Fixing Casters, the Right Way

Tequila Sunrise

Adventurer
Maybe it's because I've been reading a lot of 3e talk lately, which inevitably leads to CASTERZ PWN ALL! Or maybe it's because I'm a pompous, self-important, obsessive tinkering control-freak, but I've decided to go back and give 3e casters the attention that they never seem to get: Not the nerf-hammer or the fan-love, but the attention to what actually makes casters unbalanced...

Spells.

Dun-dun-dun! Some spells are nigh-useless while others overpower the very game assumptions that are supposed to balance casters with non-casters. Spells, spell schools, spell text, spell lists and just about everything else about spells is inconsistent and fragmented. So here's what I did; I took a few iconic spells and rewrote them how I would have liked them to be written in the first place. And then I explained a bit of my thought process, in the hopes that maybe some of my ramblings will help others.

TS's Spell Book

Excerpt: Fire Ball
Don’t you think it’s odd that fire spells so rarely actually light things on fire? I think all spells with fire in the title should do this.

Fire Ball
Evocation [Fire]
Level: (Arcane, Fire, Natural) 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10
Component: M, S, V
Casting Time: 1 standard action
Range: 60 ft.
Area: 20 ft. radius spread
Duration: Instantaneous
Saving Throw: Ref half
Spell Resistance: Yes
You deal (2d4/Spell Level) + 1/Caster Level fire damage to each creature within the blast. You also ignite objects and flammable creatures within the blast who fail their save. (See Catching on Fire, page 303-304 DMG.)


Feel free to comment, critique and request spell rewrites!
 
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Well I agree that fixing spells is part of a successful fix of spellcaster, but to be honest, I'm not convinced you demonstrate alot of knowledge of what spells are broken.

Let's take your sample spell: Fireball.

In 3e, Fireball is a weak spell. Fireball ruled in 1e, but that was before monsters had constitution bonuses (and hense much more hitpoints) and fireball was capped at 10 dice worth of damage. It's still reasonably useful for killing off hordes of weak monsters, but its not a particularly problimatic spell. Your modification reduces the spells damage even further, which makes it even less useful. Burning something is a neat trick but it does not compensate.

The thing you have to keep in mind is that fireball doesn't set things on fire to keep it from being too powerful. The main reason that fireball doesn't set things on fire is that fires are incredibly difficult for a DM to arbitrate (because lots of objects can be effected), complex to run (because the spread), or plan for (because they destroy clues, etc.). Not setting things on fire is a gamist simplification. Realistically, they probably should, but that doesn't really effect game balance directly mainly because the spell sucks already. In 1e, the fact that it set things on fire and was prone to blowback were about its only limitations. In 3e, it just doesn't do enough damage to matter.
 

Your spell book has things in it that make sense. I like alot of it.

Empower spell seems weak.

Doesnt really fix spellcasters though. They still fall flat on their faces if you try to multiclass.
 

...You nerfed Fireball?! What next? CW Samurai's looking too shiny with that full BAB, so you're gonna knock that down a peg? Some houserules really just make me shake my head...

And as for the catching on fire? Yeah, that's a nerf. Now the wizard's destroying treasure.
 

Your modification reduces the spells damage even further, which makes it even less useful.

Average 3.5 damage for 5th level caster: 5 * 3.5 = 17.5.

Average TS damage for 5th level caster: 3 * 5 + 5 = 20.

Max 3.5 damage for 5th level caster: 5 * 6 = 30.

Max TS damage for 5th level caster: 3 * 8 + 5 = 29.
 

Average 3.5 damage for 5th level caster: 5 * 3.5 = 17.5.

Average TS damage for 5th level caster: 3 * 5 + 5 = 20.

Max 3.5 damage for 5th level caster: 5 * 6 = 30.

Max TS damage for 5th level caster: 3 * 8 + 5 = 29.

Sure, at 5th level it is comparable, but it falls slowly behind after that.

Average 3.5 damage for 10th level caster: 10 * 3.5 = 35

Average TS 3rd level fireball damage for 10th level caster: 3 * 5 + 10 = 25.

Max 3.5 damage for 10th level caster: 10 * 6 = 60.

Max TS 3rd level fireball damage for 10th level caster: 3 * 8 + 10 = 34.

On the other hand, what I didn't notice initially was that it starts to catch back up again after 10th level. On the other hand, by the time it does catch back up, fireball is basically an obselete spell that is at most a nuisance to the sort of foes the wizard would be facing.

What is cool is that he's tried to scale the spell to every level, so that you can cast fireball as a 10th level spell or a 5th level spell. I like the mechanic on display there. I'm not at all certain though that it is actually balanced. As far as clearing mooks goes, fireball is nearly as powerful as a 1st level spell as it is as a 5th level spell. It's significantly more powered than existing spells like 'Burning Hands'.

