Someone
Adventurer
In a coming campaing I´m going to try (for several reasons) an alternate magic system. The idea behind it is vaguely similar to the recharge magic rule in unearthed arcana, but more restrictive. I´ve doing the math for it, and some playtesting, but if you want to offer your feedback, that would be great.
The campaing would use a modified wounds/vitality alternate rules and generic classes. Note that the spellcaster can only use wizard/sorcerer spells, though he has much more spells known, and magic can´t “heal” vitality points. Said that:
- To cast a spell, a spellcaster must spend a number of energy points equal to the spell level plus the caster level. The caster level can´t be lower of the minimum level needed to cast the spell and can´t be higher than the character´s levels in the spellcaster class.
For example, an 8th level spellcaster that casts a fireball can use between 8 energy points (the minimum for a 5d6 fireball) and 11 energy points (for an 8d6 fireball)
- A spellcaster can store a number of energy points equal to his levels in the spellcaster class plus the level of the highest spell he can cast. Notice that this is just the needed to cast his most powerful spell once.
For example, said spellcaster has a limit of 11 energy points. If he casts a 4th level spell at maximum power, he´s spent.
- Each time the spellcaster casts an spell with a duration lower of 1 day/level, this limit decreases by an amount equal to the level of that spell. The limit returns to the previous limit when the spell expires, and the decreases are cumulative.
If the same wizard has cast Invisibility and Fly, either on himself or anyone else, his store limit would be 7 (11-3-2).
Why?: Since the number of spells per day is unlimited, that puts a limit on the number of protections and wards a spellcaster will want to cast at the same time.
- A spellcaster can use a standard action to extract energy from the elements that make the world. The number of energy points extracted depends on the spellcaster level, as shown in the following table:
This is enough to cast the spellcaster´s most powerful spell once every 2 or three rounds, or less powerful ones between once every other round or two every three rounds.
- It´s possible to have more energy points acumulated than your maximum. However, if you start your round having more points than your limit, you lose them at the end of the round unless you devote a move action to hold them and succeed at a Concentration check of DC 20+the excess points.
Why?: Otherwise it wouldn´t be possible for a spellcaster with his reserve lowered to cast most of his more powerful spell. The price for having spells active is to have to use a round to build energy, or resign to cast a less powerful spell.
- As a free action you can choose to suffer 1 point of Con damage to add 1 energy point to your reserve.
Why?: This is mostly flavor, though very useful at low levels.
How the system works: spellcasters become very useful and flexible outside combat with this system, being able to cast the same spell once and again, but in battle they lose a lot of punch, having to choose very carefully what and when to cast. Metamagics (specially quicken spell) and wands needs reworking, not to mention a lot of feats that could be designed for this system (It screams Increased reserve and Faster recharging)
The campaing would use a modified wounds/vitality alternate rules and generic classes. Note that the spellcaster can only use wizard/sorcerer spells, though he has much more spells known, and magic can´t “heal” vitality points. Said that:
- To cast a spell, a spellcaster must spend a number of energy points equal to the spell level plus the caster level. The caster level can´t be lower of the minimum level needed to cast the spell and can´t be higher than the character´s levels in the spellcaster class.
For example, an 8th level spellcaster that casts a fireball can use between 8 energy points (the minimum for a 5d6 fireball) and 11 energy points (for an 8d6 fireball)
- A spellcaster can store a number of energy points equal to his levels in the spellcaster class plus the level of the highest spell he can cast. Notice that this is just the needed to cast his most powerful spell once.
For example, said spellcaster has a limit of 11 energy points. If he casts a 4th level spell at maximum power, he´s spent.
- Each time the spellcaster casts an spell with a duration lower of 1 day/level, this limit decreases by an amount equal to the level of that spell. The limit returns to the previous limit when the spell expires, and the decreases are cumulative.
If the same wizard has cast Invisibility and Fly, either on himself or anyone else, his store limit would be 7 (11-3-2).
Why?: Since the number of spells per day is unlimited, that puts a limit on the number of protections and wards a spellcaster will want to cast at the same time.
- A spellcaster can use a standard action to extract energy from the elements that make the world. The number of energy points extracted depends on the spellcaster level, as shown in the following table:
Code:
level energy points extracted
1 1d2
2 1d2
3 1d3
4 1d3
5 1d6
6 1d6
7 1d8
8 1d8
9 2d6
10 2d6
11 2d8
12 2d8
13 2d10
14 2d10
15 2d12
16 2d12
17 3d10
18 3d10
19 3d12
20 3d12
This is enough to cast the spellcaster´s most powerful spell once every 2 or three rounds, or less powerful ones between once every other round or two every three rounds.
- It´s possible to have more energy points acumulated than your maximum. However, if you start your round having more points than your limit, you lose them at the end of the round unless you devote a move action to hold them and succeed at a Concentration check of DC 20+the excess points.
Why?: Otherwise it wouldn´t be possible for a spellcaster with his reserve lowered to cast most of his more powerful spell. The price for having spells active is to have to use a round to build energy, or resign to cast a less powerful spell.
- As a free action you can choose to suffer 1 point of Con damage to add 1 energy point to your reserve.
Why?: This is mostly flavor, though very useful at low levels.
How the system works: spellcasters become very useful and flexible outside combat with this system, being able to cast the same spell once and again, but in battle they lose a lot of punch, having to choose very carefully what and when to cast. Metamagics (specially quicken spell) and wands needs reworking, not to mention a lot of feats that could be designed for this system (It screams Increased reserve and Faster recharging)
Last edited: