Making Spells more flexible (was Spell Variables)

Aaron2

Explorer
Monte’s Heightened and Diminished spell effects from AU were a good idea, but I wish he had taken the idea to its logical conclusion. Why limit the effect to only +/- 1 level? So, I decided to see if a wide open system would work. The purpose of these rules is two-fold. First, I want to increase the flexiblility of wizards and, secondly, I want to combine multiple spells with the same effect. Here ‘tis …


Spell Variables

Every spell may have variable that can be used to modify the spell when the spell is cast.* Any variable can be used as long as the spell is prepared at a high enough for any variables with hightened levels. For example, Bull's Strength has two variables which do not affect the spell's level. Thus, in a second level spell slot, the wizard can choose to cast the spell as normal or with one of the two variables.

Each spell variable modifies the spell’s effect and may also modify its effective spell level. For example, a Variable might increase the spell's duration but decrease its effect while maintaining it original level. A Variable might also increase the spell's level while increasing it duration without modifying its effect.

Note that a spell is always treated as a spell of its un-modified level for purposes of learning and scribing the spell. A new spell variable can be researched at 1/10th the price of researching a brand new spell. Multiple spell variables normally may only be applied if each category of the spell description is modified only once. For example, two spell variables that both affect a spell's Range cannot be combined.


Sample Spells – Here are some ideas on how this might work.

For Bull's Strength
Spell Variable: Same level
Increase the Duration to 1 hour / level and decrease the effect to a +2 enhancement bonus to Strength.
Spell Variable: Same level
Decrease the Duration to 1 round / level and increase the effect to a +6 enhancement bonus to Strength.

For Fireball
Spell Variable: Same level
Increase the Area to a 40-ft.-radius spread and decrease the effect 1d6 points of fire damage per two caster levels (maximum 5d6).
Spell Variable: Same level
Change the spells effect to Effect: Ray, turning the fireball into a ranged touch attack affecting only one creature. Change the Range to Close (25 ft. + 5 ft./2 levels) and Saving Throw to None.

For Fly
Spell Variable: +2 levels
Change Range to Personal and Target to You. Change Duration to 1 hour / level. Change effect to flight at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with average maneuverability. When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks).

For Invisibility
Spell Variable: +2 levels
Change Duration to 1 round / level, except the spell effect doesn’t end if the subject attacks.


Metamagic: The effect of a metamagic feat is to add a new spell variable to each spell. So, for example, the Extend Spell feat adds:

Spell Variable: +1 level
Increase the spell’s Duration by two, making the spell last twice as long.


Aaron

*I’m not sure whether it is better to make the wizard decide on variable when the spell is prepared or when it is cast.


More complete spell write-ups can be found here:
http://jtjaguar.home.texas.net/Spell_Variables.htm
 
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