Fixing Casters, the Right Way

Revised Spell Book

Celebrim said:
TS has produced several novel ideas. The quality of his work is high enough that he's immediately placed himself in the top 5% of rule smiths that post in the 3rd edition house rules forum. That I'm critical of it should be taken with a grain of salt. I'm critical of just about everything.
Didn't know I had such a reputation to maintain!

Celebrim said:
I know that this was quickly thrown together, but do you realize that your 1st level spell is just as powerful as your 10th?

Also, without DR, a wall of force is pointless. I suggest partially fixing both problems with a line like: "The wall has hardness equal to 5 x spell level." I further capping the maximum hitpoints of the wall at 10 x spell level.
Whoops, let's try this instead:

Wall of Force
Evocation [Force]
Level: (Arcane) 1, 2, 3, 4, 5, 6, 7, 8, 9, 10
Component: M, S, V
Casting Time: 1 standard action
Range: 30 ft.
Effect: Wall of 200 square feet
Duration: 5 minutes
Saving Throw: None
Spell Resistance: No

You create an immobile wall of force with stats as shown below. The wall is immune to most effects that allow saves, except for Disintegrate which automatically destroys an appropriate portion of the wall.

Spell Hit Armor Damage
Level Points Class Reduction
1 6/CL 11 1
2 6/CL 13 2
3 7/CL 15 3
4 7/CL 17 4
5 8/CL 19 5
6 8/CL 21 6
7 9/CL 23 7
8 9/CL 25 8
9 10/CL 27 9
10 10/CL 29 10

I'm still not convinced that force effects need DR, but well...peer pressure, I guess. :heh:

Celebrim said:
Not true at all. For example: a 3rd or 4th level party encounters a 5th level evil spellcaster and his 4 1st level orc minions.
Maybe my text isn't clear, so here's how I see Save-or-Loses working: An 11th level party faces off against the Boss (a 15th level caster) and his goons (CR 7 whatevers). The PCs can't SoL the bad guys, because they all meet the immunity threshold for any SoL spell the PCs could cast. But the bad guys can't SoL the PCs either, because the PCs are 11th level which meets the immunity threshold for any SoL spell that the Boss could cast.

Celebrim said:
The problem runs right through your rules. He can put the party to Sleep too. And that's to say nothing about lack of attention to detail in things like 'charm' being strictly inferior to 'dominate'. And you can't easily fix it by playing with the numbers, because if you raise them high enough that the PC's aren't effected by the NPC bosses, then conversely the PC's can't effect the boss minions. The result is to just make 'save or suck' suck much as evocation sucks in 3rd edition, but maybe even more so.
Yeah, that's the idea -- SoLs should be for show, not for serious challenges. Something to make peasants scream in terror; something that PCs hear stories of and say "We've got to take down that s.o.b.!"

Sylrae said:
The way you set up the damage, is that, the amount of damage done should be enough that it will PROBABLY kill someone outright if they would have probably failed their save.
Then we have fundamentally different ideas about what SoLs should do. I don't want any single spell having such a drastic effect on the fate of anyone; your ideas simply make it a bit less likely for SoLs to take effect.*

I like your damage per round idea, though I'd prefer HP damage. I'll work on it.

nonsi256 said:
Because now most spells would have to abide by the multi-instances (level-wise) constraint.
Multi what?

nonsi256 said:
Spells mess around with the laws of reality – they’re arbitrary by definition.
How we imagine spells is somewhat arbitrary, but I like rules to have as little arbitrariness as possible. Why? Because then we end up with character concepts that aren't viable until X level, necromancers for example, because someone arbitrarily decided that Animate Dead should be a 4th level arcane spell. (Although since these are all house rules anyway, any DM who wanted to use my spells would be free as a bird to place all the arbitrary restrictions on them they pleased.)

nonsi256 said:
Check out my HRs – especially entry #3 and you’ll find out (whether the execution is good or bat is entirely a matter of test runs plus personal taste).
Maybe I'm failing a Spot check here, but where now?

nonsi256 said:
1. Make all SoS (and battlefield-control, btw) splls full round casting time.
Not a bad idea.

nonsi256 said:
2. Instead of CR, I’d require both min hit-dice AND min base save bonus.
Okay, I have to ask EVERYONE: What makes you think that HD are a better measure of challenge than CR?

concerro said:
Why do you beleive the spells as they have been rewritten are still viable for play?
I don't know how viable they are, because they haven't been play tested. They are a step in the right direction though.

concerro said:
What is your baseline for balance? In other words what class are you using as the example of how powerful a class should be?
Haven't thought about it, in that way. Right now I'm just focussing on pulling all spells closer toward 'average' balanced power -- which I figure is the power level of the better 3rd level spells.

