| Post/Author/DateTime | Post |
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| EzraTwitch12-30-05, 10:57 PM | I made this system so Meta-Magic (In ALL shapes and sizes) would be put to a little more use, along with counterspell. I would like some Ideas comment, of this system, possible problems, balanced or not, etc. Also when counterspells occur I usually have spill-off, For instance a counterspelled Invisibilty spell may cause Invisibilty Purge(sometimes helpful to the party sometimes not), or a countered lighting bolt simply arcs around the origional target then continues on its merry way behind him. (Possibly stiking other party members or arcing off surfaces. CUSTOM SPELL SYSTEM Divine Casters and Metamagic:Instead of memorizing metamagic spells at a higher level, divine casters instead drop a number of spells for the day equal to the level diffrence. For instance for a Divine Caster to have Bull Strength(Empowered), he would have to drop either one 2nd level spell for the day or two 1st level spells or 4 0th level spells(0 level spells count as 1/2 a spell level). Divine Spells can not be countered. Afternoon Prayer: At any time Divine Casters can regain a number of spell levels equal to their caster level after 2 hours of rest/prayer, 8 hours of rest/prayer regains all spell for the day in full. Arcane Casting (Counter Spell Made easy) Arcane spell casters now receive magic points instead of spells-per-day, the amount of magic points a spellcaster gets is equal to 1/2 a magic point for each 0 level spell-per-day, 1 magic point for each 1st level spell-per-day, 2 magic points for each 2nd level spell-per-day, 3 magic points for each 3rd level spell-per-day etc. etc. To cast spells costs the same amount of mana as the level(except for 0 level spells which cost only 1/2 a point)in any combination of the spells they know. Example: a character could cast three fireballs or nine magic missiles or any combination of the two. So long as the total spell level of the combined spells comes out to 9(Which is equal to 9 magic points). Spellcasters who must prepare their spells before hand still must still prepare their spells beforehand. Example: A sorcerer could choose on the fly whether he wanted to cast Mage Armor or Shield, A Wizard would have to choose at the beginning of the day setting aside the proper amount of magic points for that spell. Metamagic Feats now cost a extra amount of magic points equal to the number of levels higher it would normally be memorized at. Example: A sorcerer could cast an empowered magic missile even if he was at 1st level simply by spending the extra points required. Magic points are recovered at a rate of 1 point per 20 minutes of rest/study. Counterspelling Can only be done on an Arcane Versus Arcane Basis. To counter spell a character merely has to drop any number of magic points and then make an opposed spellcraft check of 1d20+Magic points sacrificed + Spellcraft vs. the opponents spellcraft check of 1d20+Level of spell being cast+ Spellcraft. If the counter was successful, the character trying to cast immediately drops in initiative order to act right after the character who counter spelled him/her.(Mybe change this so they switch init order instead, basically this is in here so mage who succesfully counterspell, get a chance to strike back with their own magic) [New Feats] Spell Fortification Prerequisite:13 Int Effect: You can drop extra magic points to add to your total Spellcraft roll when being counterspelled, this action is declared after a counterspell attempt is announced but before it is resolved. |
| EzraTwitch01-04-06, 01:32 AM | *Bump* |
| Seerow01-05-06, 03:47 PM | 1 9th level spell is MUCH more powerful than 9 1st level spells. Take a look at the MP System thread further down the page if you want something like that. The Divine Metmagic fix is alright, better than using Turning Attempts at least. I'd still rather drop Divine Metamagic altogether. |
| elven warriorXX01-05-06, 06:47 PM | I like it :) Lets see here. A Wizard using the normal Spell point system can cast a total of 13 9th level spells at 20th level. Your system a wizard can cast up to 20 9th level spells a day. Your system works well and makes a SP class that can stand up to the Psion. Nice work. |
| Seerow01-05-06, 07:06 PM | Edit: Ignore this. |
