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
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
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
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.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
new spellcasting system, anyone?
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="Afrodyte" data-source="post: 561541" data-attributes="member: 8713"><p><strong>tweaked wizards</strong></p><p></p><p>Wizards are much easier to tweak with this system because it was designed with them in mind. Once again, I'm taking ideas from Sovereign Stone, so please do not sue me. I don't have anything.</p><p></p><p>Wizards follow the same setup as the PHB as far as Hit Die, Skills, etc. Except instead of spell slots and the "memorize and forget" spell system, I use a spellcasting bonus that starts out equal to the wizard's level plus his Intelligence modifier. Intelligence implies knowledge and learning over raw talent (which is what sorcerers use), so it is still a vital attribute for wizards.</p><p></p><p>Wizards need components to cast spells, as they manipulate magical energy via formulas and rituals as opposed to their personal power. One is art, the other science. Some wizards may disagree, but they all will say that magic is an exacting discipline, one that they should approach with care and respect.</p><p></p><p>Wizards cast spells based on three levels of familiarity: intimate knowledge, quick reference, and full reference.</p><p></p><p>Wizards cast their intimate knowledge spells from memory alone. A useful trick if you get stuck somewhere without your books and scrolls. You may distribute your wizard levels amongst the sum of the levels of the spells you know as intimate knowledge. You keep these as intimate knowledge for one level, whereupon you may study other spells and gain them as intimate knowledge if you wish. For instance, a 7th level wizard has 7 levels of spells to play around with as intimate knowledge spells. She can have 7 1st level spells, three 2nd level spells and a 1st level spell, two 3rd level spells and a 1st level spell, two 2nd level spells and a 3rd level spell, etc. It just has to add up to her wizard levels. Now, I would caution players and DMs to exercise their Intelligence and Wisdom scores here. If a wizard is shipwrecked on a desert island (his books somewhere at the bottom of the ocean) and only has intimate knowledge with <em>continual flame</em>, <em>flaming sphere</em>, and <em>animate rope</em>, if he survives and manages to level up, he won't all of a sudden have <em>chill touch</em> amongst his intimate knowledge spells.</p><p></p><p>Quick reference spells are more like the spell slots familiar to the current D&D magic system. They work something like the intimate knowledge spells, except you have to spend one round doing a quick once-over for the spell before casting. Afterwards, you cast them as intimate knowledge spells for a number of hours equal to 1 + your Intelligence modifier. </p><p></p><p>Full reference spells require 1 round/level to study before and during casting. You can have any number of full reference spells. Initially, all new spells count as full reference spells.</p><p></p><p>Now, you may ask: How do you get from full reference to intimate knowledge spells? It's easy. When you learn a spell, it starts as a full reference spell. After a level of using it, you get used to it. Then it becomes quick reference. After a level or so of being a quick reference spell, it becomes an intimate knowledge spell. So, essentially, for a spell to go from full reference to intimate knowledge requires three levels of study and use.</p><p></p><p>Specialist wizards operate similar to how they do in the PHB, but instead of having the school specialization and forbidden schools, after designating a specialization, each spell has one of three designations: Advantaged, Neutral, and Disadvantaged. The school you choose to specialize in is Advantaged for you. When casting spells from that school, you gain a +5 competence bonus to your spellcasting checks for spells of that school. The schools you choose as your prohibited school become Disadvantaged for you, and you get a -5 penalty to your spellcasting checks for spells of that school. All others are Neutral spells, and they use the standard spellcasting bonus.</p><p></p><p>The DCs for the spells work just as they do for sorcerers (see the Casting Spells section in the sorcerer nerfs), and wizards can add bonuses to their spells just as sorcerers do, but they can choose to take 10 or 20 on their spellcasting. Like skills, this naturally increases the casting time of the spell, but it guarantees results. The maximum spell level a wizard can cast is equal to half his wizard level.</p><p></p><p>At 1st level, in lieu of having a familiar, a wizard may choose instead to gain a bonus metamagic feat. In addition, wizards may choose to gain bonus quick reference spells and intimate knowledge spells as metamagic feats. However, with these spells, they will always be quick reference or intimate knowledge. Note: if you use a metamagic feat to gain a spell as intimate knowledge, it must first be a quick-reference spell for you, either by level choosing it to be such when you level up or using a feat to make it so.</p><p></p><p>Edit: Instead of arcane spell failure percentage dice, wizards use the armor check penalty for the type of armor they wear when casting spells that have a somatic component.</p></blockquote><p></p>