*Not to pick on anyone, but this reminds me of 2e's over-abundance of required Strength checks to do things like lift a treasure chest -- outside of combat. It was bizarre that the 3 Str wizard could get lucky enough to be able to haul all the phat lewts home, while the 18/00 Str fighter could get unlucky enough to fail. So at some point a splatbook came out, I don't remember which one, that suggested a solution to the problem: roll two Strength checks instead of one! But of course that's not really a solution, because all it does is make the bizarre [and unwanted] consequence one degree less likely to happen.
 
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I'm still not convinced that force effects need DR, but well...peer pressure, I guess. :heh:

It's a balance issue. Wall of Force creates something that lasts 1 round/level (or 5 minutes in your case). Wall of Stone makes something that is permenate (and has hardness).

Why have 'Wall of Force' at all?

The answer is that Wall of Force does two things that Wall of Stone doesn't.

First, it slows 'ghosts' or other ethereal creatures down. But this doesn't make it balanced with 'Wall of Stone' because its easy for a 'ghost' to go around it.

The real advantage of Wall of Force is that for the duration almost nothing can destroy because its immune to brute force. At high levels, 'Wall of Force' is a pretty essential spell that gives a party time to run away when the dice don't go their way. 'Wall of Force' allows evasion in a way that Wall of Stone or Wall of Iron generally don't, because a high level monster can quickly bust through material walls in short order. 'Wall of Force' is however immune to attack, allowing it to fulfill its purpose as a wall.

However, 'immunity' proves to be an abusable concept. Ideally, you don't want anything that involves essentially infinite numbers, which is what immunity represents. Things with infinite numbers prove to be show stoppers. A player can not only trap a monster behind a force effect, but players can themselves be trapped behind them and non-spellcasters lack the narrowly tools to deal with 'infinite' magical effects like 'completely immune to all damage'. Hense, 'Wall of Force' needs to be fixed such that it works as intended (relatively immune to brute force), but doesn't represent quite the complete game breaker an absolute immunity represents.

A 'Wall of Force' without some immunity to damage is a nerf not a fix. It prevents 'Wall of Force' from being used in the manner intended.

I'm unconvinced 'Wall of Force' needs an armor class or hit points. I'm certain that it needs a hardness (and probably a strength break DC).

Maybe my text isn't clear, so here's how I see Save-or-Loses working...

The problem isn't that the text is unclear. I know what you see in your mind. The problem is that the text you've written actually doesn't create the situation you see in your mind. I've just provided an actual example of that based on your rules. You have made no attempt to show that I'm confused or am misreading them.

Yeah, that's the idea -- SoLs should be for show, not for serious challenges.

So, in other words, a nerf. You are trying to maintain the existence of the spell in name while banning it in practice. In practice, a damage dealing spell of a particular level will generally kill something that 'save or suck' would effect, and will at least harm something it won't.

In practice, your hitting 'save or suck' harder with a nerf hammer than 4e did and it will lead to the same sort of lack of creativity and lack of variaty.

Then we have fundamentally different ideas about what SoLs should do. I don't want any single spell having such a drastic effect on the fate of anyone; your ideas simply make it a bit less likely for SoLs to take effect.

Then by all means, do what 4e did and ban all severe conditions and allow any condition to be quickly recovered from.

How we imagine spells is somewhat arbitrary, but I like rules to have as little arbitrariness as possible. Why? Because then we end up with character concepts that aren't viable until X level, necromancers for example, because someone arbitrarily decided that Animate Dead should be a 4th level arcane spell.

You hit on something I think critical here, and at the same time swing well wide of the mark. Animate dead is 4th level for 2 reasons. First, because the 1e spell was high level and quite powerful. Second, because Animate Dead has a permenent effect (a new monster is created).

First, you are right, Animate Dead could be a lower level spell in 3e than it is. In fact, it could probably be 2nd level and still be just fine.

