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D&D 5E All Spells *At Will*??? (+)

ECMO3

Hero
Given some discussions lately, I just had a thought:

What if all spells were at will, but severely curtailed to keep their power level appropriate?

Some spells might have longer casting times, or other restrictions as well, to allow them to be at will. Many spells might just not work, of course, or take some creative "restructuring".

Probably simply a half-baked idea, LOL.

I think that would make for a very lame fantasy game overall.
 

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James Gasik

We don't talk about Pun-Pun
Supporter
The first real fantasy game I zeroed in on in the 90's when D&D lost it's sparkle for me was FASA's Earthdawn. Now, a lot can be said about FASA and their...approach to game rules...but with Earthdawn, they hit on some very advanced ideas.

One of which was that limiting powers by "uses per diem" was a very outdated idea. Player characters in Earthdawn all learn to draw upon the magical energies of the world, even Warriors and Archers. For most characters, this takes the form of passive abilities or cool combo moves that can be used round after round (with the more dramatic ones requiring Strain, ie, a small amount of damage, or Karma, a resource that costs xp to replenish).

Spellcasters, however, had a very neat system that actually tied into the setting's lore. The short version is, casting spells right out of one's spellbook was possible, but super dangerous. So you don't do it. Instead, you learn to create a mental construct that you can store a spell in. The amount of these are limited- a starting Wizard, Nethermancer, Illusionist, or Elementalist will have at most 2.

You also have a grimoire that has all the spells you know written in it. You put a spell, like say, Earth Darts, into this "spell matrix"- it's all ready to go, but it needs you put power into it. You can change out what spell is in the spell matrix, but this is usually time consuming- a skilled spellcaster can do it on the fly, but it's difficult.

So generally, in an "encounter", you'd have a few spells ready to go. Simple spells can just be cast as an action on your turn, but their effect is generally weak. More powerful spells require you to make an action to power them up.

An early example of this is, the Wizard might have a simple spell that inflicts damage equal to your Willpower die +2 steps (a step is basically the average result increased by a number- so if your Willpower die is d8, which has an average of 4.5, +2 steps gives you d12 with an average of 6.5. Yes, larger steps add more dice, lol).

The more powerful Earth Darts of the Elementalist does Willpower +6, but takes two actions to cast. 1 to "weave a thread to it", ie, give it power. The second turn, you can cast it. A few spells do have extra requirements, like maybe you need an object that costs some money, or some other esoteric requirement, but this is the gist of the system.

Otherwise, spells can be cast as often as desired or needed- the balance was largely time (and the fact you had to make rolls to cast them). So in a critical scene, where action economy is important, a potent spell might not be worth using, and you are generally limited in what you can cast right now this instant. But yeah, no carefully managing resources- if you have 1 encounter today, 7, or 0, your character doesn't perform any better or worse than normal.
 

FrogReaver

As long as i get to be the frog
Given some discussions lately, I just had a thought:

What if all spells were at will, but severely curtailed to keep their power level appropriate?
Biggest in world building implications.

Its possible to balance at will spells, though might not be what many caster players really want.

Healing spells may have to go. Maybe that’s good or bad. Probably could convert them to temp hp spells or invent some 4e healing surge like mechanic to limit them.
 

mamba

Legend
So all spells would have to essentially become the equivalent of cantrips / weapon attacks, and utility spells need to be removed (95%) or nerfed into the ground (5%).

The faster way to get there is to remove casting altogether ;)
 

I'm going to assume that the + is not to knock the idea and discuss how we can actually implement this.

We'd have to remove all utility spells in order to keep skills (and non-casters) valid and balanced character options during other pillars of play. Or remove casters from having skills, so casters have their at-will solutions and non-casters have their at-will solutions.

With all spells at-will, and clever players finding loopholes around other restrictions, we would need to carefully balance so that spells can never do more than martials, likely by buffing martials since we can only discuss this positively in a + thread. Right now casters can do more, but only some of the time. Making one side of the equation the same as martials forces the other side of the equation to be the same as martials.

We end up with wonderful character balance - all characters can do the same regardless of casting or not.
Link skills to magic, so that magical skill feats just let you do more with a skill check. The trick is to make sure the magic feats are different but not better than the nonmagical options.
 

jgsugden

Legend
If you're willing to have unbalanced games this is fine - and I mean it seriously. Drop all the spell slots and just run with it. The spellcasters will be more powerful - and you'll lose some distinctions between classes - but it can be done and be fun. Remember that in AD&D we had high level spellcasters running around with six 9th level spells - and the martial classes like fighters were much weaker than in current editions with essentially no tricks up their sleeve - and we ran great games that are fond memories decades later.

