Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Merging AU's spell system
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Arkhandus" data-source="post: 2091207" data-attributes="member: 13966"><p>For the wizard, use their spells per day table as their spells readied table too, but add perhaps one extra spell per spell level to the spells readied, at the time that spell level is acquired. I.E. an extra spell readied of 0-level and one of 1st-level at the 1st wizard level, then at 3rd-level they'd gain an extra spell readied of 2nd-level. So a 1st-level wizard readies 2 different 1st-level spells each day, and casts 1 of them, or 2 likely with their high Int's bonus slot. If he's a specialist, he has another spell slot of 1st-level that can only be used for his specialized school, so it's unusable if he doesn't ready a spell of that level and school. Unless you want to give specialist wizards an extra spell readied of each spell level, exclusively for their specialized school, but that's your prerogative.</p><p></p><p>Then decide how often you want wizards to be able to change their 'spells readied'. I'd suggest at least that you let them keep some 'spells readied' slots open when desired, to be filled with 15 minutes of studying their spellbook, for each spell they want to ready in an open 'ready slot'. Then perhaps, they may have the option of changing their spells readied by spending 1 hour studying their spellbook, but perhaps they can only do so after, say, 4 hours of sleep? Or simply 4 hours of light activity? Or just say that they can only change their set of ready spells once every 4 hours, or once every 8 hours, because it takes time for their minds to recover after preparing so many readied spells.</p><p></p><p>The sorcerer of course wouldn't need any list of spells readied, but should perhaps be given one extra spell known of each spell level, to make up for the fact that the wizard now shares some of the sorcerer's flexibility (and really, that's all the sorcerer has!).</p><p></p><p>Bards likely don't need any adjustment, since they're already improved a bit in 3.5.</p><p></p><p>Maybe add some/most of Monte's AU spells to the spell lists of the bard, sorcerer, and wizard though, but the bard should remain focused on enchantments, illusions, sonic spells, summonings, and support magic. The sorcerer and wizard probably shouldn't gain access to any AU spells that have the Plant, Healing, or Positive Energy descriptors (practically all AU spells have a descriptor). Also, you should add a caveat that sorcerers and wizards cannot cast choose Positive Energy for any AU spells that allow that as an option. Lastly, you should selectively go through the Negative Energy and Curse spells in AU, and see if any of them seem inappropriate for arcane casters, and see if any of the Sonic or Mind-Affecting spells would be best made exclusive to bards. I.E. arcane casters are supposed to be less effective at raising undead than divine casters, while bards should have the best mind-affecting and sonic spells at decent spell levels.</p><p></p><p>However, there are a few Positive Energy spells that may be fine for wizards, such as Permanent Rest (merely prevents the target from becoming undead or being raised, so akin to Trap the Soul and such). Call Outsider may or may not be appropriate for arcane casters, decide for yourself. Some spells like Beastskin should probably be restricted to Druids or something, but you'll have to look for such spells and examine them yourself, I dunno what exactly you're using from AU in your D&D game.</p><p></p><p>Clerics, Druids, Paladins, and Rangers might be handled similar to wizards with regard to spells readied, but might not have the option to keep ready slots open, and likely might not be able to change their spells readied except at designated times of day/night appropriate to their religion. I.E. good divine casters may be limited to preparing spells at dawn and noon, evil divine casters at dusk and midnight, neutral divine casters at dawn and midnight, for example.</p><p></p><p>Definately don't include both Bards and Mage Blades in the same campaign, nor Magisters with Sorcerers and Wizards, as Monte's pure casters are better except for their spells (as many of the spells in AU are less potent or simply less save-or-die in nature, but also tend to be more flexible). Runethanes and Witches are probably fine in a D&D game, since they're only slightly better than Bards at spellcasting, and their other traits aren't significantly better than those of Bards, Clerics, or Druids. Runethanes would count as arcane, and Witches divine, of course. Not sure if Greenbonds are good for mixing with Clerics and Druids..... *shrug* Go ahead and use the feats in AU that grant access to spell templates. No problem with ladening a spell or whatnot. With regards to metamagic, the wizard, cleric, druid, paladin, and ranger may be required to apply the metamagic when they ready the spells, so they take up an appropriately higher-level readying slot.