But, secondly, just because we decide Animate Dead shouldn't be a 1st level spell doesn't mean that we've decided that necromancers shouldn't be viable from 1st level. It's quite easy to invent more limited versions of Animate Dead as low level spells or to provide other sorts of flavorful necromancy to the spell lists. For example, on my official spell list you'll find 'Ambulatory Dead' which does the same thing a duration of 'Concentration' and 'Least Animation' as a cantrip which animates a tiny animal or vermin as a servitor. Viola, Necromancer from 1st level with minimal overhaul of the rules.
 

Multi what?
Version in every (or every odd/even) spell-level.


Maybe I'm failing a Spot check here, but where now?
"3.5 HR – Codex Gigas"


Okay, I have to ask EVERYONE: What makes you think that HD are a better measure of challenge than CR?
HD dcitate attack-rolls, HP, #skills, #feats, spells, features ad whatnot?
CR dictates nothing beyond the wrighter's personal assesment of his creation's aveage threat (which we both know by now to be quite way off sometmes). I suggested to also require minimum base save bonuses to avoid making glass cannons suddenly not so glassy.
So, in order to be immune, one should be a real badass, but also quite resistant to begin with.
 

Celebrim said:
It's a balance issue. Wall of Force creates something that lasts 1 round/level (or 5 minutes in your case). Wall of Stone makes something that is permenate (and has hardness).
For what it's worth, my Wall of Stone will not be permanent.

Celebrim said:
The problem isn't that the text is unclear. I know what you see in your mind. The problem is that the text you've written actually doesn't create the situation you see in your mind. I've just provided an actual example of that based on your rules. You have made no attempt to show that I'm confused or am misreading them.
At least once you've commented that my rules allow BBEGs to use SoLs against PCs with impunity, while remaining immune to the PCs' SoLs. Just clarifying that only the second part is true.

Celebrim said:
So, in other words, a nerf. You are trying to maintain the existence of the spell in name while banning it in practice.
Yes.

Celebrim said:
In practice, your hitting 'save or suck' harder with a nerf hammer than 4e did and it will lead to the same sort of lack of creativity and lack of variaty.
Debatable. Rather than debate it though, let's talk about two other possible balancing mechanisms: Nonsi's full-round casting time idea, and single round durations. What do you think of those two ideas?

Celebrim said:
You hit on something I think critical here, and at the same time swing well wide of the mark. Animate dead is 4th level for 2 reasons. First, because the 1e spell was high level and quite powerful. Second, because Animate Dead has a permenent effect (a new monster is created).
If a permanent spell is okay at 4th level, I don't see why it can't be okay at 1st level either. (And if it's not okay at 1st level, it's not really okay at 4th level either.) Of course we can't have a 1st level spell producing higher CR monsters, but scaling power down is implied in lower level spells like yours.

nonsi256 said:
"3.5 HR – Codex Gigas"
Ah! If you notice, I rewrote Heighten Spell rather vaguely because I've been considering what you've essentially suggested in your Codex.

(For you link-phobes: The idea is that Heighten Spell can raise/lower any level-based aspect of a spell within the parameters of a spell-series, not just DCs. I can sympathize with nonsi's argument for it, but I can also see the opposing argument that it creates too much versatility. What do you all think?)

nonsi256 said:
HD dcitate attack-rolls, HP, #skills, #feats, spells, features ad whatnot?
CR dictates nothing beyond the wrighter's personal assesment of his creation's aveage threat (which we both know by now to be quite way off sometmes).
All true. The problem I'm seeing is that CR is at least a rough estimation of a creature's challenge, while HD are a rough estimation of...well, nothing. 99% of the time, attack bonuses are further modified by Str/Dex, HP look vastly different than HD would suggest thanks to how Con applies to HP, skills are more influenced by Int and creature type, etc... Especially at high levels, HD vary wildly from monster to monster. For example a melee brute might have 40 - 50 HD while a caster might have just 20 HD -- yet they're all roughly the same challenge. Honestly, I don't know how HD managed to remain the nerve-center for all these stats beyond 2e, because HD hardly mean anything.

nonsi256 said:
I suggested to also require minimum base save bonuses to avoid making glass cannons suddenly not so glassy.
So, in order to be immune, one should be a real badass, but also quite resistant to begin with.
So combatants who already have the best chance of surviving a SoL get to be immune, while combatants who have the worst chance are just as vulnerable as before? Doesn't sound appealing to me.
 
