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Elements of Magic: Questions for the Designer
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<blockquote data-quote="Verequus" data-source="post: 1795499" data-attributes="member: 9135"><p>I think we shouldn't use the term "caster level", if the "thing" in question shouldn't work like a real caster level increase. EoMR has the term MP limit, which is better in our discussion, because there is no actual spell level. Staffan, you referred in your post several times to it, but you mean actually "spell list". I've replaced that in the quotes accordingly and marked that in boldface.</p><p> </p><p> </p><p> +1: There is already If I think about that, the Practiced Spellcaster has some advantages, if you use option +4.</p><p> +2: The Overchannel effect.</p><p> </p><p> </p><p> You seem to refer to the Metamagic rules: A metamagicked spells takes a higher-level slot, but the save DC stays the same. Suppose, you can choose between a metamagicked spell, which uses a higher slot than normal, and a normal spell, which does the same damage as the metamagicked one. Which one would you choose? The normal spell? That's what I've thought. There is actually a house rule, where a metamagicked spell receives Heighten Spell for free. I would even allow to give Heighten Spell for free to spells, which simply use a higher-level slot than normal - if you use Magic Missile instead Meteor Swarm in a level 9 slot, you should receive somewhat a compensation.</p><p> </p><p> Or you could look to the instant Heighten Spell of EoMR at this way: Through the flexible way of forming spells you "research" specifically adapted spells to their level, so they have a certain DC. Moreover, while there are some Metamagic feats incorporated into the rules and therefore aren't available as feats, you have to spend two rounds instead a standard action like psions (unless you spend a certain feat which applies only to a certain spell list), if you want to change a spell on the fly.</p><p> </p><p> </p><p> 1. add all MP spent on Charm and Compel lists and 2. use this number on the chart to know the HD-limit. 5 MP refer to 10 HD.</p><p> </p><p> </p><p> But a 5th level mage could do that, too - you can't make a compare so easy. A 5th level mage can't cast Charm Monster, but Charm Monster is the combination of every Charm [Creature] list. Wait, while you have to subtract the Creatures, which are immune to mind-affecting spells in the core, but still it is far more powerful, because there is no HD limit for it and it has a duration of days/level.</p><p> </p><p> Even if it means, that the Fighter 4/Mage 1 succeeds to Charm the BBEG, it will be only for one minute and then he has depleted all MP for the day (except free cantrips). <em>Charm Person</em> may have a lower DC, but a duration of one hour. So, it looks to me, that Mages aren't as powerful as they seemed to be.</p></blockquote><p></p>
[QUOTE="Verequus, post: 1795499, member: 9135"] I think we shouldn't use the term "caster level", if the "thing" in question shouldn't work like a real caster level increase. EoMR has the term MP limit, which is better in our discussion, because there is no actual spell level. Staffan, you referred in your post several times to it, but you mean actually "spell list". I've replaced that in the quotes accordingly and marked that in boldface. +1: There is already If I think about that, the Practiced Spellcaster has some advantages, if you use option +4. +2: The Overchannel effect. You seem to refer to the Metamagic rules: A metamagicked spells takes a higher-level slot, but the save DC stays the same. Suppose, you can choose between a metamagicked spell, which uses a higher slot than normal, and a normal spell, which does the same damage as the metamagicked one. Which one would you choose? The normal spell? That's what I've thought. There is actually a house rule, where a metamagicked spell receives Heighten Spell for free. I would even allow to give Heighten Spell for free to spells, which simply use a higher-level slot than normal - if you use Magic Missile instead Meteor Swarm in a level 9 slot, you should receive somewhat a compensation. Or you could look to the instant Heighten Spell of EoMR at this way: Through the flexible way of forming spells you "research" specifically adapted spells to their level, so they have a certain DC. Moreover, while there are some Metamagic feats incorporated into the rules and therefore aren't available as feats, you have to spend two rounds instead a standard action like psions (unless you spend a certain feat which applies only to a certain spell list), if you want to change a spell on the fly. 1. add all MP spent on Charm and Compel lists and 2. use this number on the chart to know the HD-limit. 5 MP refer to 10 HD. But a 5th level mage could do that, too - you can't make a compare so easy. A 5th level mage can't cast Charm Monster, but Charm Monster is the combination of every Charm [Creature] list. Wait, while you have to subtract the Creatures, which are immune to mind-affecting spells in the core, but still it is far more powerful, because there is no HD limit for it and it has a duration of days/level. Even if it means, that the Fighter 4/Mage 1 succeeds to Charm the BBEG, it will be only for one minute and then he has depleted all MP for the day (except free cantrips). [i]Charm Person[/i] may have a lower DC, but a duration of one hour. So, it looks to me, that Mages aren't as powerful as they seemed to be. [/QUOTE]
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