Tome of Battle-inspired Redesign of Magic

WhatGravitas

Explorer
First rough outlines, cross-posted from a thread on the Wizards-boards:

Disclaimer: This incarnation is *my* current idea/take on it, but the thread on the UA-board is generally based upon such a mechanic. I'm mainly posting it here as well to gather some inspiration/new ideas. I'm also sure, that some of my ideas are inspired by some posts there, so - to see more 'bout the discussion - you may want to look into the other thread (although it is not necessary to read this stuff here).
I'm also happy to hear people's experiences with the ToB - I've already looked on the thread in the Rules board to learn something about the dynamic of the ToB.

Definite To-Do-List
-> Find solution for healing
-> Re-examine some spells
-> Re-examine access to spells
-> Re-examine Sorcerer/Bard Known Spells.
-> Remember the Existence of the Paladin & Ranger - d'oh!

______________________________________________________


Four kinds of spells:
Invocation: These spells have an instantaneous effect on the target or the area. The effect depends on your available mana.
Counter: These spells are used to negate another effect.
They are usually used reactively, and have an Immediate action as casting time. The effect is tied to your available mana.
Enspellment: These effects usually have a longer lasting effect on the target or the area, but you have either concentrate on them, or have to allocate an ever increasing about of your mana to them.
Boon: These effects have a constant effect on the target, but need you have you allocate a part of your mana to them.

Note: Allocated mana is not available for invocations and counters, and is not used to determine the effective caster level.

Rules concerning mana:
Spell Level: Your class level determines your maximum spell level. These spell levels are used for the calculation of spell effects, as well as calculation of saving throw-DCs.
Mana: You mana pool is a constant number, determining your mystical potency. It is innately tied to your class level, and determines the power of your spell, and also restricts the spells you can cast, as certain spells have a mana prerequisite to cast them.
Spells Readied: To cast a spell, you must have it readied. A readied spell is hold in your mind, finished, but not activated. Your class determines your way of readying a spell.

Readying Spells:

Bard: A bard regains spells by performing a standard action.
Cleric: A cleric has to pray silently as a full-round action to regain a spell.
Druid: A druid has to enter a trance as a full-round action to regain a spell.
Sorcerer: A sorcerer has a small innate number of spells and needs a standard action to ready it.
Wizard: A wizard uses a full-round action to read up a spell formula from his spellbook, memorizing it as a readied spell.
[sblock=Spell Tables]
Bard
Code:
Level   Spells Readied  Max. Level  Spells Known Mana
1            1            0              2         1
2            1            1              3         1
3            2            1              3         1
4            2            1              4         2
5            2            2              5         2
6            2            2              5         2
7            3            2              6         3
8            3            3              7         3
9            3            3              7         3
10           3            3              8         4
11           4            4              9         4
12           4            4              9         4
13           4            4             10         5
14           4            5             11         5
15           5            5             11         5
16           5            5             12         6
17           5            6             13         6
18           5            6             13         6
19           6            6             14         7
20           6            6             15         7

Cleric, Druid & Wizard
Code:
Level   Spells Readied  Max. Level  Mana
1            1            1           1
2            2            1           1
3            2            2           2
4            2            2           2
5            3            3           3
6            3            3           3
7            3            4           4
8            4            4           4
9            4            5           5
10           4            5           5
11           5            6           6
12           5            6           6
13           5            7           7
14           6            7           7
15           6            8           8
16           6            8           8
17           7            9           9
18           7            9           9
19           7            9          10
20           8            9          10

Sorcerer
Code:
Level   Spells Readied  Max. Level  Spells Known Mana
1            2            1              2         1
2            3            1              3         1
3            3            1              4         2
4            3            2              5         2
5            4            2              6         3
6            4            3              7         3
7            4            3              8         4
8            5            4              9         4
9            5            4             10         5
10           5            5             11         5
11           6            5             12         6
12           6            6             13         6
13           6            6             14         7
14           7            7             15         7
15           7            7             16         8
16           7            8             17         8
17           8            8             18         9
18           8            9             19         9
19           8            9             20        10
20           9            9             21        10
[/sblock]
Multiclassing:
When your multiclass, your spellcasting suffers, but grants you new flexibility. When your multiclass, add your total mana together. You also add your readied spells together, but your track your access to spells for each class separately: You use the value of the table of your class for a level equal (your class level + ½ other levels/HD).

