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*Pathfinder & Starfinder
Fixing Casters, the Right Way
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<blockquote data-quote="Tequila Sunrise" data-source="post: 4995832" data-attributes="member: 40398"><p>By no means do I intend this to be a highly refined fix. No, I haven’t play tested my spells. But I have play tested RAW spells, and I understand the basic game dynamics that make spells awkward in practice. So if the details are off, I’m open to suggestions. (But I can be mighty stubborn about basic design philosophies. *wink*)</p><p></p><p></p><p>I rewrote True Seeing in my initial spell book, so here are two more in the same vein:</p><p></p><p>Death Ward</p><p>Necromancy</p><p>Level: (Arcane, Divine, Natural) 1, 2, 3, 4, 5, 6, 7, 8, 9, 10</p><p>Component: M, S, V</p><p>Casting Time: 1 standard action</p><p>Range: 30 ft.</p><p>Target: One creature</p><p>Duration: 5 minutes</p><p>Saving Throw: Will negates (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p>You confer upon the target limited immunity to death effects. To affect the target with such an effect, the caster must succeed on a caster level check (DC 10 + your caster level). Effects which have a higher spell level than this spell bypass this immunity. (Supernatural effects have an effective spell level equal to half the creature’s level or CR, rounded up.)</p><p></p><p>Mind Blank</p><p>Enchantment</p><p>Level: (Arcane) 1, 2, 3, 4, 5, 6, 7, 8, 9, 10</p><p>Component: M, S, V</p><p>Casting Time: 1 standard action</p><p>Range: 30 ft.</p><p>Target: One creature</p><p>Duration: 5 minutes</p><p>Saving Throw: Will negates (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p>You confer upon the target limited immunity to mind-affecting effects. To affect the target with such an effect, the caster must succeed on a caster level check (DC 10 + your caster level). Effects which have a higher spell level than this spell bypass this immunity. (Supernatural effects have an effective spell level equal to half the creature’s level or CR, rounded up.)</p><p></p><p>And here are a couple more rewrites:</p><p></p><p>Force Cage</p><p>Evocation [Force]</p><p>Level: (Arcane) 1, 2, 3, 4, 5, 6, 7, 8, 9, 10</p><p>Component: M, S, V</p><p>Casting Time: 1 standard action</p><p>Range: 30 ft.</p><p>Effect: 10 ft. cube</p><p>Duration: 5 minutes</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You create an immobile cube of force with hit points equal to your normal maximum and an AC equal to 10 + your caster level. The cube is immune to most effects that allow saves, except for Disintegrate which automatically destroys an appropriate portion of the cube.</p><p></p><p>Wall of Force</p><p>Evocation [Force]</p><p>Level: (Arcane) 1, 2, 3, 4, 5, 6, 7, 8, 9, 10</p><p>Component: M, S, V</p><p>Casting Time: 1 standard action</p><p>Range: 30 ft.</p><p>Effect: Wall of 200 square feet</p><p>Duration: 5 minutes</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You create an immobile wall of force with hit points equal to your normal maximum and an AC equal to 10 + your caster level. The wall is immune to most effects that allow saves, except for Disintegrate which automatically destroys an appropriate portion of the wall.</p><p></p><p>Find the Path is a bit more involved, so I’ll get back to that one.</p><p></p><p></p><p>True; I added the catching on fire thing as a fluff effect rather than as ‘this’ll make fire ball awesome again!’ I figure if you don’t want to risk stuff catching on fire, you’ll use one of the other two [fire] spells I’ve rewritten that don’t do that. Or you’ll write your own fire spell – whatever. Of course, I could simply make the catching on fire part a caster option.</p><p></p><p>To be honest, my first impulse was to do away with damage boosters completely and build geometric damage boosts right into the spells. But players tend to cry WHAT YOU TOOK AWAY MY EMPOWER?! IME, even if they’re better off not needing the feat in the first place.</p><p></p><p>How would you do Empower & similar feats?</p><p></p><p>½ caster level per non-class level is the best multiclass fix I’ve heard.</p><p></p><p>I agree that CR can be wildly inaccurate, but at the same time it’s a hundred times more accurate than HD, which many spells use to limit their power. I vastly prefer CR as a limiter than creature type-based immunity. So yes, my intent is for BBEGs and all non-mook foes to be immune to death effects and other spells without some kind of limiter. PCs are also immune to those effects unless their foe is 5+ CRs higher than party level; I figure once a foe gets 5+ CRs higher than the PCs, the party is venturing into TPK territory already.</p><p></p><p>Maybe I am naïve, but what would be so wrong about two cures per turn? Sure, the fighter’s as good as new but you’re down two of your upper spell slots and a round of actions.</p><p></p><p>Yes, that’s what I’m going for! Lower level spells should be weak, but should scale enough to accomplish <em>something</em> without having to metamagic it into your best spell slot. That’s why I don’t cap CL bonuses.</p></blockquote><p></p>