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Maybe my text isn't clear, so here's how I see Save-or-Loses working: An 11th level party faces off against the Boss (a 15th level caster) and his goons (CR 7 whatevers). The PCs can't SoL the bad guys, because they all meet the immunity threshold for any SoL spell the PCs could cast. But the bad guys can't SoL the PCs either, because the PCs are 11th level which meets the immunity threshold for any SoL spell that the Boss could cast.
Yeah, that's the idea -- SoLs should be for show, not for serious challenges. Something to make peasants scream in terror; something that PCs hear stories of and say "We've got to take down that s.o.b.!"
Ew. not my cup of tea. To me that's like: We'll give you this 2nd level spell, but label it a 6th level spell. You'll never take it.
Honestly, going this route, you may as well just remove them from the game, as theyre then nerfed to the point of being :):):):).
If you nerf too many things in this manner, the Wizard becomes so bad as to not be a player class. Then a 10th Level wizard ceases to be a 10th level character, and becomes like, a 6th level character.
Then we have fundamentally different ideas about what SoLs should do. I don't want any single spell having such a drastic effect on the fate of anyone; your ideas simply make it a bit less likely for SoLs to take effect.*
I like your damage per round idea, though I'd prefer HP damage. I'll work on it.
Personally, here are my thoughts, this concept depends on use limits:
If casters can cast the spells as often as fighters can swing their sword, than the spells effectiveness should be based on the effectiveness of a similarly powered fighter attack.
If the fighter is about 10% likely to 1-hit kill someone in this scenario, the Wizard should have similar odds (assuming using a single-target spell). The wizards attacks being ranged is mitigated by the fact that wizards are impossibly frail.
Hopefully we can agree on that point.

Now, in reality, Wizards attacks are more limited than a fighter's. A wizard gets his x/day, then he's OUT! I hear tell of people resting or going back to town when the wizard runs out of spells. That just seems ridiculous to me, because of the following:
Aside to show why you can't just leave and come back refueled said:
I run alot of sandbox games (The plot is based on the player's actions, it changes as they change).
2. I don't run many dungeon crawls, the option to retreat is not always available or a good Idea. So if the PCs retreat back to base in mid combat, they won't have big amounts of safety for long periods of time. The NPC Bad guys will find a way to come after them.
3. Even in a dungeon, sure the PCs may go back and refuel. but then, so will the monsters. The PCs will come back to find rejuvenated monsters, who have likely brought in reinforcements from allies outside the general area, and the monsters will be awaiting the for the PCs return (The casters will have better spell preparations, more enemies will be armed, etc).
Maybe the PCs will come back and not see that anything has changed, but the remaining guards told the BBEG, then the BBEG is gone, took his treasure with him, and now theyre :):):):) out of luck until they find him again. They could come back to an empty dungeon with a note saying "too bad you missed me".
If they were trying to stop the BBEG from raising a demon, or stopping fire from raining from the sky, maybe he has now raised the demon/made fire rain from the sky. They players were too slow. Their inaction had consequences. maybe they caused the destruction of a few towns, resulting in the deaths of thousands. They come back to town the second time to find it in ruin. Or maybe the demons he was raising have now formed an army, and the PCs come back to an empty dungeon. Later on, the PCs now are going to have to face off against said demon horde.
Inaction has its own consequences.

So for argument's sake let's assume that a wizard has a limited number of spells per day and he needs to manage them, and that the DM isn't allowing unlimited refueling the wizard in every situation.
Now. A wizard has a limited number of magic attacks. Therefore the attacks should be more effective than the fighter's attacks, and theoretically, just a about as effective as sneak attack, then the wizard's attacks should be just as likely to one-shot an opponent as a rogue's sneak attack.
Therefore, Damage spells damage should be comparable to the rogue's damage output for the same amount of time. If its a full-round spell it should be as effective as a full-round for the rogue. (More range, more targets, etc should adjust damage downward).
For things like SoS spells, it should work similarly. It should have the same odds of killing them as the sneak attack. But a sneak attack is still useful if it doesn't kill/polymorph into a goat/whatever. Either the SoS needs to still have gadient amounts of usefulness, or be more likely to kill in one shot than the rogue's sneak attack.
As a work/not work it needs to be a smaller chance of success than the rogue's partial damage, but a considerably higher chance of success than the rogue's chance to one-shot.
If you make it do damage, or ability damage, it needs to be easier to hit people, but not always goign to cause a loss. If it doesnt cause a loss, it should make future win attempts easier.

