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| KGodwin10-24-05, 04:44 PM | The Circles of Amplification (Least through Greater) Least Circle of Amplification Universal Level: Sor/Wiz 1 Components: S, M Casting Time: 1 Hour / 1 Full Round; See Text Range: Personal Area: 5ft; See Text. Duration: Permanent or 1 min. / level; See Text. Saving Throw: No Spell Resistance: No This spell behaves differently based on the Class of its user. Sorcerer: This spell is intended to amplify the spell casting power of it’s creator for a short period. It allows a Sorcerer to cast any spell on the Sorcerer spell list up to level two or the Sorcerer’s highest spell level, whichever is lower. When the Sorcerer casts such a spell, it is treated as if the Sorcerer knows the spell. The Sorcerer must remain within the domain of the circle (the single 5’ square) for the Circle of Amplification to function. This spell creates a physical circle on the ground with a diameter of 5’; the color of the circle’s boundaries is up to the spell’s caster. Example: Ray the Sorcerer, a level 1 human sorcerer, knows only two level 1 spells, Least Circle of Amplification and Magic Missile. Ray has is well rested and has cast no spells yet today. Ray needs to bypass two kobolds guarding the entrance to a cave, without killing them, so he casts the Least Circle of Amplification and then casts Hypnotism on the two kobold guards. He has expended 2 level 1 spells, and now has 1 level 1 spell remaining for the day. Wizard: Wizards may make either a temporary or permanent circle when casting this spell, either way the cost will remain the same. A temporary circle can be created as a full round action while a permanent circle requires 1 hour to properly prepare. Once the circle is completed, the caster entering the circle loses all his non-cantrip spells and may immediately (as a second full round action) memorize a single spell of the second level. He may memorize and cast this second level spell, even if he is not normally able to cast second level spells. However, the caster must be able to cast at least first level spells. A circle, permanent or temporary, created by this spell is magically attuned to the caster and will only function for him or her. This circle will only work once per day before needing 24hrs to recharge, even if it will not survive another 24hrs due to spell duration. This spell creates a physical circle on the ground with a diameter of 5’; the color of the circle’s boundaries is up to the spell’s caster. A permanent circle may be attuned to a new user by a casting of this spell without its material component. Material Component: 25gp (1/2 pound) worth of Gold Dust to be sprinkled in a circle around the Caster XP Cost: 250 (Wizards) / 0 (Sorcerers) Lesser Circle of Amplification Universal Level: Sor/Wiz 2 Components: S, M Casting Time: 1 Hour / 1 Full Round; See Text Range: Personal Area: 5ft; See Text. Duration: Permanent or 1 min. / level; See Text. Saving Throw: No Spell Resistance: No As Least Circle of Amplification with the following exceptions: The maximum Sorcerer spell affected is level 3. The maximum Wizard spell that can be memorized using this spell is level 3. The Wizard must normally be able to cast 2nd level spells. Material Component: 75gp (1.5 pounds) worth of Gold Dust to be sprinkled in a circle around the Caster XP Cost: 350 (Wizards) / 0 (Sorcerers) Circle of Amplification Universal Level: Sor/Wiz 3 Components: S, M Casting Time: 1 Hour / 1 Full Round; See Text Range: Personal Area: 5ft; See Text. Duration: Permanent or 1 min. / level; See Text. Saving Throw: No Spell Resistance: No As Least Circle of Amplification with the following exceptions: The maximum Sorcerer spell affected is level 4. The maximum Wizard spell that can be memorized using this spell is level 4. The Wizard must normally be able to cast 3rd level spells. Material Component: 150gp (3 pounds) worth of Gold Dust to be sprinkled in a circle around the Caster XP Cost: 600 (Wizards) / 0 (Sorcerers) Greater Circle of Amplification Universal Level: Sor/Wiz 5 Components: S, M Casting Time: 1 Hour / 1 Full Round; See Text Range: Personal Area: 5ft; See Text. Duration: Permanent or 1 min. / level; See Text. Saving Throw: No Spell Resistance: No As Least Circle of Amplification with the following exceptions: The maximum Sorcerer spell affected is level 6. The maximum Wizard spell that can be memorized using this spell is level 6. The Wizard must normally be able to cast 5th level spells. Material Component: 500gp (10 pounds) worth of Gold Dust to be sprinkled in a circle around the Caster XP Cost: 1250 (Wizards) / 0 (Sorcerers) Greatest Circle of Amplification Universal Level: Sor/Wiz 8 Components: S, M Casting Time: 1 Hour / 1 Full Round; See Text Range: Personal Area: 5ft; See Text. Duration: Permanent or 1 min. / level; See Text. Saving Throw: No Spell Resistance: No As Least Circle of Amplification with the following exceptions: The maximum Sorcerer spell affected is level 9. The maximum Wizard spell that can be memorized using this spell is level 9. The Wizard must normally be able to cast 8th level spells. Material Component: 1000gp (20 pounds) worth of Gold Dust to be sprinkled in a circle around the Caster XP Cost: 2500 (Wizards) / 0 (Sorcerers) Least Circle of Ritualized Amplification Universal Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 Hour / 1 Full Round; See Text Range: Personal Area: 5ft; See Text. Duration: Permanent or 1 min. / level; See Text. Saving Throw: No Spell Resistance: No Like other spells in this series, this spell functions differently for Sorcerers and Wizards. Also, like other spells in this series, the Circle is attuned to its creator and must be re-attuned to a new Primary through a re-casting of this spell without its material component. This spell creates a physical circle on the ground with a diameter of 5’; the color of the circle’s boundaries is up to the spell’s caster. Common Elements: 1 ‘Primary’ (The creator of the Circle) 4 ‘Secondaries’ (Apprentices, Allies, Hired Hands) All five spell casters must be of the same class (or possess levels in that class) and only spells of that type may be used. An example would be Archmage Jane, Sorcerer 1 / Wizard 20 / Archmage 5 (with all of the Archmage’s bonuses going to the Wizard class), assisting Ann the Sorcerer, Sorcerer 20. Archmage Jane could ONLY expend spells from her Sorcerer list to assist Ann. The individuals involved must be positioned as follows, during spell casting. If any of the 5 spell casters move out of the 5’ square they are currently in, Circle is broken and must be re-formed. If a member of the Circle dies, the spell must be re-cast. If a Circle is broken mid-cast, all spells used in the Amplification process are lost as well as the spells being cast. Re-forming a circle takes a full round action. Formation: S-S -P- S-S The max bonus that can be granted by this circle is 1. Sorcerers: The Primary Sorcerer may cast a spell known to any Sorcerer in the Circle. The Primary Sorcerer may apply any metamagic feat to a spell he casts while inside the area of effect of a Ritualized Circle of Amplification, as long as the Primary Sorcerer knows the metamagic feat, up to the maximum bonus of the Circle. Multiple metamagic feats may be applied as long as they do not exceed the Circle’s maximum bonus. This effect may be used to ‘double up’ metamagic feats, allowing you to heighten a spell twice or to use two of the same metamagic feats which cause a stackable increase. Metamagic feats like Silent, Maximize, or Still spell are unaffected by ‘doubling up’. This effect drains a number of spell slots equal to the bonus applied multiplied by three from each of the Secondary Sorcerers. The level of the spell slots expended for the day is equal to the bonus applied. If there are not enough spell slots, it drains what it can from that level and attempts to use a higher level spell slot to fulfill the requirement. If there is no higher level spell to fulfill the requirement, the circle collapses. This collapse destroys the Circle and, in the case of Linked Circles, the other circle as well. An example of this is Ray, a level 4 Sorcerer, has his four first level apprentices linked to him through this spell. When they are all in position, Ray casts a Heightened Sleep Spell causing his four apprentices to lose 3 of their 1st level spells for the day. If Ray attempted to cast a second Heightened Sleep spell by applying it through the Circle, the circle would collapse since his four apprentices lacked the spell power to feed the next casting. Wizards: This spell works in a similar manner for Wizards except they can apply any metamagic feat known by any member of the Circle rather than just the Primary. However, they cannot double up the effects of two of the same metamagic feats. The Primary Wizard is also limited to the spells he has memorized to apply the metamagic feat(s) to. Lesser Circle of Ritualized Amplification Universal Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 Hour / 1 Full Round; See Text Range: Personal Area: 5ft; See Text. Duration: Permanent or 1 min. / level; See Text. Saving Throw: No Spell Resistance: No As Least Circle of Ritualized Amplification except: The max bonus that