Some Fun for the Spellcasters [Archive] - Wizards Community

Post/Author/DateTimePost
IceFractal

07-10-05, 01:51 PM
I've worked up some simple changes to spellcasting, and I'm posting them here for some feedback - do the work for you? Do you see any hidden problems with them? Actual rules are in red.

1) Spell DCs. The way the system works always bothered me, because it means that an archmage is somehow worse at casting his first learned and most completely mastered spells than his higher level ones. Therefore, this change: All Spell DCs are equal to 10 + 1/2 Caster Level (round up) + Ability Mod This will actually work out the same for the highest level spells you can cast, and it will make low-level spells a bit more useful.

2) This made Heighten Spell pretty useless, so I decided to make it automatic. Therefore: If you prepare/spontaneously cast a spell in a higher level slot, it counts as a spell of that level. For instance, a Fireball prepared in a 9th level slot would count as a 9th level spell and wouldn't be affected by Globe of Invulnerability. Again, this makes there be some point to putting a spell in a higher level slot, although it's still less powerful than a normal spell of that level.

3) And so I came to the conclusion - why not simply let spells expand to fit whatever slot you put them in? Therefore, this system: Spells that follow the standard damage progression (1d6/level, standard damage cap for their level) have their damage cap raised to the appropriate amount when prepared/cast using a higher level slot. For instance, a fireball prepared in a 5th level slot would do a maximum of 15d6 damage. Spells like Magic Missile wouldn't have this effect because they don't follow the standard damage progression. Of course, this is subject to DM control, so if a spell somehow becomes broken with this rule, that spell will simply not have this apply. Again, real spells of the higher level will generally be better, but this lets you still get some use out of those low-level ones.
cowdragon

07-10-05, 02:06 PM
I like the system, might try and use it. Although, for your 1/2 caster level I would make it a minimum of 1. Otherwise, low level spells just wont work for low level casters.



The Cowdragon :mage:
cowdragon

07-10-05, 02:09 PM
I like the system, might try and use it. Although, for your 1/2 caster level I would make it a minimum of 1. Otherwise, low level spells just wont work for low level casters. Also, a high ability Mod already does cool things for casters, they get bonus spells per day. Maybe make it DC 10+1/2 Caster Level(minimum 1)+Spell Level. A ninth level spell cast by a 20th level caster would have a DC of 29. Not unreasonable at all considering how high peoples saves can get. On the other hand, a 1st level caster casting a 1st level spell has a DC of only 12, the power curve doesn't quite work out...hmmm. Maybe just use my first suggestion. ;)



The Cowdragon :mage:
IceFractal

07-10-05, 04:49 PM
I was thinking 1/2 CL rounded up, which I should specify. Thanks, glad you like it. :)