On the other hand, the flattening of the power curve has the benefit of making high level spells much less powerful. The 9th level fireball isn't remotely broken (65 average damage). Of course, that only means that if you don't fix the 9th level spells that it will never be cast, much like you don't ever really see maximized empowered fireballs because its a waste of a spell slot.

I'm not saying that he doesn't get some things right, and it does have the advantage of giving me something to think about and being on the right path, but I'd be alot more impressed to see him rolling out fixes wall of force, forcecage, and find the path than fireball to say nothing of mindblank, freedom of action, and death ward. Do these go the way of disjunction, wish, or polymorph? I don't consider simply banning something to be a fix.

I'd also don't like the inclusion of CR into the spell rules. Estimating CR is dicy enough as it is without it having an in game mechanical effect. I do not agree that CR is in general accurate. Additionally, the result is to screw PC casters hard compared to NPC casters, because the rules he writes grant single NPC villains (who are generally higher level than any member of the party) virtually immunity to PC spells while letting a BBEG spellcaster cast spells with impunity at the PCs. The rock/paper/scissors defence issue now just goes one way. I'm not sure that's an improvement.

Likewise, I find alot of naivity in his description. He says that he made 'cure' a swift action to encourage healers to do more than heal on their turn, but more likely it will just encourage them to cast two healing spells on their turn. There's just alot here that screams to me, "This has never been play tested."

It is a good idea to reduce the power of many spell caster's high level spells, and while this goes in alot of the right directions I'm not at all pleased with where it has arrived.
 

On the other hand, what I didn't notice initially was that it starts to catch back up again after 10th level. On the other hand, by the time it does catch back up, fireball is basically an obselete spell that is at most a nuisance to the sort of foes the wizard would be facing.

However, after 10th level, it's catching up mostly because you're using a higher level spell slot. The extra +10 you get from TS's version still hasn't caught it back up by CL 20 (as in, it gains +10 damage from the CL 10 value without higher slot expenditure)!
 

By no means do I intend this to be a highly refined fix. No, I haven’t play tested my spells. But I have play tested RAW spells, and I understand the basic game dynamics that make spells awkward in practice. So if the details are off, I’m open to suggestions. (But I can be mighty stubborn about basic design philosophies. *wink*)

Celebrim said:
I'm not saying that he doesn't get some things right, and it does have the advantage of giving me something to think about and being on the right path, but I'd be alot more impressed to see him rolling out fixes wall of force, forcecage, and find the path than fireball to say nothing of mindblank, freedom of action, and death ward.
I rewrote True Seeing in my initial spell book, so here are two more in the same vein:

Death Ward
Necromancy
Level: (Arcane, Divine, Natural) 1, 2, 3, 4, 5, 6, 7, 8, 9, 10
Component: M, S, V
Casting Time: 1 standard action
Range: 30 ft.
Target: One creature
Duration: 5 minutes
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You confer upon the target limited immunity to death effects. To affect the target with such an effect, the caster must succeed on a caster level check (DC 10 + your caster level). Effects which have a higher spell level than this spell bypass this immunity. (Supernatural effects have an effective spell level equal to half the creature’s level or CR, rounded up.)

Mind Blank
Enchantment
Level: (Arcane) 1, 2, 3, 4, 5, 6, 7, 8, 9, 10
Component: M, S, V
Casting Time: 1 standard action
Range: 30 ft.
Target: One creature
Duration: 5 minutes
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You confer upon the target limited immunity to mind-affecting effects. To affect the target with such an effect, the caster must succeed on a caster level check (DC 10 + your caster level). Effects which have a higher spell level than this spell bypass this immunity. (Supernatural effects have an effective spell level equal to half the creature’s level or CR, rounded up.)

And here are a couple more rewrites:

Force Cage
Evocation [Force]
Level: (Arcane) 1, 2, 3, 4, 5, 6, 7, 8, 9, 10
Component: M, S, V
Casting Time: 1 standard action
Range: 30 ft.
Effect: 10 ft. cube
Duration: 5 minutes
Saving Throw: None
Spell Resistance: No
You create an immobile cube of force with hit points equal to your normal maximum and an AC equal to 10 + your caster level. The cube is immune to most effects that allow saves, except for Disintegrate which automatically destroys an appropriate portion of the cube.

Wall of Force
Evocation [Force]
Level: (Arcane) 1, 2, 3, 4, 5, 6, 7, 8, 9, 10
Component: M, S, V
Casting Time: 1 standard action
Range: 30 ft.
Effect: Wall of 200 square feet
Duration: 5 minutes
Saving Throw: None
Spell Resistance: No
You create an immobile wall of force with hit points equal to your normal maximum and an AC equal to 10 + your caster level. The wall is immune to most effects that allow saves, except for Disintegrate which automatically destroys an appropriate portion of the wall.