The interesting thing is - using these multiclass rules, we get very similar progressions to the Mystic Theurge, and the other combined spellcasters - at least concerning spell levels. It is, of course, inspired by the Bo9S martial adept system, and gives this very nice progression, that matches our "current" system, so I'm happy with the first numbers.

________________________________________________


Quick & Dirty Spell Conversion Rules: Aside from problematic spells, like healing, teleporting and similar spells, this system could probably work with the standard spells, using these guidelines. Personally, I prefer new spells, balanced for this system (i.e. a full-fledged conversion), but here are some quick-and-dirty ideas:

Invocations: All instantaneous, permanent spells, as well as spells with a fixed duration are invocations, using mana x2 as effective caster level.

Counters: Probably the immediate action spells from PHB2 and Complete Mage would qualify as counters. They'd use mana x2 as effective caster level

Enspellment: All spells with a duration of Concentration and/or 1 round/level or less are Enspellments. To use them, you have to allocate mana equal to the spell level to the spell Starting with your next turn, you must Concentrate as a standard action OR allocate an additional mana to the spell, otherwise it ends.

Boons: Basically all spells with a duration of 1 minute/level or higher. They remain active, as long as you have allocated mana equal the spell level to it.
 
Last edited:

log in or register to remove this ad

How about some Dragon Shaman (PHB-2), Binder (Tome of Magic), Dragonfire Adept (Dragon Magic) and Warlock (Complete Arcane)? You keep the "fight all day" mechanics, but you get some different interpretations of the theme, and some more flexibility.

Dragon Shaman provides healing, as does a Binder of high enough level. Warlocks of high enough level can make Wands of Cure Light Wounds, so those could be on the market, even if no spellcaster with that spell exists anywhere.

This would be an interesting setting. :)

Cheers, -- N
 

I was working on this very idea a couple days ago, here are some things I came up with which may or may not help...

1) Recovery Mechanic: Assuming that when you cast a spell, you "expend" it like you do with maneuvers... The "caster" recovers 1 spell of their choice every other round. This will allow them to cast over and over again, with a small wait in between. Plus if they get feats or spells that allow them to drop 2 or 3 spells in a round, it slows them down from recovering them all at once and from dropping 2 or 3 spells every round.

2) You also have to consider "buff" spells. I think there should be single target buff spells that last a long time (maybe all day). If you recast the "buff" spell, the effect of the last casting cancels and the new one occurs. Metamagic feats can allow you to apply "buff" spells to multiple targets (such as Chain Spell feat).

3) Healing spells... I am working on this one as well. Maybe have them recover once every 2 hours? I don't know...

I seperated my spells similar to yours. Except I broke some down into Defensive spells (mainly your buffs) and Offensive spells.

4) What about utility spells like Feather Fall (counter ?), Expeditious Retreat ("buff"), Fly, etc.

One way to balance is look at the Warlock. There are new Warlock invocations from Dragon Magic, that allow you to cast a 24 hour buff on you and your party that is the equivalent of Endure Elements. There is one for Energy Resistance too...

Edit: BTW... My idea wasn't so much to convert the current casting classes, but to make new ones that mirror the 3 base martial adept classes from ToB. Have one "blaster" mage, one "healing" mage, and one "skill" mage or whatever...
 

RigaMortus2 said:
I was working on this very idea a couple days ago, here are some things I came up with which may or may not help...

1) Recovery Mechanic: Assuming that when you cast a spell, you "expend" it like you do with maneuvers... The "caster" recovers 1 spell of their choice every other round. This will allow them to cast over and over again, with a small wait in between. Plus if they get feats or spells that allow them to drop 2 or 3 spells in a round, it slows them down from recovering them all at once and from dropping 2 or 3 spells every round.
Under my system, casters need full-round or standard actions to recover a single spell... hmm... I definitively need to retool 'em, or they will sit around, doing nothing... or up the readied spells? I'll see.
RigaMortus2 said:
2) You also have to consider "buff" spells. I think there should be single target buff spells that last a long time (maybe all day). If you recast the "buff" spell, the effect of the last casting cancels and the new one occurs. Metamagic feats can allow you to apply "buff" spells to multiple targets (such as Chain Spell feat).
I'm handling stuff with my "Mana" - but putting metamagic into it is nice... :)

RigaMortus2 said:
3) Healing spells... I am working on this one as well. Maybe have them recover once every 2 hours? I don't know...
Ummh... Xeviat-DM from the wizards boards suggested a True20-style fatigue mechanic... I have to look it up... but hourly charge would also be an option.