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 2091207, member: 13966"] For the wizard, use their spells per day table as their spells readied table too, but add perhaps one extra spell per spell level to the spells readied, at the time that spell level is acquired. I.E. an extra spell readied of 0-level and one of 1st-level at the 1st wizard level, then at 3rd-level they'd gain an extra spell readied of 2nd-level. So a 1st-level wizard readies 2 different 1st-level spells each day, and casts 1 of them, or 2 likely with their high Int's bonus slot. If he's a specialist, he has another spell slot of 1st-level that can only be used for his specialized school, so it's unusable if he doesn't ready a spell of that level and school. Unless you want to give specialist wizards an extra spell readied of each spell level, exclusively for their specialized school, but that's your prerogative. Then decide how often you want wizards to be able to change their 'spells readied'. I'd suggest at least that you let them keep some 'spells readied' slots open when desired, to be filled with 15 minutes of studying their spellbook, for each spell they want to ready in an open 'ready slot'. Then perhaps, they may have the option of changing their spells readied by spending 1 hour studying their spellbook, but perhaps they can only do so after, say, 4 hours of sleep? Or simply 4 hours of light activity? Or just say that they can only change their set of ready spells once every 4 hours, or once every 8 hours, because it takes time for their minds to recover after preparing so many readied spells. The sorcerer of course wouldn't need any list of spells readied, but should perhaps be given one extra spell known of each spell level, to make up for the fact that the wizard now shares some of the sorcerer's flexibility (and really, that's all the sorcerer has!). Bards likely don't need any adjustment, since they're already improved a bit in 3.5. Maybe add some/most of Monte's AU spells to the spell lists of the bard, sorcerer, and wizard though, but the bard should remain focused on enchantments, illusions, sonic spells, summonings, and support magic. The sorcerer and wizard probably shouldn't gain access to any AU spells that have the Plant, Healing, or Positive Energy descriptors (practically all AU spells have a descriptor). Also, you should add a caveat that sorcerers and wizards cannot cast choose Positive Energy for any AU spells that allow that as an option. Lastly, you should selectively go through the Negative Energy and Curse spells in AU, and see if any of them seem inappropriate for arcane casters, and see if any of the Sonic or Mind-Affecting spells would be best made exclusive to bards. I.E. arcane casters are supposed to be less effective at raising undead than divine casters, while bards should have the best mind-affecting and sonic spells at decent spell levels. However, there are a few Positive Energy spells that may be fine for wizards, such as Permanent Rest (merely prevents the target from becoming undead or being raised, so akin to Trap the Soul and such). Call Outsider may or may not be appropriate for arcane casters, decide for yourself. Some spells like Beastskin should probably be restricted to Druids or something, but you'll have to look for such spells and examine them yourself, I dunno what exactly you're using from AU in your D&D game. Clerics, Druids, Paladins, and Rangers might be handled similar to wizards with regard to spells readied, but might not have the option to keep ready slots open, and likely might not be able to change their spells readied except at designated times of day/night appropriate to their religion. I.E. good divine casters may be limited to preparing spells at dawn and noon, evil divine casters at dusk and midnight, neutral divine casters at dawn and midnight, for example. Definately don't include both Bards and Mage Blades in the same campaign, nor Magisters with Sorcerers and Wizards, as Monte's pure casters are better except for their spells (as many of the spells in AU are less potent or simply less save-or-die in nature, but also tend to be more flexible). Runethanes and Witches are probably fine in a D&D game, since they're only slightly better than Bards at spellcasting, and their other traits aren't significantly better than those of Bards, Clerics, or Druids. Runethanes would count as arcane, and Witches divine, of course. Not sure if Greenbonds are good for mixing with Clerics and Druids..... *shrug* Go ahead and use the feats in AU that grant access to spell templates. No problem with ladening a spell or whatnot. With regards to metamagic, the wizard, cleric, druid, paladin, and ranger may be required to apply the metamagic when they ready the spells, so they take up an appropriately higher-level readying slot. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Merging AU's spell system
Top