The 32-page d20 Fantasy Spellbook

w_earle_wheeler

First Post
I want to make a 32-page book of spells from the d20 SRD. Do you want to help? This is the place to do it.

If this thread takes off (and isn't crapped on immediately), it will contain spell edits, ideas, squiggles, and some d20 rule simplifications. And possibly some math that I don't understand. This isn't really a "basic" idea, but it's close enough that referring to it as basic won't be erroneous.

I peered into the future and answered the following questions:

Why make a 32-page book of spells? Why not? I've been thinking about it, and now I want to do it. The number is arbitrary and possibly impossible, but I'll do everything I can to get there.

Why not just cut out a bunch of spells then? Because I want it to retain as many options as possible.

If you don't like it, why don't you use XXX system, after all, the changes you're proposing are just like what I saw in XXX system? Good for XXX system! This is a project for d20 3.5.

The Dungeons & Dragons 3.5 Player's Handbook has 608 spells and averages 5.7 spell descriptions per page. Each page has 3 columns, with the header information presented in one column above each spell description.

The Castles & Crusades Player's Handbook has only 365 spells, but manages to fit an average of 8.9 spells per page. The C&C book uses a two-column layout one each page, and also spreads the spell heading information into two-columns.

So, using a Castles & Crusades style of presentation, the 608 D&D spells could theoretically be presented in 68 pages. Both books use approximately the same font size, page size and margins (and the amount per section taken up by illustrations has already been figured in).

LAY-OUT TRICKS
Using 17" x 11" paper size for the booklet (folded and stapled, this gives us a standard 8 1/2" x 11" page size) we don't have many corners to cut. Both the D&D and C&C books use a 9 point font with the smallest acceptable margins, and we won't be able to push it any further.

Presenting some details in nested boxes with the text might give us a few more inches to play around with, but that's about the only feasible trick available without making the whole thing look like a wreck.

HARD EDITING
In order to get this down to 32 pages, each spell will need some serious editing. My personal preference on the issue is that if a spell requires more than two paragraphs to explain what it does, then it's broken. A broad and unforgiving policy, I know.

Imagine that each spell description can be cut in half. That brings us down to a 34-page, no frills booklet.

But that's not good enough for us.

CUTTING OUT SPELLS
In order to stay true to the goal of this project (presenting the PHB spells in a 32-page booklet) I would like to cut as few spells as possible. On the surface, this preference seems to make the project impossible. But I believe that there are enough redundancies in the spell list that this can be attained without compromising the basic philosophy.

For example, each type of fireball and heal spell does not require it's own entry, merely a note in the main entry and a basic and logical system of spell advancement -- a modified Empower Spell feat option. Basically, any spell that a wizard can cast at 1st-level doesn't need a litany of "greater" type spells listed as well. This can all be handled with a built-in progression system based off of the mechanics behind the metamagic feats. In addition to simplifying the spell lists, we simplify the whole metamagic process by hard-wiring it into the rules.

Any spell that appears to be another spell with a metamagic-type adjustment patched onto it can be removed.

RULE CHANGES, STANDARDIZATION & SIMPLIFICATION
Here's an example of a change I plan for the core magic system in order to make this "basic" booklet work:

All spells have the same required components (verbal, somatic and focus) and casting time (1 standard action).

This creates a standard for all spells, and reduces the need for two descriptive lines per spell (Components and Casting Time). Every little bit counts.



So that's where I'm starting. Next post will look at the consequences, benefits and tweaks of using a universal standard for components and casting times in order to cut out two lines of description from each spell.
 

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consequences, benefits and tweaks of using a universal standard for components and ca

Core change: All spells have a verbal, somatic and focus/material component. A universal focus replaces costly material components. Spells with costly material components retain them. All spellcasters have the equivalent of the Silent Spell and Still Spell metamagic feats. Caster level for some spells are changed.

Simplification benefit: A base "standard" for all spell components and a clear rule for the removal of those components (+1 to spell level for each component removed). Detailed material component tracking becomes an advanced option, which has no effect on basic players.