If you wanted a more balanced spellcaster that can cast their spells an unlimited number of times, I'd create a wizard subclass. Here is one off the top of my head that I'd test for balance.

The Specialist Wizard

Level 2 Abilities:

Spell Specialization: When you prepare spells from your spellbook you divide the number of spells you can prepare by three (rounded up). You lose all spell slots, but when you cast a spell you cast it as if you used a spell slot of the highest level you would normally have, and you do not need spell slots to cast these prepared wizard spells. If you wish to prepare multiple spells of the same level, they must be of a level lower than your proficiency bonus. For example, a normal 2nd level wizard with a 16 intelligence could prepare 5 spells, but if a specialist wizard they could prepare only 2 and they must both be first level spells. They'd be cast as if using first level slots.

A 4th level wizard with a 16 intelligence could prepare 3 spells, but only one could be second level. They would be cast as if using 2nd level slots.

A 5th level wizard with a 16 intelligence could prepare 3 spells, but one could be thrid level, and the remainder could be first or second level.

A 20th level wizard with a 20 intelligence would be able to prepare 9 spells, with only one each of 9th, 8th, 7th, and 6th level spells. The remainder would need to be 5th level or below. They would all be cast as if using a 9th level slot. They would also have spells prepared available as specified in Spell Mastery and Signature Spells.

If you multiclass you ignore your wizard levels when determine the number of spell slots you receive to cast spells of the non-wizard class (minimum 1st level in the other class).

Scroll Savant: When you cast a spell using a spell scroll you roll an Arcana check at disadvantage with a DC equal to 10 plus the level of the spell. If you succeed, the spell scroll is not consumed in the casting. A roll of 1 automatically consumes the scroll.

Level 6 Abilities:

Arcane Adjustment: You may change your prepared wizard spells when you complete a short rest.

Arcana Assembly: When you select two spells to add to your spell book when you level you may select a spell from any spell list if the spell is of a level equal to or less than your proficiency bonus. For example, at 6th character level you have a +3 proficiency bonus. Accordingly, you can select spells of level 3rd or below when you add spells to your spellbook. These spells count as wizard spells when you cast them.

Bonus Cantrip: You learn one cantrip from any spell list. You gain another at 10th and 14th level.

Level 10 Abilities:

Greater Specialization: When you prepare wizard spells after a long rest and continue to prepare a spell that has been prepared since your last long rest, you may designate one of the following metamagic abilities from the sorcerer class that can be freely applied to the spell whenever it is cast: Careful spell, Distant Spell, Empowered Spell, Extended Spell, Subtle Spell, or Transmuted Spell.

You also gain the bonus cantrip described above.

Level 14 Abilities:

Early Spell Mastery: You gain the benefits of the Spell Mastery ability now, and again at level 18. This increases the number of spells you have prepared. When selecting Spell Mastery spells at 14th and 18th level, the spells may be from any spell list.

You also gain the bonus cantrip described above.

Level 20 Note:

Signature Spells: The ability works mostly as written - two 3rd level spells are always prepared for you and you get to cast them each once per short rest at 3rd level. However, these spells may be from any spell list.

A 20th level 20 intelligence wizard would typically have unlimited access to the following spells cast as if using a 9th level slot: 1 each of 9th, 8th, 7th and 6th level spells; and 5 more spells of 1st through 5th level. In addition, they'd get the following cast as if using a slot of the base level of the spell: 2 1st level spells; 2 2nd level spells; 2 3rd level signature spells.
 

CreamCloud0

One day, I hope to actually play DnD.
assuming this is based off of the conversations i was having in the 'alternate casting mechanics' thread i'm going to repeat what i said there for anyone who wasn't it there: spellcasters progression remains the same but they can only prepare PB+casting mod's worth of spell levels, a caster of 11th level with a PB of 4 and Mod of +5 would be able to prepare 9 spell levels worth of magic giving them somewhere between 2(a 6th and a 3rd) and 9(all 1st level) spells known. ultimately making them very efficient at doing one specific thing and very limited otherwise, yes that 11th level caster could prepare disintergrate and cast it all day long but it consumes 66% of their spellcasting budget leaving them with only a combination of 1-3 3rd-1st level spells and once they're out of combat how many uses can they actually apply it for?
 
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Voadam

Legend
3.5 Tome of Magic had the binder class where you made pacts with vestiges that would grant you a few at will magic powers and you could invoke different sets of pacts each day for a different suite of at will powers.

D&D has had at will PC casters before and they worked.
 
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