Simplifying magic and metamagic [Archive] - Wizards Community

Post/Author/DateTimePost
mkill

06-10-07, 12:16 PM
When you look at how spell casters increase in their power level in D&D, there are several basic directions in which their might grows:


higher level spells, with power roughly doubling at each spell level
spell power increasing with caster level
raising spell power with metamagic
more spell slots
flat bonuses (for example the Augment Healing feat or the Warmage edge)


When you look at individual spells, their power grows both with the caster level increase and metamagic. This is new in 3rd edition, as there was no metamagic in older editions. But it makes the system unnecessarily complicated.

Removing spell power increase by caster level

For a simpler system, it would be preferrable to fix spells in their power at a given level, and require to use metamagic and spell level increase to boost the spell. Note that as one consequence, spells will have fixed close / medium / far ranges at 30 / 100 / 400 feet, further reducing necessary maths.

Example: Magic Missile would be fixed for 1st level at one missile, 1d4+1 damage, standard action to cast, medium range, VS components. To gain more missiles, you would have to cast it as a higher level spell. Two Missiles would be a level 2 spell, and so on.

Of course, this will have consequences elsewhere in the game, too.

Scaling Metamagic Feats

On the other hand, you gain more freedom with metamagic feats: They have a scaled power increase depending on how far you want to boost the spell.

The following metamagic feats are needed. Since metamagic feats scale, fewer of them are necessary.

Empower Spell: Increases the effect of the spell, individually described for each spell (replacing caster level based bonuses). This also replaces Improved / Greater / Enhanced versions of spells, as well as spell series like Summon Monster I - IX.
Widen Spell: Increase area, number of affected targets, or number of creatures / objects summoned / created (double per level +1). This replaces Mass XY versions of spells.
Extend Spell: Extends duration in steps per level (round / minute / 10 minutes / one hour / 6 hours / one day / one week)
Enlarge Spell: Increases Reach of the spell in steps per level (Personal / Touch / Close / Medium / Far / Scry)
Quicken: Reduces casting time (One minute / Full round / standard action / move action (+2) / swift action (+2) / intermediate action / free action)
Disguise Spell: Remove one spell component (verbal / somatic / material / focus) for each level increase
Focus Spell: Increase save DC by +2 per level increase


No need for Heighten Spell

To further ease the rules, there is only one applicable spell level for metamagicked spells. If you raise magic missile to level 3, it is a third level spell in any respect (spell slot, dispelling, crafting items etc.).

Note that a number of metamagic feats are deliberately made obsolete, including Maximize, Silent, Eshew Materials, Persistant, Heighten.

Effects

This proposal has the following main game effects:

The game is more fair towards multi-classed characters, as only their spell slots count, not their caster level.
Metamagic feats become more important, although you need fewer of them (a good thing). This can be addressed by giving caster classes bonus feats, especially the sorcerer, but also the cleric.
Higher level casters are reduced in power, as their spells don't grow in level directly (a good thing).
Spells of different level need to be better balanced against each other. A Scorching Ray level 2 directly competes against Empowered Magic Missile level 2 and should be of equal power.
In fact, spells should be thought to have a minimum spell level rather than a fixed spell level.

Possibly, a feat should be introduced that allows to increase a spell's power in two directions while only raising the level once, such as Empowering and Widening a spell.

Revised Classes

Since powered-up spells are balanced to equal level compared with higher level spells, it makes no difference for the sorcerer whether he learns more high- or low level spells. Thus, the sorcerer can be simplified to know a flat number of spells, regardless of level.
Of course, sorcerers can metamagic spells without extra casting time cost.

The wizard can be simplified, too: Wizards get a flat number of spells to memorize per day, regardless of spell level. They can then use their spell slots to blast out these spells, at any spell level. They don't forget a spell after it is cast.

Rebalancing

A change as deep in the system as this proposal will require a lot of changes. The power level of casters changes, and should be remodeled to have a more flat increase, starting higher but becoming a god later. Spells need to be rewritten. Several prestige classes will need a serious power reevaluation (Incantatrix etc.)

It is best to see this proposal as a basis for discussion and a development idea towards future editions or bigger homebrew projects, rather than a quick rules fix.

It should be part of a bigger rules rewrite, including removing the weird turn undead mechanic (turn undead should simply be a spell), removing broken stuff like divine metamagic, etc.
General Felire

06-10-07, 10:44 PM
Removing Spell Power Increase by Caster Level

Personally, I like this. I think it makes sense that to cast a Level 1 spell with Level 5 power that you should use a Level 5 spellslot. It makes sense and I think works. Of course by doing that you also reduce your ability to cast level 5 spells in that day, so its a trade-off.

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Scaling Metamagic Feats

I like these ideas, and like the above, I think it makes sense. To enhance a lower level's spell effects to higher equivalent you must use a metamagic of the higher level.

So, to make a 2nd level spell that lasts 10 minutes last for an hour you would need to cat it as a 3rd level spell.

This makes snes

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No need for Heighten Spell

Honestly, I think that both this and the other rules should exist. That way I could make a 2nd level spell act like a 3rd level spell in most aspects, but then I could also boost one trait to equal a 4th level spell. The actual spellslot I would need would be 5th.

This could work for it allows a caster to have extreme control over the customization of his spells. I like that sort of control.

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Effects

1) I like this. I hate multi-class isues and like making them easier to do. So this works for me.
2) No problem with me. The special qualities they get at most levels is to empty for my tastes. Giving them feats is a good idea in my mind.
3) This is fine, it means that the only way a caster grows in power is by using his metamagic to enhance his spells. I see this as making sense. As you grow in power you gain more spells per day, more spell slots, and access to higher level spells. You need to use your metamagic ability to manipulate spells to increase the power. And since all casters have to do this, its balanced.
4) I agree. All spells of a particular level must have the same basic power arena. Thus allowing the metamagicing of lesser spells into higher abilities. What you could do is make it so that each level has a certain base template and then spells can have that template modified in particular ways. This gives base uniformity but also variability. Both good things.

Special feats with high requirements should exist that allow casters to modify their magic in ways most average casters cannot.

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Revised Classes

This is pretty much a major I AGREE sentence. I very much like this.

All that spell levels mean is a) when a caster gets access to that level of spell, and b) the basic power nature of a spell.

But using the rules you put, there is nothing stopping (and everything supporting) a caster turning a basic level 1 spell into a level 8 spell. He must pay the cost in terms of metamagic feats and spell slot expenditure, but other than that the 1st-now-8th level spell should equal the naturally 8th-level spell.

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Rebalancing

I agree that this sort of effect would require a lot of changes. I mean you would need to go through every spell of every level and make sure that all spells of a level are similar to each other in effect (not equal, but similar).

Such a change would not occur with just one or two word modifications.

Still, I like this concept and think that it has a lot of merit.
mkill

06-11-07, 12:08 PM
My proposal does clean up the system a lot. But yes, it would require some finetuning as you would have to check each spell.

Another effect is, that it makes a lot of the Greater / Lesser / Higher / Improved Spells superfluous. For example:

Summon Monster: Basicly, there is only one Summon Monster spell you have to learn. With Empower Spell you increase the level to create the effect of the former higher level versions.

In the same way, the "Mass XY" spells become unnecessary. You use widen spell to cast a spell on more targets.

I really hope the game designers take a look at this. Cleaning up the magic system would be a great improvement for 4th edition.