can be granted by this circle is 2. Circle of Ritualized Amplification Universal Level: Sor/Wiz 6 Components: V, S, M Casting Time: 1 Hour / 1 Full Round; See Text Range: Personal Area: 5ft; See Text. Duration: Permanent or 1 min. / level; See Text. Saving Throw: No Spell Resistance: No As Least Circle of Ritualized Amplification except: The max bonus that can be granted by this circle is 4. Greater Circle of Ritualized Amplification Universal Level: Sor/Wiz 9 Components: V, S, M Casting Time: 1 Hour / 1 Full Round; See Text Range: Personal Area: 5ft; See Text. Duration: Permanent or 1 min. / level; See Text. Saving Throw: No Spell Resistance: No As Least Circle of Ritualized Amplification except: The max bonus that can be granted by this circle is 6. Circles of Combined Amplification Universal Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 Hour Range: Personal Area: 5ft; See Text. Duration: Permanent Saving Throw: No Spell Resistance: No This combines the effects of a Circle of Ritualized Amplification with a normal Circle of Amplification. Both Circles must be created in the normal fashion before this spell is cast. Like other Circle of Amplification spells, this has affects based on its class. Sorcerer: A sorcerer casting this can render both of the, normally temporary, circles Permanent for a cost of 250xp per spell level of each circle. This linking causes the effects of the Ritualized Amplification circle to hold true, in other words the Sorcerer must ‘know’ the spell he amplifies through Linked Circles. It also applies a heightened metamagic, this ‘bonus’ occurs even if the Focus Sorcerer (the one who created the Circle of Ritualized Amplification) lacks the feat. A Sorcerer may not link the Circles if they have a different descriptor. An example of this is the Sorcerer can link a Least Circle of Amplification to a Least Circle of Ritualized Amplification. The same Sorcerer cannot link a Least Circle of Amplification to a Ritualized Circle of Amplification. Wizard: This linking effect causes the effects of both circles to hold true and costs the Focus Wizard (the one who created the Circle of Ritualized Amplification) 250xp. The advantage of a Linked Circle for a Wizard is that the Wizard may memorize a new spell of the greatest level allowed by the Circle of Amplification plus one. This effect costs the Primary and Secondary Wizards all of their spells for the day, except for the one spell granted to the Primary Wizard by this combined effect. |
| Seeker9510-24-05, 07:46 PM | For the Sorcerer: I feel the concept is "rules broken" in that every sorcerer should automatically take this spell at every level because it completely removes the limit on the number of spells a sorcerer has access to. Basically, it turns a sorcerer into a cleric (all spells at any time) with the only requirement being that the sorcerer has to pay a two-for-one cost. I'd pay that cost for the versatility. The sorcerer has an even greater advantage over the cleric in this. The cleric has to pick his or her spells at the start of each day. The sorcerer with these spells doesn't even have to do that. For the Wizard: I don't understand why I would ever want these spells. |
| KGodwin10-24-05, 08:03 PM | For the Sorcerer: I feel the concept is "rules broken" in that every sorcerer should automatically take this spell at every level because it completely removes the limit on the number of spells a sorcerer has access to. Basically, it turns a sorcerer into a cleric (all spells at any time) with the only requirement being that the sorcerer has to pay a two-for-one cost. I'd pay that cost for the versatility. The sorcerer has an even greater advantage over the cleric in this. The cleric has to pick his or her spells at the start of each day. The sorcerer with these spells doesn't even have to do that. For the Wizard: I don't understand why I would ever want these spells. For Wizards: The ability to craft wands or scrolls of a higher level spell seems like a decent bonus, even if it costs them about .5-1 Encounter's worth of XP. =) For Sorcerers: Maybe 3:1 would make it 'ok'? Even at level 20, a Sorcerer only has so many spells and has to give up a full round of actions to setup the Circle. Or maybe I should just grant them a 'free' metamagic feat with each Amplification Circle granting a more powerful one? Thereby allowing Sorcerers to finally use Quicken spell once they create a circle. My main goals are: 1) Get Sorcerers to get into groups. 2) Give Sorcerers more options than they currently posssess. 3) Have some 'cool' battle magic for large scale engagements by using groups of low level wizards or sorcerers casting spells more powerful than they could individually. |
