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<blockquote data-quote="CuriousBard" data-source="post: 46781" data-attributes="member: 1923"><p>The rules I've been trying has worked something like this.......</p><p></p><p>Spell casters that previously needed to prepare spells in advance, still do so. But they prepare each spell once and can prepare a number of spells equal to their level plus appropriate ability modifier (but never more than twice their level). This number is NOT how many they can prepare of EACH level. It is how many spells IN TOTAL they can prepare. 0-level spells are simple enough that they never need to be prepared.</p><p></p><p>The spells that are prepared are called Weaves and can be selected from any spell level that the caster is able to cast. Weaves fade over time and are useless after 24 hours.....at which time they must be prepared anew.</p><p></p><p>A caster uses his slots as Mana to power these Weaves. If he has a 3rd level spell prepared, he then uses a 3rd level slot (or higher) to power the Weave and bring about the spell effect. The Weave is not forgotten. In this way a spell can be cast over and over again as long as the appropriate slot is available to power it.</p><p></p><p>EXAMPLE: Bob the Wizard is 6th level and has an INT of 18. He can cast up to 3rd level spells that he has in his Spell book and can prepare a total number of Weaves equal to 10 (6 levels + 4 INT mod). He chooses 5 1st level spells, 3 2nd level spells, and 2 3rd level spells. 0-level spells don't need to be prepared ahead of time since they are simple tricks for one as smart and as wise in the ways of the arcane as he.</p><p> Now if there is a time when he needs to cast one of his spells, he can expend one of his slots as a charge. Needing Fireball, Bob expends a 3rd level slot to power his Fireball Weave. The spell takes effect as normal and he has one less slot. The Fireball Weave is still available and he can cast another Fireball if he wishes....but only as long as he has 3rd level slots available. Bob has access to his Weaves for 24 hours after preparing them. After that time, the Weaves blur and fade and he must prepare them again.......being able to swap out spells if he'd like after resting.</p><p></p><p>Now I also allow Wizards to slot their spells according to the original rules. They can to this to guard against Weaves fading on them, since a slotted spell is there indefinitely until cast.</p><p></p><p>As for Sorcerers..........</p><p></p><p>Sorcerers work WAY different in my game. They don't have to use any spell components (verbal, somatic, nor material). Any material component that has a cost to is is paid for in xps at a rate of 1 for every 25gps of value of the material. So casting IDENTIFY would cost 4 xps instead of 100gps. Plus gagging them, restraining them, etc, doesn't work to stop their casting. In truth, they could even wear armor if they gained proficiency in it.</p><p></p><p>Here's the kicker though........Sorcerers suffer Subdual damage for casting spells at a rate of 1pt for every spell level they cast. Therefore a Sorcerer with low hpts has to seriously consider the importance of his spells before tossing around high end spells since something like a Delayed Blast Fireball will hit him for 7pts of subdual damage (which, by the way, cannot be cured by clerical healing.......it must go away with natural rest).</p></blockquote><p></p>
[QUOTE="CuriousBard, post: 46781, member: 1923"] The rules I've been trying has worked something like this....... Spell casters that previously needed to prepare spells in advance, still do so. But they prepare each spell once and can prepare a number of spells equal to their level plus appropriate ability modifier (but never more than twice their level). This number is NOT how many they can prepare of EACH level. It is how many spells IN TOTAL they can prepare. 0-level spells are simple enough that they never need to be prepared. The spells that are prepared are called Weaves and can be selected from any spell level that the caster is able to cast. Weaves fade over time and are useless after 24 hours.....at which time they must be prepared anew. A caster uses his slots as Mana to power these Weaves. If he has a 3rd level spell prepared, he then uses a 3rd level slot (or higher) to power the Weave and bring about the spell effect. The Weave is not forgotten. In this way a spell can be cast over and over again as long as the appropriate slot is available to power it. EXAMPLE: Bob the Wizard is 6th level and has an INT of 18. He can cast up to 3rd level spells that he has in his Spell book and can prepare a total number of Weaves equal to 10 (6 levels + 4 INT mod). He chooses 5 1st level spells, 3 2nd level spells, and 2 3rd level spells. 0-level spells don't need to be prepared ahead of time since they are simple tricks for one as smart and as wise in the ways of the arcane as he. Now if there is a time when he needs to cast one of his spells, he can expend one of his slots as a charge. Needing Fireball, Bob expends a 3rd level slot to power his Fireball Weave. The spell takes effect as normal and he has one less slot. The Fireball Weave is still available and he can cast another Fireball if he wishes....but only as long as he has 3rd level slots available. Bob has access to his Weaves for 24 hours after preparing them. After that time, the Weaves blur and fade and he must prepare them again.......being able to swap out spells if he'd like after resting. Now I also allow Wizards to slot their spells according to the original rules. They can to this to guard against Weaves fading on them, since a slotted spell is there indefinitely until cast. As for Sorcerers.......... Sorcerers work WAY different in my game. They don't have to use any spell components (verbal, somatic, nor material). Any material component that has a cost to is is paid for in xps at a rate of 1 for every 25gps of value of the material. So casting IDENTIFY would cost 4 xps instead of 100gps. Plus gagging them, restraining them, etc, doesn't work to stop their casting. In truth, they could even wear armor if they gained proficiency in it. Here's the kicker though........Sorcerers suffer Subdual damage for casting spells at a rate of 1pt for every spell level they cast. Therefore a Sorcerer with low hpts has to seriously consider the importance of his spells before tossing around high end spells since something like a Delayed Blast Fireball will hit him for 7pts of subdual damage (which, by the way, cannot be cured by clerical healing.......it must go away with natural rest). [/QUOTE]
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