[QUOTE="Afrodyte, post: 561541, member: 8713"] [b]tweaked wizards[/b] Wizards are much easier to tweak with this system because it was designed with them in mind. Once again, I'm taking ideas from Sovereign Stone, so please do not sue me. I don't have anything. Wizards follow the same setup as the PHB as far as Hit Die, Skills, etc. Except instead of spell slots and the "memorize and forget" spell system, I use a spellcasting bonus that starts out equal to the wizard's level plus his Intelligence modifier. Intelligence implies knowledge and learning over raw talent (which is what sorcerers use), so it is still a vital attribute for wizards. Wizards need components to cast spells, as they manipulate magical energy via formulas and rituals as opposed to their personal power. One is art, the other science. Some wizards may disagree, but they all will say that magic is an exacting discipline, one that they should approach with care and respect. Wizards cast spells based on three levels of familiarity: intimate knowledge, quick reference, and full reference. Wizards cast their intimate knowledge spells from memory alone. A useful trick if you get stuck somewhere without your books and scrolls. You may distribute your wizard levels amongst the sum of the levels of the spells you know as intimate knowledge. You keep these as intimate knowledge for one level, whereupon you may study other spells and gain them as intimate knowledge if you wish. For instance, a 7th level wizard has 7 levels of spells to play around with as intimate knowledge spells. She can have 7 1st level spells, three 2nd level spells and a 1st level spell, two 3rd level spells and a 1st level spell, two 2nd level spells and a 3rd level spell, etc. It just has to add up to her wizard levels. Now, I would caution players and DMs to exercise their Intelligence and Wisdom scores here. If a wizard is shipwrecked on a desert island (his books somewhere at the bottom of the ocean) and only has intimate knowledge with [I]continual flame[/I], [I]flaming sphere[/I], and [I]animate rope[/I], if he survives and manages to level up, he won't all of a sudden have [I]chill touch[/I] amongst his intimate knowledge spells. Quick reference spells are more like the spell slots familiar to the current D&D magic system. They work something like the intimate knowledge spells, except you have to spend one round doing a quick once-over for the spell before casting. Afterwards, you cast them as intimate knowledge spells for a number of hours equal to 1 + your Intelligence modifier. Full reference spells require 1 round/level to study before and during casting. You can have any number of full reference spells. Initially, all new spells count as full reference spells. Now, you may ask: How do you get from full reference to intimate knowledge spells? It's easy. When you learn a spell, it starts as a full reference spell. After a level of using it, you get used to it. Then it becomes quick reference. After a level or so of being a quick reference spell, it becomes an intimate knowledge spell. So, essentially, for a spell to go from full reference to intimate knowledge requires three levels of study and use. Specialist wizards operate similar to how they do in the PHB, but instead of having the school specialization and forbidden schools, after designating a specialization, each spell has one of three designations: Advantaged, Neutral, and Disadvantaged. The school you choose to specialize in is Advantaged for you. When casting spells from that school, you gain a +5 competence bonus to your spellcasting checks for spells of that school. The schools you choose as your prohibited school become Disadvantaged for you, and you get a -5 penalty to your spellcasting checks for spells of that school. All others are Neutral spells, and they use the standard spellcasting bonus. The DCs for the spells work just as they do for sorcerers (see the Casting Spells section in the sorcerer nerfs), and wizards can add bonuses to their spells just as sorcerers do, but they can choose to take 10 or 20 on their spellcasting. Like skills, this naturally increases the casting time of the spell, but it guarantees results. The maximum spell level a wizard can cast is equal to half his wizard level. At 1st level, in lieu of having a familiar, a wizard may choose instead to gain a bonus metamagic feat. In addition, wizards may choose to gain bonus quick reference spells and intimate knowledge spells as metamagic feats. However, with these spells, they will always be quick reference or intimate knowledge. Note: if you use a metamagic feat to gain a spell as intimate knowledge, it must first be a quick-reference spell for you, either by level choosing it to be such when you level up or using a feat to make it so. Edit: Instead of arcane spell failure percentage dice, wizards use the armor check penalty for the type of armor they wear when casting spells that have a somatic component. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
new spellcasting system, anyone?
Top