it add a lot of bookkeeping. But it couldd be a great idea to give that specific flavor to a campaign.

Falontani
2018-05-22, 12:33 PM
I'd just need a system for divine magic to pair it against.

Does anyone have any ideas for a divine counterpart?