[QUOTE="Tequila Sunrise, post: 4995832, member: 40398"] By no means do I intend this to be a highly refined fix. No, I haven’t play tested my spells. But I have play tested RAW spells, and I understand the basic game dynamics that make spells awkward in practice. So if the details are off, I’m open to suggestions. (But I can be mighty stubborn about basic design philosophies. *wink*) I rewrote True Seeing in my initial spell book, so here are two more in the same vein: Death Ward Necromancy Level: (Arcane, Divine, Natural) 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 Component: M, S, 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 confer upon the target limited immunity to death effects. To affect the target with such an effect, the caster must succeed on a caster level check (DC 10 + your caster level). Effects which have a higher spell level than this spell bypass this immunity. (Supernatural effects have an effective spell level equal to half the creature’s level or CR, rounded up.) Mind Blank Enchantment Level: (Arcane) 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 Component: M, S, 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 confer upon the target limited immunity to mind-affecting effects. To affect the target with such an effect, the caster must succeed on a caster level check (DC 10 + your caster level). Effects which have a higher spell level than this spell bypass this immunity. (Supernatural effects have an effective spell level equal to half the creature’s level or CR, rounded up.) And here are a couple more rewrites: Force Cage 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: 10 ft. cube Duration: 5 minutes Saving Throw: None Spell Resistance: No You create an immobile cube of force with hit points equal to your normal maximum and an AC equal to 10 + your caster level. The cube is immune to most effects that allow saves, except for Disintegrate which automatically destroys an appropriate portion of the cube. 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 hit points equal to your normal maximum and an AC equal to 10 + your caster level. The wall is immune to most effects that allow saves, except for Disintegrate which automatically destroys an appropriate portion of the wall. Find the Path is a bit more involved, so I’ll get back to that one. True; I added the catching on fire thing as a fluff effect rather than as ‘this’ll make fire ball awesome again!’ I figure if you don’t want to risk stuff catching on fire, you’ll use one of the other two [fire] spells I’ve rewritten that don’t do that. Or you’ll write your own fire spell – whatever. Of course, I could simply make the catching on fire part a caster option. To be honest, my first impulse was to do away with damage boosters completely and build geometric damage boosts right into the spells. But players tend to cry WHAT YOU TOOK AWAY MY EMPOWER?! IME, even if they’re better off not needing the feat in the first place. How would you do Empower & similar feats? ½ caster level per non-class level is the best multiclass fix I’ve heard. I agree that CR can be wildly inaccurate, but at the same time it’s a hundred times more accurate than HD, which many spells use to limit their power. I vastly prefer CR as a limiter than creature type-based immunity. So yes, my intent is for BBEGs and all non-mook foes to be immune to death effects and other spells without some kind of limiter. PCs are also immune to those effects unless their foe is 5+ CRs higher than party level; I figure once a foe gets 5+ CRs higher than the PCs, the party is venturing into TPK territory already. Maybe I am naïve, but what would be so wrong about two cures per turn? Sure, the fighter’s as good as new but you’re down two of your upper spell slots and a round of actions. Yes, that’s what I’m going for! Lower level spells should be weak, but should scale enough to accomplish [i]something[/i] without having to metamagic it into your best spell slot. That’s why I don’t cap CL bonuses. [/QUOTE]
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