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<blockquote data-quote="papastebu" data-source="post: 3432360" data-attributes="member: 40894"><p>This idea is one of my pets. This is what I have come up with that is within d20 system parameters.</p><p></p><p>Wizard Casting:</p><p>1d20 + Intelligence Modifier + class level + Miscellaneous = casting check.</p><p>10 + Spell level + (spell-level - class level) = DC for casting check.</p><p>An additional modifier is attached to multiple castings of the same spell.</p><p>It increases the DC by the spell's level times the number of the casting, i.e.g.; second casting of a third-level spell would add six to the DC, and the third casting would add an additional nine to the DC.</p><p>This additional difficulty is mitigated by the wizard's level and by rounds spent not casting.</p><p>A fourth-level wizard could cast a second third-level spell with impunity, but the third consecutive casting would add +8 to the DC.</p><p>Each round in which the wizard casts no spells reduces any built up resistance by one.</p><p>Resistance builds up on a per-spell basis, only, not affective of the consecutive casting of all spells, but only of a single spell at a time.</p><p></p><p>Spells:</p><p>Wizard spells advance independently, much as skill ranks do, only the spell-level determines the efficacy and power of the spell, and its subsequent difficulty, not the ability of the wizard to use it.</p><p>The wizard can add "spell points" to a spell at each level up, strengthening the spell and making it more difficult to cast.</p><p>Wizards can cast any spell they know, subject to the resistance and casting difficulty as described above.</p><p></p><p>Spell-Points:</p><p>The wizard character gains a number of spell points each level that is equal to his class level plus his intelligence modifier, plus two.</p><p>The first level of any spell is one point to learn. The second level is two points to learn, the third is three, etc.</p><p>A single spell point buys, generally;</p><p>A single die of damage for a damage spell, such as <em>magic missile </em> or <em>fireball</em>.</p><p>A single range increment for distance spells, 15 feet for hurled spells and 20 feet for a ray.</p><p>A single area increment for area-effect spells, which is 10 feet.</p><p>A die-increment damage boost for future damage-dice added to the spell.</p><p>A single target for targeted/line-of-sight spells.</p><p>A single effect for effect spells, or an elemental descriptor for purposes of determining what is affected, i.e.g; <em>invisibility</em> and <em>mage armor</em>.</p><p>Note that the incremental costs are for building spells, and that each part of a spell's capability is bought with a single point.</p><p>For example, if a fifth-level wizard wants to create a spell that does 2d4 force damage to a single target at a line-of-sight range, then it would cost 5 spell-points to do so.</p><p>One point for each die of damage, two points for the force--see below--descriptor, and one point for the line-of-sight/targeted nature of the spell.</p><p>If a first-level wizard wanted to create the same spell, it would add four points to the cost, due to the disparity between education and difficulty.</p><p>If a tenth-level wizard wished to create the same spell, then it would cost only four points, but if a 13th or higher level wizard did so it would only cost one.</p><p>The spell would start life as a fifth-level spell, and would require six points to increase to sixth level. It would when improved, however, do 4d4 damage at line-of-sight.</p><p></p><p>All existing spells may be learned at a wizard's first level, bearing in mind that a <em>fireball</em>, at third level, would cost a first-level wizard 8 spell points to learn, unless he or she wanted to get it as a first-level spell, with 1d6 damage, at 15-foot range, 5-foot area.</p><p></p><p>I account for the disparity between created spells and existing spells by saying that all the bugs have been worked out of the ones that the wizard is taught, as opposed to the ones that a wizard creates, which are "works-in-progress" so to speak.</p><p></p><p>For spells with multiple effects, each effect is considered a level, and so can be added as spell points are spent if the player wants to purchase such spells as first-level spells. Bear in mind, a first-level spell is not as effective as higher-level spells are, and it might work better to get some spells at the levels in existing sources.</p><p></p><p>Power: descriptor whose definition includes "does not miss if target can be seen", "kills, restores, commands, affects target immediately unless save or resistance is made" "a successful save versus this causes 'spell-level times d4 damage/healing, or will negates", "requires touch unless otherwise noted", costs eight points to acquire for a created spell.</p><p>Force: descriptor whose definition includes "does not miss if target can be seen", "has d4 damage die", and "stops physical damage/effects up to the force-effect's bonus", costs two spell points to acquire for a created spell.</p><p>Energy: includes the following; heat, electricity, concussion/motion, consumption, and has d6 damage-die increment.</p><p>Entropy: includes the following; cold, direct damage, poison, acid, decay, and has d6 damage increment.</p></blockquote><p></p>
