Magic Variant [Archive] - Wizards Community

Post/Author/DateTimePost
Shovel Warrior

03-08-04, 07:00 PM
Alright, i want to work out avariant of Recharge Magic that combines some elements of Vitalizing. Heres the general idea.
1: Standard recharge magic rules, with one exception. Instead of losign access to the spell, they lsoe acces to the spell SLOT. This means two things. First, spontanious casters dont have to worry about recharge times as long as they have enough slots. Second, standard spellcasters can "Double-up" preparign a spell to dodge the problem of losing access. I also have some advanced rules for counterspelling, but i am a little short on time. Ill post those later.

2: Each spell a residual ammount of magic in your system. For now, that ammount is equal to 1+the spell slot the spell was cast froms level, though i might change this. Energy is tracked in one total, if a character can cast both cleric and wizard spells, spell energy from both cleric and wizard are tracked together, in the same stack. Each round ,you bleed of a certain ammount of this energy determined by your highest caster level (as yet to be determined) if this number reaches a certain ammount (yet to be determined) you begin to have negative affects, which gets progressivly worse as this energy builds. you roll for what affects you each round, even if you were in that same level last round. Here are some examples

-Minor: Caused by low levels of excess energy. NEgative affects that dont cause too much of a problem, but hurt a specific area. Examples are blurry vision (-4 to search and spot checks) or shakienes (5% spell failure)

-Moderate: Affects that seriously reduce a persons capabilities in one area. Examples are losing the ability to bleed off energy, deafness or blindness, or a temporary penalty to a random mental stat

-Serious: Heavily reduce a persons capability in all areas. Examples are being affected by a slow spell, losing access to a certain school of spells, randomly casting a spell, or taking damage, gaining lots of extra magical energy, or entering frenzy as the Frenzied Berserker class.

-Major: Near-lethal affects that cause heavy impairment. Examples are uncontrolable vomiting, losing the ability to cast spells at all, not being able to act, or turning on ones allies.

-Lethal: if energy reaches a certain level, you die, no save.

I want their to be a lot of different possilbe affects for the first 4 levels (probably enough to fill a d100 chart) so that their is lots of variation. Any ideas their would help. I also need some help working out the exact values on magical energy. I want it to be that low level characters are constantly riding the border of negative affects, and that high level characters can throw around low level spells all day, but can quickly go over with to many high level ones. Any help would be greatly appreciated. The duration on negative affects is simple, the affect stays until you have a safe level of energy in you. I want the affects to be more mental than physical, though some exceptions are allowed.
Greyman

03-08-04, 08:30 PM
Originally posted by Shovel Warrior
Alright, i want to work out avariant of Recharge Magic that combines some elements of Vitalizing. Heres the general idea.
1: Standard recharge magic rules, with one exception. Instead of losign access to the spell, they lsoe acces to the spell SLOT.If that's not a typo on your part, you should be aware that, by the standard recharge magic rules, you loose access to an entire spell level, not just to a single spell.

I'll assume you knew that.

However, loosing access to a single slot means that you are going to have to do some serious book keeping. The standard rules requires you to have up to nine 'stopwatches' running at a time (at a maximum, but less on average). However, your rules requires one for each and every slot the caster uses.

Oh, and unless you increase the amount of generic recharge time needed from a few rounds, you can pretty much guarentee that by the time you've used the last slot on a level (other than the highest), the first slot has become free. As you noted, spontaneous casters could ignore the bookkeeping demands but, with the right spell selection, so could other casters.

Though the vitalising rules might hinder casters from hurling spell after spell in an encounter intensive day, if they can rest between encounters it will not be much of a deterent.

Which rather minimises the point of using recharge times if vitality becomes the only concern.