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Cackling Manaically at the 13 Aug Legends and Lore
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5991787" data-attributes="member: 710"><p>Makes sense to me. Instead of having a fixed mechanic by "class", instead, each spell has its own rules on:</p><p>- Casting Time</p><p>- Duration</p><p>- Preparation/Refreshment Time</p><p></p><p></p><p>I also like the idea of a few spells being cast yearly or only once a lifetime.</p><p></p><p>Imagine a Disintegrate Spell with no Save, no attack roll. The enemy is just dead. But once you've cast it, you can never ever cast it again...</p><p></p><p>Of course these spells won't work in practice of an ongoing game with supplements. If there is one such spell only, a lifetime limitations is terrible. But if there are splat books and each introduces one or more of these spells... </p><p></p><p>Maybe the idea of classifying spells by complexity makes sense: </p><p></p><ul> <li data-xf-list-type="ul"> Cantrip - Immediate refreshes after cast, never leaves the caster's mind.</li> <li data-xf-list-type="ul"> Simple - The spell doesn't leave memory entirey, but it takes a few minutes to reprepare the spell.</li> <li data-xf-list-type="ul"> Complex - The spell leaves memory entirely and the caster's memory is a mess - he cannot prepare a new spell in this slot until after a long rest. Most traditional D&D spells are complex.</li> <li data-xf-list-type="ul"> Exotic - The spell leaves memory entirely and the caster's memory is a mess. He cannot prepare a new spell in this slot until after a long rest. But the spell is actually resisting new memorization - it takes 4 weeks of downtime for the spell to become available again.</li> <li data-xf-list-type="ul"> Unique - Like an Exotic spell, but the spell can never be cast again. Worse even - it alters the caster's mind so that it eventually becomes unable to cast any other unique spells. The mind can heal from this change, but it requires eschewing any magic - even the simplest cantrip - for years. (Every caster that has ever reached this limit is usually trying to develop ways to fight this limitation - a few even survive their self-experiments, and a very select few also succeed, regaining a chance to cast a few more unique spells, some even a spell they cast before.)</li> </ul></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5991787, member: 710"] Makes sense to me. Instead of having a fixed mechanic by "class", instead, each spell has its own rules on: - Casting Time - Duration - Preparation/Refreshment Time I also like the idea of a few spells being cast yearly or only once a lifetime. Imagine a Disintegrate Spell with no Save, no attack roll. The enemy is just dead. But once you've cast it, you can never ever cast it again... Of course these spells won't work in practice of an ongoing game with supplements. If there is one such spell only, a lifetime limitations is terrible. But if there are splat books and each introduces one or more of these spells... Maybe the idea of classifying spells by complexity makes sense: [LIST] [*] Cantrip - Immediate refreshes after cast, never leaves the caster's mind. [*] Simple - The spell doesn't leave memory entirey, but it takes a few minutes to reprepare the spell. [*] Complex - The spell leaves memory entirely and the caster's memory is a mess - he cannot prepare a new spell in this slot until after a long rest. Most traditional D&D spells are complex. [*] Exotic - The spell leaves memory entirely and the caster's memory is a mess. He cannot prepare a new spell in this slot until after a long rest. But the spell is actually resisting new memorization - it takes 4 weeks of downtime for the spell to become available again. [*] Unique - Like an Exotic spell, but the spell can never be cast again. Worse even - it alters the caster's mind so that it eventually becomes unable to cast any other unique spells. The mind can heal from this change, but it requires eschewing any magic - even the simplest cantrip - for years. (Every caster that has ever reached this limit is usually trying to develop ways to fight this limitation - a few even survive their self-experiments, and a very select few also succeed, regaining a chance to cast a few more unique spells, some even a spell they cast before.) [/LIST] [/QUOTE]
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