It's a balance issue. Wall of Force creates something that lasts 1 round/level (or 5 minutes in your case). Wall of Stone makes something that is permenant (and has hardness).
Why have 'Wall of Force' at all?
The answer is that Wall of Force does two things that Wall of Stone doesn't.
First, it slows 'ghosts' or other ethereal creatures down. But this doesn't make it balanced with 'Wall of Stone' because its easy for a 'ghost' to go around it.
The real advantage of Wall of Force is that for the duration almost nothing can destroy because its immune to brute force. At high levels, 'Wall of Force' is a pretty essential spell that gives a party time to run away when the dice don't go their way. 'Wall of Force' allows evasion in a way that Wall of Stone or Wall of Iron generally don't, because a high level monster can quickly bust through material walls in short order. 'Wall of Force' is however immune to attack, allowing it to fulfill its purpose as a wall.
However, 'immunity' proves to be an abusable concept. Ideally, you don't want anything that involves essentially infinite numbers, which is what immunity represents. Things with infinite numbers prove to be show stoppers. A player can not only trap a monster behind a force effect, but players can themselves be trapped behind them and non-spellcasters lack the narrowly tools to deal with 'infinite' magical effects like 'completely immune to all damage'. Hense, 'Wall of Force' needs to be fixed such that it works as intended (relatively immune to brute force), but doesn't represent quite the complete game breaker an absolute immunity represents.
A 'Wall of Force' without some immunity to damage is a nerf not a fix. It prevents 'Wall of Force' from being used in the manner intended.
I'm unconvinced 'Wall of Force' needs an armor class or hit points. I'm certain that it needs a hardness (and probably a strength break DC).

