SteveC
Doing the best imitation of myself
Here is a work in progress, a wizard that uses a token system to cast spells rather than being limited by spells per day.
As a part of my ongoing quest to find a replacement for the spell slot system, I'm going to present my newest creation: the token wizard. A token wizard uses most of the same rules as the traditional wizard, but casts all of his spells out of a reserve of magical energy that he can replenish between encounters.
The token wizard is intended to be balanced in terms of the encounter rather than in terms of the number of encounters you are expected to have in a day.
Here's the cliff notes description of the token system:
The token wizard receives a pool of tokens equal to his wizard level plus his intelligence modifier. Tokens can be in one of three states: available (ready to cast spells), in-use (actively powering a spell) or spent (used with a spell whose effects have ended).
It takes approximately five minutes of rest and concentration to refresh the spell pool, where tokens that are spent become available for use. Any tokens that are in-use stay that way until their spells end, so the token mage can't simply cast an unlimited number of duration based spells.
Casting a spell costs one token per spell level, so a first level spell costs one token, a second level spell costs two and so on. When a spell is cast, it does not always take effect at its full caster level, if you wish to cast a first level spell at caster level 10, for example, you have to spend tokens as if you were casting a 5th level spell (i.e., 5 of them).
There are some BIG changes to the dynamics of how spells work under this system, and it's also a fairly long document. Let me know what you think... and thanks much for any comments.
It might be useful to talk about some goals before suggesting you download this file. My goals were:
Increase power of low level wizards
Reduce power of higher level wizards
Increase flexibility of choice available to wizards
Make metamagic more useful
Eliminate the slot system so a wizard can participate in as many or as few encounters in a day as the GM devises.
Because of the above, make the wizard a more generic character, who is balanced by what he can do at any one point, rather than on a daily basis.
Eliminate the possibility of true unlimited casting, a necessity if you do not completely change the power level of magic.
Version 1.1: Mostly cosmetic changes, swift action reference, expended token status.
Version 1.15: Reworded the main section on spending tokens to clarify how they're used.
Version 1.2: Updated recharge costs to reflect a more standard use for concentration, modified recharge rules for in-combat to simplify them (full-round action recovers tokens that allow you to cast your highest level spell). Included rules for fatigue and exhaustion as a possible balance for the class.
--Steve
As a part of my ongoing quest to find a replacement for the spell slot system, I'm going to present my newest creation: the token wizard. A token wizard uses most of the same rules as the traditional wizard, but casts all of his spells out of a reserve of magical energy that he can replenish between encounters.
The token wizard is intended to be balanced in terms of the encounter rather than in terms of the number of encounters you are expected to have in a day.
Here's the cliff notes description of the token system:
The token wizard receives a pool of tokens equal to his wizard level plus his intelligence modifier. Tokens can be in one of three states: available (ready to cast spells), in-use (actively powering a spell) or spent (used with a spell whose effects have ended).
It takes approximately five minutes of rest and concentration to refresh the spell pool, where tokens that are spent become available for use. Any tokens that are in-use stay that way until their spells end, so the token mage can't simply cast an unlimited number of duration based spells.
Casting a spell costs one token per spell level, so a first level spell costs one token, a second level spell costs two and so on. When a spell is cast, it does not always take effect at its full caster level, if you wish to cast a first level spell at caster level 10, for example, you have to spend tokens as if you were casting a 5th level spell (i.e., 5 of them).
There are some BIG changes to the dynamics of how spells work under this system, and it's also a fairly long document. Let me know what you think... and thanks much for any comments.
It might be useful to talk about some goals before suggesting you download this file. My goals were:
Increase power of low level wizards
Reduce power of higher level wizards
Increase flexibility of choice available to wizards
Make metamagic more useful
Eliminate the slot system so a wizard can participate in as many or as few encounters in a day as the GM devises.
Because of the above, make the wizard a more generic character, who is balanced by what he can do at any one point, rather than on a daily basis.
Eliminate the possibility of true unlimited casting, a necessity if you do not completely change the power level of magic.
Version 1.1: Mostly cosmetic changes, swift action reference, expended token status.
Version 1.15: Reworded the main section on spending tokens to clarify how they're used.
Version 1.2: Updated recharge costs to reflect a more standard use for concentration, modified recharge rules for in-combat to simplify them (full-round action recovers tokens that allow you to cast your highest level spell). Included rules for fatigue and exhaustion as a possible balance for the class.
--Steve
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