Find the Path is a bit more involved, so I’ll get back to that one.

Celebrim said:
The thing you have to keep in mind is that fireball doesn't set things on fire to keep it from being too powerful.
True; I added the catching on fire thing as a fluff effect rather than as ‘this’ll make fire ball awesome again!’ I figure if you don’t want to risk stuff catching on fire, you’ll use one of the other two [fire] spells I’ve rewritten that don’t do that. Or you’ll write your own fire spell – whatever. Of course, I could simply make the catching on fire part a caster option.
Sylrae said:
Empower spell seems weak.
To be honest, my first impulse was to do away with damage boosters completely and build geometric damage boosts right into the spells. But players tend to cry WHAT YOU TOOK AWAY MY EMPOWER?! IME, even if they’re better off not needing the feat in the first place.

How would you do Empower & similar feats?
Sylrae said:
Doesnt really fix spellcasters though. They still fall flat on their faces if you try to multiclass.
½ caster level per non-class level is the best multiclass fix I’ve heard.
Celebrim said:
I'd also don't like the inclusion of CR into the spell rules. Estimating CR is dicy enough as it is without it having an in game mechanical effect. I do not agree that CR is in general accurate. Additionally, the result is to screw PC casters hard compared to NPC casters, because the rules he writes grant single NPC villains (who are generally higher level than any member of the party) virtually immunity to PC spells while letting a BBEG spellcaster cast spells with impunity at the PCs.
I agree that CR can be wildly inaccurate, but at the same time it’s a hundred times more accurate than HD, which many spells use to limit their power. I vastly prefer CR as a limiter than creature type-based immunity. So yes, my intent is for BBEGs and all non-mook foes to be immune to death effects and other spells without some kind of limiter. PCs are also immune to those effects unless their foe is 5+ CRs higher than party level; I figure once a foe gets 5+ CRs higher than the PCs, the party is venturing into TPK territory already.
Celebrim said:
Likewise, I find alot of naivity in his description. He says that he made 'cure' a swift action to encourage healers to do more than heal on their turn, but more likely it will just encourage them to cast two healing spells on their turn.
Maybe I am naïve, but what would be so wrong about two cures per turn? Sure, the fighter’s as good as new but you’re down two of your upper spell slots and a round of actions.
StreamoftheSky said:
However, after 10th level, it's catching up mostly because you're using a higher level spell slot. The extra +10 you get from TS's version still hasn't caught it back up by CL 20 (as in, it gains +10 damage from the CL 10 value without higher slot expenditure)!
Yes, that’s what I’m going for! Lower level spells should be weak, but should scale enough to accomplish something without having to metamagic it into your best spell slot. That’s why I don’t cap CL bonuses.
 


[FONT=&quot]I must admit I really like the motivation behind what you did with spells, but I see quite a bit of drawbacks that result from imposing this method on the vast majority of spells:[/FONT]
[FONT=&quot]- eventually it dramatically reduces the versatility of spellcasters and spells in general.[/FONT]
[FONT=&quot]- more than 1/2 the effects start as 1st level spells, so there’s a theoretical possibility for a 1st level caster to have that repertoire in his hands – leaving few expectations to what lies ahead.[/FONT]
[FONT=&quot]- a 6th level spell should be worth a lot more than 2 similar 3rd level spells – doesn’t really happen with your rules.[/FONT]
[FONT=&quot]- the better way, in my book, of dealing with game breaking loopholes is to augment them, not to nix them altogether. Sure I also advise banning wishes & shadow spells – but that’s because I don’t view them as spells to begin with).


[/FONT]
[FONT=&quot]Nevertheless...


[/FONT]
[FONT=&quot]Spells I did like:[/FONT]
[FONT=&quot]- [/FONT][FONT=&quot]Avada Kedavra
- [/FONT]
[FONT=&quot]Charm
- [/FONT]
[FONT=&quot]Dominate
- Sleep[/FONT]

[FONT=&quot][/FONT][FONT=&quot]Problem: CRs are anything but accurate measurements of an opponent’s true threat.[/FONT]

[FONT=&quot]Spells I really liked, since they finally give reasonable explanations to a lot of the fundamentals that dominated the game ever since OD&D:[/FONT]
[FONT=&quot]- Barkskin, Magic Fang[/FONT]
[FONT=&quot]- Magic Shield, Resistance[/FONT]
[FONT=&quot]- [/FONT][FONT=&quot]Magic Vestment, Magic Weapon[/FONT]
[FONT=&quot]- Stat boosters (Bull's Strength etc)

[/FONT]
 

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