You hit on something I think critical here, and at the same time swing well wide of the mark. Animate dead is 4th level for 2 reasons. First, because the 1e spell was high level and quite powerful. Second, because Animate Dead has a permenent effect (a new monster is created).
Animate Dead could be a lower level spell in 3e than it is. In fact, it could probably be 2nd level and still be just fine.
But, secondly, just because we decide Animate Dead shouldn't be a 1st level spell doesn't mean that we've decided that necromancers shouldn't be viable from 1st level. It's quite easy to invent more limited versions of Animate Dead as low level spells or to provide other sorts of flavorful necromancy to the spell lists. For example, on my official spell list you'll find 'Ambulatory Dead' which does the same thing a duration of 'Concentration' and 'Least Animation' as a cantrip which animates a tiny animal or vermin as a servitor. Viola, Necromancer from 1st level with minimal overhaul of the rules.
I like it!
If you made the time be "Concentration", you could allow a larger number of or more powerful undead to be created, because they will tie up the wizard's actinos every round. It's a great counterbalance!
Hell! for summoning it could work great too! I can summon my demon horde, and direct them, but I'm unable to do anything else in t he meantime. Things could be summoned for longer amounts of time, (possibly indefinitely), so long as the wizard is keeping them under control.
And as for other possible limits, if the caster is not controlling them, then they could instead of just going away, become loose. *evil grin*
HD dcitate attack-rolls, HP, #skills, #feats, spells, features ad whatnot?
Often not, especially with giants
CR dictates nothing beyond the wrighter's personal assesment of his creation's aveage threat (which we both know by now to be quite way off sometmes).
Most of them just pull a number out of their asses. If they used a system like UK's CR guide, the numbers would be more standardized (you still need to be reasonable though).
I suggested to also require minimum base save bonuses to avoid making glass cannons suddenly not so glassy.
So, in order to be immune, one should be a real badass, but also quite resistant to begin with.
This could work, mayhaps.
For what it's worth, my Wall of Stone will not be permanent.
I can see some logic issues with Wall of stone. If it's permanent, why does anyone mine minerals, or build castles manually? I support Wall of Stone being temporary, but that does not mean it should necessarily be the same spell level.
Debatable. Rather than debate it though, let's talk about two other possible balancing mechanisms: Nonsi's full-round casting time idea, and single round durations. What do you think of those two ideas?
Full round casting could work maybe, but that's effectively the same as just releveling the spell. they could quicken it and cast it faster at a higher level. So you're really just saying "make it a higher level spell".
Hmm, you did just give me an Idea though: Reverse Metamagic (Someone else probably already came up with this, but you never know)
Slow Spell said:
Slow Spell
You can cast a spell, but not as effectively as usual.
Like Quicken Spell in reverse.
You can cast it as a lower level spell, at the cost of a longer casting time.
single Action Spells become Full-Round, etc.
it takes up lower level spell-slots
Single Round Duration: This makes the spell virtually useless. If Petrify is a 1 round duration spell, it's not worth being level 7(I think its 7, I dont have the book in front of me), it's like, a 2nd level spell.
If a permanent spell is okay at 4th level, I don't see why it can't be okay at 1st level either. (And if it's not okay at 1st level, it's not really okay at 4th level either.) Of course we can't have a 1st level spell producing higher CR monsters, but scaling power down is implied in lower level spells like yours.
Some things can be scaled down in power. Many permanent effects can be scaled down. I agree. Create Undead is scaled down, true. But you don't want CR 1 player summoning up 1-4 CR 1 Monsters. That just doesn't work.
All true. The problem I'm seeing is that CR is at least a rough estimation of a creature's challenge, while HD are a rough estimation of...well, nothing. 99% of the time, attack bonuses are further modified by Str/Dex, HP look vastly different than HD would suggest thanks to how Con applies to HP, skills are more influenced by Int and creature type, etc... Especially at high levels, HD vary wildly from monster to monster. For example a melee brute might have 40 - 50 HD while a caster might have just 20 HD -- yet they're all roughly the same challenge. Honestly, I don't know how HD managed to remain the nerve-center for all these stats beyond 2e, because HD hardly mean anything.
I'd argue that most of the time CR is not accurately guaged. *shrug*
So combatants who already have the best chance of surviving a SoL get to be immune, while combatants who have the worst chance are just as vulnerable as before? Doesn't sound appealing to me.
Agreed, but what's the point of having saves if youre immune based on your bad saves? This is the problem that is presented when you provide immunities to ANYTHING. There should be few immunities.
Unless the effect makes no sense to work, then it shouldnt be immune.
Fire Elementals: Obviously should be immune to fire. I'd argue it should heal them.
Dragons: Nooooot reaaaally, but people just like to make dragons awesome. fire Resistance for the red dragon? absolutely. full-on Immunity? no.
Part of the problem, is this obsession with giving immunities all willy-nilly.

There's a feat that makes yoru fire spells ignore fire immunity. It doesn't make your fire any hotter, or do any more damage, it just makes your fire "super fire". Where is the logic behind this? There is none.
 
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Sylrae said:
Honestly, going this route, you may as well just remove them from the game, as theyre then nerfed to the point of being .
Originally, I did simply drop SoDs, but then I got a chorus of OH NO, WHAT HAS YOU DONE WITH OUR PRECIOUS SoD?! So this is my concession to those who absolutely have to have a spell that insta-kills. Besides, I specifically commented in my pdf that the spell is only really useful against nameless NPCs.

Sylrae said:
Either the SoS needs to still have gadient amounts of usefulness, or be more likely to kill in one shot than the rogue's sneak attack.
I agree with most of what you say, except for this. I don't even like the possibility of a stabbity character one-shotting a significant foe with damage, so I really don't like writing a spell whose specific purpose is to one-shot better than a stabbity-stabber.

I wouldn't mind adding 'consolation' damage to Avada Kedavra, so if you cast it on someone who's immune they'll still at least take damage, if it'd make the spell more palatable for you and others. Otherwise, a caster who wants to inflict a lot of necro-pain on a serious threat can use Harm [which is ranged by my rewrite].

Sylrae said:
If you made the time be "Concentration", you could allow a larger number of or more powerful undead to be created, because they will tie up the wizard's actinos every round. It's a great counterbalance!
It is, which is why I rewrote my summon and dominate spells to require concentration [and to be actually cool]. Expanding the concentration requirement to all SoLs might work, but I'd still want to have some CR cap based on spell level.