| EzraTwitch01-06-06, 03:34 AM | Thanks for your input, in all honesty I had a heck of time just getting anyone to look at this :( , guess next time all have to make the title a little more catchy. Im glad you brought up the higher levels, since most of my games dont really go that high I wasnt sure how it would work out for characters of that power. As for 9 first level spells being weaker then 1 ninth level spell, are you sure? I mean look at the total damage if you cast 9 magic missles(for the most common example), taking in account the damage adjustment on each missle, by a mage able to cast 9th level spells and the fact they dont have a save. (Not arguing with you, just want a good example so I can continue to tweak as needed.) |
| Thelon Fairblade01-06-06, 10:28 AM | (What's with "PEACH"?) I still don't like counterspelling, although you greatly increased the ease of use by allowing raw magic to be used (instead of same spell->same school). I would never take Spell Foritfication as a feat, as writen. It sould provide a flat bonus, with maybe the option to invest more. For example "Someone counterspelling your magic treats your spell as if it had 4 additional MP invested." Divine Metamagic is pretty much the system out of Arcana Unearthed, but easier. However, look at this: You can empower flamestrike by sacking 4 cantrips. Hmmm... an extra 4.5d6 damage (minimum), for giving up the ability to heal 4hp. Sign me up! Arcane MP: Are you still allowing caster-level-scaling? Or "pay for extra dice" like Psionics? If scaling, why pay 5 MP for a cone of cold when your 3MP fireball can do the same damage (up to 10th level)? Do you still require the casters to select the metamagic feats before they can use them? Or are all feats available to all casters? |
| EzraTwitch01-07-06, 06:52 AM | PEACH Please Examine [/b]And [b]Critique Honestly Changed Spell Fortification so it reads "Spells of yours which are targeted for a counterspell are treated as if they where 4 levels higher for the purpose of resolving the counterspell." Also realize your point about the cantrips and am jumping between A)Make the pool for cantrips seperate, or B)Casters can always cast cantrips (or would this be over powered, though I honestly dont *think* it would, a fighter can always swing his sword, shouldnt a wizard always have at least a little magic at his disposal. Thoughts, Ideas, Suggestions Thanks Again. |
| EzraTwitch01-07-06, 06:53 AM | PEACH Please Examine And Critique Honestly Changed Spell Fortification so it reads "Spells of yours which are targeted for a counterspell are treated as if they where 4 levels higher for the purpose of resolving the counterspell." Also realize your point about the cantrips and am jumping between A)Make the pool for cantrips seperate, or B)Casters can always cast cantrips (or would this be over powered, though I honestly dont *think* it would, a fighter can always swing his sword, shouldnt a wizard always have at least a little magic at his disposal. Thoughts, Ideas, Suggestions Thanks Again. |
| Thelon Fairblade01-07-06, 11:37 PM | Okay, thanks for explaining PEACH. You did not answer the question about Arcane scaling. Does a 9th level wizard get a 9d6 Fireball with only 3 MP, or only 5d6? Look at Psionics and the spellpoint system in UA -- extra dice cost extra MP (would 2 dice for 1 MP, in your system). If scaling exists, you have some imbalance issues. You did not address my concern that Divine spells can be metamagic'd too easily. (For that matter, arcane spells can be as well, but it is better hidden.) Right now, metmagic is relative - an Empowered 3rd level spell is a 5th level slot, and 5th level slots are harder to come by than 3rd level slots (minimum 9th level caster, for example). In your system, though, any spell of any level can be Empowered merely by sacking 2 spell levels of other spells -- a 2nd level spell, 2 1st level spells, or 4 cantrips. Super Mega Death Miracle (9th level spell) can be empowered by losing 4 cantrips, or 2 1st level spells. This is bad! In arcane magic, the problem exists too -- 2 extra MP is essentially 2 1st level spells. But, unlike PSionics, you don't have an "MP cap"... A 5th level wizard could empower Fireball just by spending 5 MP, when normally he wouldn't have 5th level spell slots (5 MP) available. |
| EzraTwitch01-11-06, 07:05 AM | Well I Agree that Cantrips should be kept from being used as spell levels, but am curious wether it shoud be at will (since the effect is pretty minor) or just have them be in a seperate pool as for metamagic, I would think that the fact the amount of casting you could do per day would be pretty good balance, I mean if you just eat up all of your power casting let say three empowered fireballs thats 15mp/spell levels what are you going to do when the 4th battle comes along, of course I was thinking maybe I could just double the the cost for metamagic (Empower would take four points instead of two) thoughts suggestions? :D |