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How would you adjust the levels of spells for a "limited magic" world?
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<blockquote data-quote="Schmoe" data-source="post: 1423082" data-attributes="member: 913"><p>First, this topic should probably be in House Rules.</p><p></p><p>To address your question, though, I have a couple of comments. </p><p></p><p>1. <u>Increasing casting times</u>. Making every spell have a minimum casting time of 1 round (either full round, or full action) sounds reasonable. However, increasing spells from 1 full round to 1 minute sounds like a bad idea. That rule basically says that any combat spell with a casting time of 1 round is now removed from the game. You simply cannot take 1 minute to cast summon monster I and expect it to do anything. I'd change this so that spells have a <em>minimum</em> casting time of 1 round, but no other changes.</p><p></p><p>2. <u>Specific spells changing level</u>. Many of these changes seem arbitrary, and more based on a personal dislike of certain "overused" spells than anything else. For example, why increase Fireball and not Lightning Bolt? They are both flashy, powerful evocation spells at 3rd level. If you want to go this route, I would try to be more consistent. Ban or increase the level of all damaging evocation spells, likewise with movement spells, if that's what you're looking for.</p><p></p><p>Having said that, though, I think that you can accomplish what you are looking for with some different changes. I would try one or more of the following:</p><p></p><p>1. Limit spellcasting progression to that of the Adept. This greatly delays access to higher level spells.</p><p></p><p>2. Limit access to spells known, such that a wizard does not automatically gain known spells upon gaining a new spell level. He can research spells he wants to know, and he can track down friendly wizards to trade spells. Of course, in a limited magic setting most wizards might be slightly paranoid of each other. A true ally would be a very valuable commodity. Quests could revolve around seeking out lost magic lore. If you go this route, don't allow sorcerers.</p><p></p><p>3. Require all spells to have an XP component. Something on the order of the spell level cubed. So a first level spell requires 1 XP. A second level requires 8 XP, and a 5th level requires 125 XP. Under this system, the most that a spell would cost would be 729 XP for a 9th level spell. That will discourage excessive use of higher level magic, but it allows characters to get the dramatic flare when they need it.</p><p></p><p>Whatever you do, if you want spellcasting to be viable at all, don't limit it too much. Make sure that the rest of the world is sufficiently unprepared for magic in this setting that a player who plays a spellcaster still feels rewarded, despite the drawbacks.</p></blockquote><p></p>
[QUOTE="Schmoe, post: 1423082, member: 913"] First, this topic should probably be in House Rules. To address your question, though, I have a couple of comments. 1. [u]Increasing casting times[/u]. Making every spell have a minimum casting time of 1 round (either full round, or full action) sounds reasonable. However, increasing spells from 1 full round to 1 minute sounds like a bad idea. That rule basically says that any combat spell with a casting time of 1 round is now removed from the game. You simply cannot take 1 minute to cast summon monster I and expect it to do anything. I'd change this so that spells have a [i]minimum[/i] casting time of 1 round, but no other changes. 2. [u]Specific spells changing level[/u]. Many of these changes seem arbitrary, and more based on a personal dislike of certain "overused" spells than anything else. For example, why increase Fireball and not Lightning Bolt? They are both flashy, powerful evocation spells at 3rd level. If you want to go this route, I would try to be more consistent. Ban or increase the level of all damaging evocation spells, likewise with movement spells, if that's what you're looking for. Having said that, though, I think that you can accomplish what you are looking for with some different changes. I would try one or more of the following: 1. Limit spellcasting progression to that of the Adept. This greatly delays access to higher level spells. 2. Limit access to spells known, such that a wizard does not automatically gain known spells upon gaining a new spell level. He can research spells he wants to know, and he can track down friendly wizards to trade spells. Of course, in a limited magic setting most wizards might be slightly paranoid of each other. A true ally would be a very valuable commodity. Quests could revolve around seeking out lost magic lore. If you go this route, don't allow sorcerers. 3. Require all spells to have an XP component. Something on the order of the spell level cubed. So a first level spell requires 1 XP. A second level requires 8 XP, and a 5th level requires 125 XP. Under this system, the most that a spell would cost would be 729 XP for a 9th level spell. That will discourage excessive use of higher level magic, but it allows characters to get the dramatic flare when they need it. Whatever you do, if you want spellcasting to be viable at all, don't limit it too much. Make sure that the rest of the world is sufficiently unprepared for magic in this setting that a player who plays a spellcaster still feels rewarded, despite the drawbacks. [/QUOTE]
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How would you adjust the levels of spells for a "limited magic" world?
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