Sylrae said:
If they used a system like UK's CR guide, the numbers would be more standardized (you still need to be reasonable though).
Rewriting monsters in a more coherent and methodical way is another one of my future projects.

Sylrae said:
Full round casting could work maybe, but that's effectively the same as just releveling the spell. they could quicken it and cast it faster at a higher level.
Even if you could quicken a full round spell, thereby effectively releveling the spell as you say, it still reduces the spell's power. The DC will be 4 lower, amongst other possible drawbacks.

Sylrae said:
I'd argue that most of the time CR is not accurately guaged. *shrug*
I won't argue with that, but I maintain that CR is a better gauge than HD.

Sylrae said:
There's a feat that makes yoru fire spells ignore fire immunity. It doesn't make your fire any hotter, or do any more damage, it just makes your fire "super fire". Where is the logic behind this? There is none.
Agreed that 3e's fixation with immunities, and counter-penetrations, is retarded. Which is why I advise dumping the ones that don't make sense, in the DM Notes paragraph of my spell book. Unfortunately, I don't see a way around CR-threshold immunity other than outright banning SoLs. If your preference is the second option, you can always do so in your own game.
 

Updated Spell Book: Includes Animate Dead ;), a multiclassing fix, an explicitly worded and expanded Heighten Spell, improved direct damage spells and as I promised Celebrim:

Find the Path
Divination
Level: (Arcane, Divine, Natural) 6
Component: M, S, V
Casting Time: 1 minute
Range: Personal or touch
Target: You or touched creature
Duration: 6 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You allow the target to sense the shortest, most direct physical route to a specific destination, be it into or out of a locale. You must have physically been at the locale yourself, and studied it for 1 minute. This spell does not provide knowledge of possible obstacles such as traps or creatures.

Freedom of Movement
Abjuration
Level: (Arcane, Divine, Natural) 1, 2, 3, 4, 5, 6, 7, 8, 9, 10
Component: M, V
Casting Time: 1 standard action
Range: 30 ft.
Target: One creature
Duration: 5 minutes
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You grant the target immunity to spells of equal level or lower which impede movement. Further, you grant a bonus to grapple and Escape Artist checks made to escape a grapple or pin, as shown below. You also allow the target to move and attack normally while underwater, though it does not grant the ability to breath water.

Spell Grapple/Escape Artist
Level Bonus
1 +2
2 +4
3 +6
4 +8
5 +9
6 +10
7 +11
8 - 9 +12
10 +13

Rope Trick
Conjuration
Level: (Arcane) 2
Component: M, S, V
Casting Time: 1 minute
Range: Touch
Effect: Extradimensional space
Duration: 6 hours
Saving Throw: None
Spell Resistance: No
You create an immobile 20 ft. by 20 ft. extradimensional room. One entire wall of this room is in fact open to the real world, and clearly visible from the front.
 
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Originally, I did simply drop SoDs, but then I got a chorus of OH NO, WHAT HAS YOU DONE WITH OUR PRECIOUS SoD?! So this is my concession to those who absolutely have to have a spell that insta-kills. Besides, I specifically commented in my pdf that the spell is only really useful against nameless NPCs.
If you make it so useless that nobody would ever take it, then you have still removed it, and adding it back in in such a worthless state is not going to absolve any of the complaints about the fact that you removed it to begin with.

I agree with most of what you say, except for this. I don't even like the possibility of a stabbity character one-shotting a significant foe with damage, so I really don't like writing a spell whose specific purpose is to one-shot better than a stabbity-stabber.
Hmm. Well, that is what *sneak attack* is DESIGNED to do. and it has the gradient amounts of usefulness on top of that. It has a chance to outright kill if you do really good damage, and a chance to damage if you dont. SoD has a chance to kill/incapacitate outright, but has no fallback, such as lesser damage. If you're trying to make SoD less likely and still keep them, you need to give them a lesser effect so its not a total waste if it doesnt kill.

If you want to cap out damage (or effects that contribute to deaths) at what the fighter can do consistently, then make everyone play fighters, or give wizards unlimited spells, and rogues sneak attack all the time, with greatly lowered damage.
If you just want to ensure that nobody can ever be killed from a single attack, then in addition to dropping save or die effects, multiply all of everythings hit points. double hit points might do what youre looking for. - If the melee classes can't one-shot anything from damage either, then it becomes irrelevent that you took away the ability from casters.

