Level X Spells

Michael Morris

First Post
I'll just start with one, then explain the outside rules concerning it and it's brethren...
Cure Wounds
Conjuration (Healing) [Valra]
Level: (X) Bard X, Clr X, Drd X, Pal X, Rng X
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Will Half (harmless)

You channel positive energy to cure Xd8 of the damage dealt to the touched creature +1 point per casting level (maximum 5X). Undead are dealt damage by this spell instead of being healed and can attempt a will save for half damage.

Ritual: As a 1 minute ritual this spell cures Xd12 damage per level the spell was cast at.

First some notes on the spell description itself. Since the vast majority of casting times is "1 standard action", I've made a rule that if a spell doesn't state a casting time, then 1 standard action should be assumed. Similarly, assume spell resistance is allowed unless the spell description says otherwise.

Spells with a level of X take up space in a spell book equal to their highest possible level, and when the wizard goes up in level they must add a page to the space of each level X spell they know. Sorcerers and other spontaneous casters can cast a level X spell at the level they know it or any lower level. When they go up in level they may promote the X level spells they know to any new higher level slots they have gained - if they do they may immediately choose a new spell for the slot vacated by the promoted level X spell.

Cure Wounds also has a ritual mode. The rules for this are in this post.

This spell replaces cure light wounds, et al.

Cure wounds is a based on a familiar example. Here's a new (and quite powerful) X spell, the revised version of alacrity.
Alacrity
Transmutation [Abora, Metamagic, Time]
Level: (X), Sor/Wiz X
Components: V, S, M
Range: Personal
Target: You
Duration: 1 round / level (D)

"To learn how to do something quickly, first learn how to do it slowly." - Telsindria.

You may cast incantations of less level than this spell was cast from as a move action. (You can take two move actions a round).

Material Component: A feather from a swift.


Note that a spell is an "incantation" if it's casting time is 1 round or less.
 
Last edited:

log in or register to remove this ad

I like the Psionic nature of Cure Wounds, the higher level the spell the more damage it heals, the wording of Alacrity is weird but it seems a good idea at first but later in levels you sacrifice one level 6 spell slot to cast ALL spells of 0-5 as a move action...seems a little too good to me but maybe there is a balance factor I'm not seeing
 


All incantations. You can't cast rituals (spells with a casting time over 1 round) with alacrity. The Level X mechanic does feel a little psionic like, but it's primarily meant as a solution of a practical real world problem - spell chains that take up way to much print space if described the old way. The Summon monster spells will work using this mechanic as well.
 

Is it my imagination, or is alacrity game-shatteringly broken?

-O

The previous version never sees use. It had this wording...

Alacrity
Transmutation [Abora, Metamagic]
Level: (3) Sor/Wiz 3
Casting Time: 1 standard action
Components: V, S, M
Range: Personal
Target: You
Duration: 1 round / level (D)

You must choose and lose a spell slot or preparation as an additional cost to cast this spell. You may cast spells with a casting time of 1 standard action as a move equivalent action as a move equivalent action as long as their level is less than the expended spell slot.​


Granted, it can't be used until 5th character level, and requires the loss of two spell slots - but with those restrictions it wasn't popular. I'm not adverse to the old wording should that prove to be more balanced, but I figured I'd buff some of the quiet spells on the first draft and see what comes of it.
 

Yeah, but your version works like 3.0 haste... You cast it, cast another right away, and then it's double-spells the rest of the encounter... There is no action cost to casting it, and then...
 

And? The double spells bit of 3.0 haste was broken because not only did you get that, but you got an AC bonus and other buffs as well. Also, many encounters do not run past 6 rounds, so its rare for the spell to let you get off more than 3 bonus spells. Further, if those are damage spells at the foe they may end the encounter earlier, but the number of spells cast doesn't change.

I think game shatteringly broken is probably hyperbole. I will grant there's a high likelihood of it being merely 'broken' and needing toning down, but to what then becomes the question. Here are two possibilities...

Alacrity (Alternate 1)
Transmutation [Abora, Metamagic, Time]
Level: (2+X), Sor/Wiz 2+X
Components: V, S, M
Range: Personal
Target: You
Duration: 1 round / level (D)

"To learn how to do something quickly, first learn how to do it slowly." - Telsindria.

You may cast incantations of X level or less as a move action. (You can take two move actions a round).

Material Component: A feather from a swift.

This can be further tweaked by changing the offset from 2 up to perhaps as high as 5.

Alacrity (Alternate 2)
Transmutation [Abora, Metamagic, Time]
Level: (2X), Sor/Wiz 2X
Components: V, S, M
Range: Personal
Target: You
Duration: 1 round / level (D)

"To learn how to do something quickly, first learn how to do it slowly." - Telsindria.

You may cast incantations of X level or less as a move action. (You can take two move actions a round).

Material Component: A feather from a swift.

This is an even sharper power drop overall, though it does allow 1st level spells to be machine gunned out starting at 3rd level.
 

So, for example, you could do something like this?

Elemental Blast
Evocation (Acid, Cold, Electricity, Fire, or Sonic)
Level: (X) Sor/Wiz X, Druid X+1
Components: V,S,M
Range: Medium
Area of Effect: 20' X 20'
Duration: Instantaneous
Saving Throw: Reflex Half

This spell creates a torrid gout of elemental matter designed to harm opponents in the area of effect. Targets in the area of effect take 5 x Xd6 damage, up to the caster's level. If you increase the spell level by 1, you can incur the following effects based on the type of elemental damage (this does not increase the base damage).
- Acid: One of the target's items (of the caster's choice) is destroyed if it fails a separate saving throw
- Cold: Target's movement rate is halved for 1d4 rounds
- Electricity: Target is dazed for 1d4 rounds
- Fire: Target continues to burn, taking 1d4 fire damage per round/5 caster levels for 1d4 rounds or until the target takes an action to extinguish the flames
- Sonic: Target is deafened and takes a -2 penalty to all actions for 1d4 rounds
 

As usual, your material is insightful and great fun to read!

I do believe that Alacrity as you posted on the OP is a bit broken. I fancy the X+2 version a lot better.
 


Remove ads

Top