| Save-vs-DM10-26-05, 03:05 AM | First of all, great job on thinking laterally. These are some creative spells and breaking them into different classes is a rather unique idea. That being said, I think you might need some work on these spells. Breaking them up is just confusing, and having two casting times can lead to a lot of confusion. My suggestion would be to simply forget the wizard part of this spell. Wizards already have something a tad similar wtih Memnonic Enhancer, so don't fret about the wizards. If we have wizard only spells we can have sorcerer only spells. Change the casting time to 10 minutes. Set the duration at 1 round a level. Set your spells up so that a 3rd level spell gives a 1st level spell known for the spell duration. Something like this: When spell name is cast, you gain temporary knowledge of a single X level spell (Spell level -2) for the one round per level. You may cast this spell as if it was on your spell known list for the duration of this spell. Material Component: A single gem worth Spell Level x 50gp (150gp for a 3rd level spell). So, a sorcerer can burn a 3rd level spell to gain temporary knowledge of a 1st level spell. Giving the casting time, this spell would mostly be for pre-combat buff spells or utlitiy spells. This would help out the sorcerer without making the spell too powerful. Mostly something a sorcerer would use when you really need a certain spell to get around an obstacle or to obtain a certain buff spell against a specific known opponent. These changes would also avoid stepping on the toes of the Mage of the Arcane Order. Cheers and good work Save vs DM |
| KGodwin10-26-05, 07:23 AM | I think I will do alot of re-arranging then...I tend to go overboard when I write spells. =0 Wizard Only Spells Circle of Personal Amplification (Single spell, single price.) Sorcerer Only Spells Circle of Amplification Series (as written with it effecting a level lower spell instead of equal or lower.) Both (with simplification so it affects both the same) Circle of Ritualized Amplification Series Circles of Combined Amplification Thanks. |
| sabrewolf10-26-05, 09:08 AM | As said Save-vs-DM, good thinking.. These´re interesting ideas, if only needing a little more work on them. I liked the idea of separate effects for sorcerers and wizards, but casting time should be the same. I have some brainstorming sugestions for considering. Pick one and use if you wish or just use for latter thinking to foccus your own ideas.. maybe to spawn a new series of circles? ;) - Sorcerers could gain access to higher spell levels (+1, +2) and gain one slot of that level while within the circle. - Sorcerers may gain CL worth of spell slots while within the circle ( to prevent abuse, tehse slots do not recharge with another casting of the spell/spell-kin and/or is burned last, meaning you burn up your slots before the bonus ) - Sorcerers may burn up lesser slots to make up one higher one.. maybe witha small bonus. (burn up two 2 lv slot to form up one 4 lv slot or butn two 2 lv slot to make one 5 lv slot (1+borned slots) ) - Sorcerers (and maybe wizards) may gain bonus special slots to burn to pay for metamagics to be added on the fly without spell casting time increase. (might require the metamagic to be set after entering the circle to limit abuse) - Sorcerers (wizards only if the above line is true) may gain access to one metamagic that costs X spell slots or matamagics that costs add up to X (1 per circle type (lesser, normal, greater) ?) - Sorcerers and Wizards may use a scroll or wand as components to gain acess to that spell like it was a known spell to them for the circle-spell´s duration. (wands burn up one charge and take 1 dmg) - Sorcerers may use one school/element related iten to gain aces to spells from that school/element, in a way akin to a cleric´s domain : one spell / level. (use a fire focus to get fire spells for example) - Wizards may use their grimoire as foccus to be used as a scorcerer known list for the circle´s duration but only use a certain (small) amount of their slots or the circle only converts X slots to be sorcerer-like. (CL worth on slots? so a 20 lv caster could get two 9 lv and a 2 lv? ; some fixed amount, maybe the circle´s spell level plus INT bonus? ) Hope any of these be usefull to you or another reader.. |
| KGodwin10-26-05, 10:42 AM | I think I am going to stick with my simplified version, adding more options doesn't make sense to me until I've had at least a few players try it and give them a chance to completely find some way to screw things with it. |