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Rituals Before Spells
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<blockquote data-quote="Yair" data-source="post: 1693497" data-attributes="member: 10913"><p>That implies a complete reworking of the arcane classes. As they would be nearly useless at battle, you would need to seriously increase their combat-worthiness, which does not seem to work at all for the concept. Notice the changes will also impact a social game - what use is a charm person under your rules? Do not increase their spellcasting abilities, at least in high levels, they are mighty enough as it is.</p><p>If you are going to do it, I suggest limiting the effect to one spell level - that means 2 character levels, still a lot, allows for high-level spellcasters to cast 9th level spells in 1 round (at level 19) pre Epic, and allows for the immediate-use of fairly useful spells for that level (one spell level less is still useful). Hence, the change to compensate should not be overly large - perhaps a d6 HD, and some minor perks (floating, one cantrip at will, etc.) occasionally.</p><p>Consider also making cutting down ritual time a metamaigc feat. It weakens the base class, but may fit the flavor you are looking for.</p><p></p><p>Keep in mind the 1st level wizard - what will he <em>do</em> in the adventure? Try to think of each level in terms of "will I play this?". Would it be fun to play a 1st level wizard with access only to 0th level spells? I don't think so. And that's practically what you've got.</p><p>So perhaps he needs more perks - perhaps ritual spells, taking longer to cast, also have increased duration? Say, 1st level spells are x5 in duration, 2nd level spells are x3, 3rd are x2, (the same), and the rest the same. Hmmm, that may not be a very good idea, but you get my drift - I don't think the wizard will make an appealing character choice at first level without some compensation for not being able to cast those 1st level spells unless he has tons of time.</p></blockquote><p></p>
[QUOTE="Yair, post: 1693497, member: 10913"] That implies a complete reworking of the arcane classes. As they would be nearly useless at battle, you would need to seriously increase their combat-worthiness, which does not seem to work at all for the concept. Notice the changes will also impact a social game - what use is a charm person under your rules? Do not increase their spellcasting abilities, at least in high levels, they are mighty enough as it is. If you are going to do it, I suggest limiting the effect to one spell level - that means 2 character levels, still a lot, allows for high-level spellcasters to cast 9th level spells in 1 round (at level 19) pre Epic, and allows for the immediate-use of fairly useful spells for that level (one spell level less is still useful). Hence, the change to compensate should not be overly large - perhaps a d6 HD, and some minor perks (floating, one cantrip at will, etc.) occasionally. Consider also making cutting down ritual time a metamaigc feat. It weakens the base class, but may fit the flavor you are looking for. Keep in mind the 1st level wizard - what will he [I]do[/I] in the adventure? Try to think of each level in terms of "will I play this?". Would it be fun to play a 1st level wizard with access only to 0th level spells? I don't think so. And that's practically what you've got. So perhaps he needs more perks - perhaps ritual spells, taking longer to cast, also have increased duration? Say, 1st level spells are x5 in duration, 2nd level spells are x3, 3rd are x2, (the same), and the rest the same. Hmmm, that may not be a very good idea, but you get my drift - I don't think the wizard will make an appealing character choice at first level without some compensation for not being able to cast those 1st level spells unless he has tons of time. [/QUOTE]
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