Honestly if that level of safety is what you're looking for, you might want to look into 4e, and then maybe give all creatures more hit points than usual. 1.5 to double might do it.

I wouldn't mind adding 'consolation' damage to Avada Kedavra, so if you cast it on someone who's immune they'll still at least take damage, if it'd make the spell more palatable for you and others. Otherwise, a caster who wants to inflict a lot of necro-pain on a serious threat can use Harm [which is ranged by my rewrite].
To get a gradient effect on Save or Die, you basically have to make it some other kind of damage effect, with an adequately high chance to kill (like a magic sneak attack). the chance to kill them would drop from SoD, but the spell would not become totally useless.

It is, which is why I rewrote my summon and dominate spells to require concentration [and to be actually cool]. Expanding the concentration requirement to all SoLs might work, but I'd still want to have some CR cap based on spell level.
That was an aside from the SoD topic because of the comment on the low-level animate dead based on concentration. Adding Concentration as the constraint on some of the SoDs could make some nifty lesser versions of a couple things, but they'd only work for a couple. You can't Concentration base -> Powerword Kill. You could make a lesser Paralysis, or a Lesser Baleful Polymorph like this but it would by no means be the same spell, or even a revised version, it would definitely be a lesser version. Trying it as a blanket solution would suck, and if you put a CR cap on top of it it would suck even more.

Rewriting monsters in a more coherent and methodical way is another one of my future projects.
Been done. See Pathfinder, or Immortals Handbook.

Even if you could quicken a full round spell, thereby effectively releveling the spell as you say, it still reduces the spell's power. The DC will be 4 lower, amongst other possible drawbacks.
*sigh* I suppose. Some of your fixes seem like just crippling caster characters.

I won't argue with that, but I maintain that CR is a better gauge than HD.
I'd argue that Saves are to cover this exact purpose, and that the HD limits that exist shouldn't be there. If you want a limit, put a cap on how high the spell DC can climb from your level.

Agreed that 3e's fixation with immunities, and counter-penetrations, is retarded. Which is why I advise dumping the ones that don't make sense, in the DM Notes paragraph of my spell book. Unfortunately, I don't see a way around CR-threshold immunity other than outright banning SoLs. If your preference is the second option, you can always do so in your own game.
See the last sentence I wrote. SoL spells could use a nerf, because I agree a single bad roll isnt worth losing over from full health. But you're taking the situation too far to the other side, and kindof crippling spellcasters completely instead of taking them down a notch or two.
 

Rewriting monsters in a more coherent and methodical way is another one of my future projects.
Been done. See Pathfinder, or Immortals Handbook.
Are they any good?

See the last sentence I wrote. SoL spells could use a nerf, because I agree a single bad roll isnt worth losing over from full health. But you're taking the situation too far to the other side, and kindof crippling spellcasters completely instead of taking them down a notch or two.
My spells still allow casters to do awesome things, and they still get more and more spells as they gain levels. They scale better than RAW spells, and I've brought dd spells up to par. To my way of thinking, I'm being conservative with my spell fix. You just seem to be fixating on SoD, the one effect that I've reduced to NPC status.
 

Are they any good?
the Immortals Handbook-ReCRing is the best I've seen. It's not perfect, but I have yet to see anything better, and you can use the information in that book to quickly make balanced monsters, and to a slightly more limited extent, classes. So yes. It's great. The revised CRs are at the back of his CR Guide, v5. As for the other one, I have the pathfinder monster manual, and everything is updated to pathfinder rules, and seems to have more reasonable CRs.

My spells still allow casters to do awesome things, and they still get more and more spells as they gain levels. They scale better than RAW spells, and I've brought dd spells up to par. To my way of thinking, I'm being conservative with my spell fix. You just seem to be fixating on SoD, the one effect that I've reduced to NPC status.
Hmm. I suppose, it seems the majority of your spells are damage based, and I guess that is a bit of a conflict of interest to me because I tend to focus primarily on the other spells which I can either do creative things with or things that are effective not-based on damage. The fact that they were turned into standard damage dealers was one of the things I disliked most about 4e.

*shrug*
 

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