[QUOTE="papastebu, post: 3432360, member: 40894"] This idea is one of my pets. This is what I have come up with that is within d20 system parameters. Wizard Casting: 1d20 + Intelligence Modifier + class level + Miscellaneous = casting check. 10 + Spell level + (spell-level - class level) = DC for casting check. An additional modifier is attached to multiple castings of the same spell. It increases the DC by the spell's level times the number of the casting, i.e.g.; second casting of a third-level spell would add six to the DC, and the third casting would add an additional nine to the DC. This additional difficulty is mitigated by the wizard's level and by rounds spent not casting. A fourth-level wizard could cast a second third-level spell with impunity, but the third consecutive casting would add +8 to the DC. Each round in which the wizard casts no spells reduces any built up resistance by one. Resistance builds up on a per-spell basis, only, not affective of the consecutive casting of all spells, but only of a single spell at a time. Spells: Wizard spells advance independently, much as skill ranks do, only the spell-level determines the efficacy and power of the spell, and its subsequent difficulty, not the ability of the wizard to use it. The wizard can add "spell points" to a spell at each level up, strengthening the spell and making it more difficult to cast. Wizards can cast any spell they know, subject to the resistance and casting difficulty as described above. Spell-Points: The wizard character gains a number of spell points each level that is equal to his class level plus his intelligence modifier, plus two. The first level of any spell is one point to learn. The second level is two points to learn, the third is three, etc. A single spell point buys, generally; A single die of damage for a damage spell, such as [I]magic missile [/I] or [I]fireball[/I]. A single range increment for distance spells, 15 feet for hurled spells and 20 feet for a ray. A single area increment for area-effect spells, which is 10 feet. A die-increment damage boost for future damage-dice added to the spell. A single target for targeted/line-of-sight spells. A single effect for effect spells, or an elemental descriptor for purposes of determining what is affected, i.e.g; [I]invisibility[/I] and [I]mage armor[/I]. Note that the incremental costs are for building spells, and that each part of a spell's capability is bought with a single point. For example, if a fifth-level wizard wants to create a spell that does 2d4 force damage to a single target at a line-of-sight range, then it would cost 5 spell-points to do so. One point for each die of damage, two points for the force--see below--descriptor, and one point for the line-of-sight/targeted nature of the spell. If a first-level wizard wanted to create the same spell, it would add four points to the cost, due to the disparity between education and difficulty. If a tenth-level wizard wished to create the same spell, then it would cost only four points, but if a 13th or higher level wizard did so it would only cost one. The spell would start life as a fifth-level spell, and would require six points to increase to sixth level. It would when improved, however, do 4d4 damage at line-of-sight. All existing spells may be learned at a wizard's first level, bearing in mind that a [I]fireball[/I], at third level, would cost a first-level wizard 8 spell points to learn, unless he or she wanted to get it as a first-level spell, with 1d6 damage, at 15-foot range, 5-foot area. I account for the disparity between created spells and existing spells by saying that all the bugs have been worked out of the ones that the wizard is taught, as opposed to the ones that a wizard creates, which are "works-in-progress" so to speak. For spells with multiple effects, each effect is considered a level, and so can be added as spell points are spent if the player wants to purchase such spells as first-level spells. Bear in mind, a first-level spell is not as effective as higher-level spells are, and it might work better to get some spells at the levels in existing sources. Power: descriptor whose definition includes "does not miss if target can be seen", "kills, restores, commands, affects target immediately unless save or resistance is made" "a successful save versus this causes 'spell-level times d4 damage/healing, or will negates", "requires touch unless otherwise noted", costs eight points to acquire for a created spell. Force: descriptor whose definition includes "does not miss if target can be seen", "has d4 damage die", and "stops physical damage/effects up to the force-effect's bonus", costs two spell points to acquire for a created spell. Energy: includes the following; heat, electricity, concussion/motion, consumption, and has d6 damage-die increment. Entropy: includes the following; cold, direct damage, poison, acid, decay, and has d6 damage increment. [/QUOTE]
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