Converting to 5 spell levels- Update Post #24 MP System

I've often thought the opposite would be compelling. Have more spell levels rather than fewer. A first level caster casts first level spells, a 10th level caster casts 10th level spells, etc.

But, fewer could work too. One of the things I like about the game is that it's adaptable to so many alterations.

Dave
 

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DreamChaser said:
So what is the point of being a sorcerer instead of a wizard in this system?
Oh yeah, wizards have to prepare their slots by studying and then only being able to cast from the smaller list of spells that they prepare. Sorcerers do not need to prepare.

Divine casters should work like... wizards or like sorcerers? What do you think? In core they work like wizards but I can see them working like sorcerers, especially with their more limited versatility (known spell list).
 

Sadrik said:
Oh yeah, wizards have to prepare their slots by studying and then only being able to cast from the smaller list of spells that they prepare. Sorcerers do not need to prepare.

Divine casters should work like... wizards or like sorcerers? What do you think? In core they work like wizards but I can see them working like sorcerers, especially with their more limited versatility (known spell list).

So are wizards like the spellcasters from Arcana Unearthed/Evolved then?
 

DreamChaser said:
So are wizards like the spellcasters from Arcana Unearthed/Evolved then?
Yeah, I guess readying spells.

But I think a simplified level system could easily be adapted to a point based system.

Something like CL + stat = magic points . Spells cost 1-5 magic point to cast. Blam, a spell system. Meta magic burns a number of magic points = to the spell level modifier to use.
 

Now to get into the nitty gritty for what this system is really going to be useful for! Defining exactly in terms of what the power level of each of the five spell levels should do.

Low Magic
Up to 5 dice of damage
Lesser Magic
Up to 10 dice of damage
Greater Magic
Up to 15 dice of damage
High Magic
Up to 20 dice of damage
Limited wish
Save or die magic
Resurrection
Epic Magic
Up to 20 or more dice of damage
Wish
True resurrection

What other guidelines could be implemented with this? Suggestions?
 

I'm interested to see how this all turns out, as I'm also in the middle of making an alternative casting system. I've always thought that 9 is a weird number of spell levels (I started in 2nd edition and well, let's face it: 0 level spells aren't worth much attention).

I plan on working metamagic feats more like regular feats. For example, instead of being able to apply Maximize to any one of your spells to deal a boatload of damage, you instead choose a type of spell (such as fire) when you take the Maximize feat and from then on your spells of that type do a bit more damage. Similarly with other metamagic feats.
 

Tequila Sunrise said:
I'm interested to see how this all turns out, as I'm also in the middle of making an alternative casting system. I've always thought that 9 is a weird number of spell levels (I started in 2nd edition and well, let's face it: 0 level spells aren't worth much attention).
Agreed, the spells are pretty arbitrarily placed there too. In some situations I think a lower level spell is better than a higher level spell (fireball vs. ice storm or cone of cold). With fewer spell levels it is far easier to "level" a spell exactly where it should be.
 

I like these level deliniations. Very sensible.

While we're at it, what about removing some of the sacred cows, like fireball & lightning bolt rather than the far more reasonable (and approprate given the energy type system) energy burst and energy bolt?

Even if we made each energy type a separate spell (so you could potentially learn energy bolt 5 times) to keep if from running toward the power creep that the psionic powers can lean toward, this would still allow for less redundancy and greater consistency.

Thoughts?
 

What about this?

Energy Effects
Low Magic

Energy Fan (as burning hands)
Energy Missiles (As magic missile, but ranged touch attack for each)
Energy Touch (as shocking grasp)
Lesser Magic
Energy Ray (as scorching ray)
Energy Bolt (as lightning bolt)
Energy Burst (20'burst centered on yourself)
Energy Strike (as flame strike, but no holy damage)
Greater Magic
Energy Backlash (as fire shield, but without protections)
Energy Orb (as the various energy orb spells)
Energy Wall (as wall of fire)
Energy Cone (as cone of cold)
Energy Ball (as fireball)
High Magic
Energy Chain (as chain lightning)
Energy Wave (emanates from range med. 20’foot wide and 60’ long)
Energy Ball, Programmed (as delayed blast fireball)
Epic Magic
Energy Storm (as incendiary cloud)
Energy Swarm (as meteor swarm)
 
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