COMPONENTS
All spells have verbal, somatic and material/focus components. The default for Wizards and Clerics will be the use of a focus. For purposes of this project, descriptions of optional material components or fluff text regarding specific foci can be provided later in an "advanced" book. Spells with costly components retain those requirements and they will remain the base text description.

In this magic system, the metamagic feats Silent Spell and Still Spell are automatic options for spellcasters. Since all spells default to V, S, M/F, the process of removing the verbal and/or somatic components is a flat +1 spell leave increase for each.

For example, the 1st-level spell hold portal has no somatic component. Instead, think of it as the equivalent of a 0-level spell with the metamagic feat Still Spell added to it: still a 1st-level spell, but in this system it can be cast as a 0-level spell if the somatic component is not removed!

The spell feather fall poses an interesting problem. This spell has a casting time of 1 immediate action (equivalent to the Quicken Spell feat) and has only a verbal component. Using this system – and assuming that the Quicken Spell is rolled into the basic options along with Silent Spell and Still Spell – the base spell would be classified four levels below a 0-level spell with a casting time of 1 standard action and both verbal and somatic components!

The arcane spells flare and light, would also be reduced to one level below a 0-level spell using this system.

-4 Feather Fall with standard casting time and somatic component added
-1 Flare with somatic component added
-1 Light with somatic component added
0 Hold portal with somatic component added

A note on material components: for those in campaigns where this sort of thing is actually tracked, the addition of material components to spells which previously had none will be noticed. For example, the elf wizard Lemmy Lightleaf has chosen his spells to include as many as possible without material components in case he gets put in jail (again) and no longer has access to his spell pouch. While this system makes a negative change for poor Lemmy, he can always choose the Eschew Material feat, which would make his particular style more effective even outside of this system. Chin up, Lemmy!


Next post: Solving the feather fall problem and the universal casting time system
 

I'd be more interested in a revamp of the d20 spells as point-based spells that are augmentable rather than slotted. No more Lesser, Greater, or Mass spells, I say. Just one spell that can be altered by spending more points, but no more than your caster level as with psionics.
 

amaril said:
I'd be more interested in a revamp of the d20 spells as point-based spells that are augmentable rather than slotted. No more Lesser, Greater, or Mass spells, I say. Just one spell that can be altered by spending more points, but no more than your caster level as with psionics.

I was thinking about using the point system from Unearthed Arcana, which IIRC does this. That might actually work out the best for this project, and it would be using official open rules.
 

w_earle_wheeler said:
I was thinking about using the point system from Unearthed Arcana, which IIRC does this. That might actually work out the best for this project, and it would be using official open rules.
UA doesn't include augmenting.
 

amaril said:
UA doesn't include augmenting.

I think this is what I'm thinking of.

d20srd.org (from UA) said:
The first option is to apply an additional spell point cost to any spell cast with a metamagic feat. This option allows a character maximum flexibility in his choice of spellcasting. Effectively, the character must pay for the spell as if it were a higher-level spell, based on the adjustment from the metamagic feat. If the metamagic effect(s) would increase the spell’s effective level above what he is capable of casting, he can’t cast the spell in that way.

As for augmentation vs. greater/mass/bigger/better and so forth, I do plan on including that in this project. I'm going to be using the level/slotted system, but with the spell point system already in place, it could be converted pretty easily.
 

Solving the feather fall problem and the universal casting time system

Core change: All spells have a casting time of one standard action. Spells with a casting time longer than 1 round become 1 hour "ritual" spells. Complicated iconic spells with limited combat encounter use become optional powers for spellcasters.

Simplification benefit: A base "standard" for all spell casting times reduces those awkward moments when a player new to bursts into tears when the DM says "OK – you cast summon monster, it takes effect next round. In the meantime, I hope you're concentrating hard!" This is another line in the descriptive header block that can be removed.

CASTING TIME
Of course, with this rule in effect, 1st-level spells like sleep and summon monster I become 2nd-level spells. A travesty!

The solution to the feather fall problem can also solve the problem with spells like sleep and summon monster becoming 2nd-level spells. In the wizard's case, the class can have the option to cast iconic, non-damaging spells at a reduced level if they are cast as full round actions. This gives the wizard a neat bit of customization and keeps the D&D flavor. Other special wizard "powers" would be things such as summon familiar, feather fall, flare, light, read magic and so forth – again, iconic D&D abilities that no pointy-hatted star-robed wizard should be without.

(I've always felt that spellcasters should be able to cast non-buffing, non-healing and non-damaging spells more often – it just adds to the coolness of magic)

Any spell with a casting time longer than 1 round would become a "ritual" spell. A ritual spell has a costly material component, takes 1 hour to cast, and can only be cast once per day. It doesn't have to be memorized. For example, the spells identify, astral projection, teleportation circle, lesser planar binding and simulacrum (12 hours to 1 hour! yikes) would be ritual spells. I might change the 1/day limit to a number of days equal to the spell level, depending on how rituals might be abused.



Next up (possibly tomorrow) a few sample edited spells and a look at metamagic feats: will they be necessary in this system at all, and if they are automatically available to every spellcaster, how does that effect the balance between spellcasting and non-spellcasting classes?
 

Here is an example of an edited spell. This was done in about 30 minutes, so it isn't final.

==========
WISH
Universal, Wizard 9
Save (Variable), Spell Resistance

You alter reality by speaking your wish aloud. A wish may produce one of the following seven effects:

Cast spell. Cast any wizard spell of 8th level or lower. The spell has the DC of a 9th-level spell.

Creation. Create an item of up to 25,000 gp in value, or add powers to an existing magical item.

Inherent bonus. Grant a +1 inherent bonus to an ability score. To raise an inherent bonus above +1, you must cast a number of wish spells equal to the new inherent bonus (maximum of +5).

Restoration or healing. Remove all the injuries or afflictions of one creature per caster level. The subjects are cured of the affliction specified in the wish. For example, you may cure poison effects, a geas/quest or all hit point damage, but not with the same wish. Resurrect. Cast the resurrection ritual spell. You may revive a creature whose body has been destroyed, but the task takes two wishes.

Transport travelers. Lift one creature per caster level from anywhere and place them anywhere else. An unwilling target gets a Will save to negate the effect.

Undo misfortune. Reroll any roll made since the beginning of your last turn. The reroll may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect.

You may try to use a wish to produce greater effects than these, but doing so is dangerous. The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment. A wish can never restore experience point loss.

Material Component: When a wish duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component.

XP Cost: The minimum XP cost for casting wish is 5,000 XP. When a wish duplicates a spell that has an XP cost, you must pay 5,000 XP or that cost, whichever is more. When a wish creates or improves a magic item, you must pay twice the normal XP cost for crafting or improving the item, plus an additional 5,000 XP.

==========

CHANGES & EDITS
See the original used: http://www.d20srd.org/srd/spells/wish.htm

For spell duplication, specifics are not given for spells of prohibited schools or spells from outside the wizard spell list. This is because this system will increase the spell level of prohibited school spells instead of banning them (since spells like Shadow Evocation and ones from supplements already circumvent this). Also, divine spells will have a fixed higher spell level for wizards (and vice versa), since there are already supplements which allow this to happen anyway, as well.

I stuck the ability to remove geas/quest in with the restoration text. This allows the spell to remove geas or insanity on multiple targets, which I don't think the original wish did.

All the other changes are editorial. The "spell resistance" in the header means that spell resistance applies. It should always be next to the save type. If spell resistance doesn't apply, it doesn't need to be listed.

Since wish uses all the header effects of other spells, there's no need to reproduce them in this header description.

The version of this spell in the PHB took up 124 lines in a 2 1/16" wide column. This spell block (edited from the SRD version, of course) takes up 60 lines – a little less than half of the original.

The version of this spell in the C&C PHB takes up around 40 lines (it wraps around an illustration a bit) in a 3 5/8" wide column. This spell block takes up 37 lines in that width.
 


Crothian said:
I thought anything with more then 2 paragraphs was getting cut? Wish has more then 2 paragraphs.

I want to cut as few as possible. First, I'll try editing down each spell as much as possible. Then I'll do the cutting. Wish, for example, would work just as well as an "option" for casting several other spells or doing special things that only Wizards can accomplish.

We'll see how close we can get to that ideal.
 

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