RigaMortus2 said:
I seperated my spells similar to yours. Except I broke some down into Defensive spells (mainly your buffs) and Offensive spells.

4) What about utility spells like Feather Fall (counter ?), Expeditious Retreat ("buff"), Fly, etc.
Well, most will be "Boons"... I'm mainly keeping the spells apart to classify them - similar to the Tome of Batte - to know what's mana-requiring (i.e. maintenance) and what not.

RigaMortus2 said:
One way to balance is look at the Warlock. There are new Warlock invocations from Dragon Magic, that allow you to cast a 24 hour buff on you and your party that is the equivalent of Endure Elements. There is one for Energy Resistance too...

Edit: BTW... My idea wasn't so much to convert the current casting classes, but to make new ones that mirror the 3 base martial adept classes from ToB. Have one "blaster" mage, one "healing" mage, and one "skill" mage or whatever...
Warlock... I don't want to use him as a comparison, beyond the capabilities... because he doesn't operate under the "spend time to regain spells"-paradigm, and he's a bit beefed up with higher BAB and HD.

Well, I'm doing the "completer" conversion since it originated from the thread, and... I'll drop a friend the stuff to playtest it (as soon as I'm knowing what I'm doing, of course :D )
 

Lord Tirian said:
Warlock... I don't want to use him as a comparison, beyond the capabilities...

My only point for brining up the warlock is simply to compare their strength. If WotC didn't think a 24 hour buff for Endure Elements was too strong (as a 1st level invocation no less), then perhaps the ability to recast similiar buffs over and over again, all day long, isn't that overpowered either.
 

Yeha, a "ICDTADL" (I Can Do This All Day Long) certainly would be a power increase should he be able to cast and recast buffs (onto allies)

Recovery method: Move Action Concentration check 10 + (Spell level x2) or Full Round Action
 

RigaMortus2 said:
My only point for brining up the warlock is simply to compare their strength. If WotC didn't think a 24 hour buff for Endure Elements was too strong (as a 1st level invocation no less), then perhaps the ability to recast similiar buffs over and over again, all day long, isn't that overpowered either.
I dont know warlocks and ToB 'magic warriors' very well, but how many invocations does a low level warlock knows? Well, if he pays a high price for that buff, even if its powerfull, he should be able to do it - it's the only thing he's got! Other spellcaster compensate on versatility, while the fewer options the warlock has are more lasting and reliable.

I like the idea behind this thread, but is it too different from that spell recharge variant in UA? Either way, doesnt both tap into the same problems (all day long healing/buffs)?

Also, I'm surprised no one mentioned Reserve Feats. Arent they like stances wich you spend to get a better effect (like weak fiery bolts all day long, that are gone as soon as you cast your powerfull fireball)?
 

erf_beto said:
I like the idea behind this thread, but is it too different from that spell recharge variant in UA? Either way, doesnt both tap into the same problems (all day long healing/buffs)?

Also, I'm surprised no one mentioned Reserve Feats. Arent they like stances wich you spend to get a better effect (like weak fiery bolts all day long, that are gone as soon as you cast your powerfull fireball)?
Well, this variant embraces the perma-buffs as "stances". Since you have assign mana to them, you lower your mana and hence casting level. When you drop the buffs, you regain the mana, beefing up your spells.
This is also inspired by the dynamic (not exact mechanic) of the reserve feats: If you have a bunch of good effects, you're spellcasting gets weaker. If you want to throw full-power fireballs, you won't do anything else. If you hold back, you have the resources to enable a bunch of ongoing effects.

(currently this thing is on a backburner, since 1) I get not very much responses here AND on the wizards-boards; 2) RL annoys me, and 3) I'm - at least concerning this thing - on an inspirational cul-de-sac right now.
 

Remove ads

Top