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Non-Vancian System Inspired by B9S
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<blockquote data-quote="Sadrik" data-source="post: 3058168" data-attributes="member: 14506"><p>Detect poison is no big deal. I have not seen a caster memorize that spell ever. I suppose if they knew the situation was going to warrant poison they could then memorize it and then they could essentially do it all day long. </p><p></p><p>Detect Magic I also dont think is a problem. However, I have a suggested fix. Break it into two spells. Detect Magic and Discern Magic. Detect Magic is a duration 1 round spell and discern magic is as the spell. So, with detect magic you cannot figure out the auras strength and other info just the presence or absence of it.</p><p></p><p>Cure minor wounds is a problem. It allows parties to be fully healed after every encounter. Making potions useless and wands of healing ubsurd. I like your proposal that makes it an automatic heal check.</p><p></p><p>Other spells that are problematic are wall of Iron, Disentigrate, and various instantaneous conjuration spells that permanently summon things. If someone wanted to go through the books and make a list of problematic spells I would be interested in working on that list of spells. A lot of conjuration (healing) spells would be on that list. You have to somehow limit healing. This could simply be an alteration to divine magic in general.</p><p></p><p>Well the problem I had with metamagic was I didnt want it to be super spontaneous (just apply them whenever they want). I wanted there to be some planning still but keep it somewhat spontaneous. But after taking a look at it again I may just change it to you have to memorize it at its new level. It keeps it pretty basic.</p><p></p><p>Actually, clerics dont "use" there slots. They use their "spells per day" chart to limit their spells that they can spend their points on that day. For instance: a cleric's 1st level spells might be cure light wounds (automatic), a divine spell and 3 other spells. They can cast those spells throuout the day without penalty. Then, the next day they might switch those spells.</p><p></p><p>Limiting spell point regeneration for duration spells is decent enough (used status). That way buffs will cut down on their overall spell power during the fight. If another way to limit buffs is available I am open. I have more problems with instantaneous spells that create permanent things... Or change things permanently... </p><p></p><p>Sadrik</p></blockquote><p></p>
[QUOTE="Sadrik, post: 3058168, member: 14506"] Detect poison is no big deal. I have not seen a caster memorize that spell ever. I suppose if they knew the situation was going to warrant poison they could then memorize it and then they could essentially do it all day long. Detect Magic I also dont think is a problem. However, I have a suggested fix. Break it into two spells. Detect Magic and Discern Magic. Detect Magic is a duration 1 round spell and discern magic is as the spell. So, with detect magic you cannot figure out the auras strength and other info just the presence or absence of it. Cure minor wounds is a problem. It allows parties to be fully healed after every encounter. Making potions useless and wands of healing ubsurd. I like your proposal that makes it an automatic heal check. Other spells that are problematic are wall of Iron, Disentigrate, and various instantaneous conjuration spells that permanently summon things. If someone wanted to go through the books and make a list of problematic spells I would be interested in working on that list of spells. A lot of conjuration (healing) spells would be on that list. You have to somehow limit healing. This could simply be an alteration to divine magic in general. Well the problem I had with metamagic was I didnt want it to be super spontaneous (just apply them whenever they want). I wanted there to be some planning still but keep it somewhat spontaneous. But after taking a look at it again I may just change it to you have to memorize it at its new level. It keeps it pretty basic. Actually, clerics dont "use" there slots. They use their "spells per day" chart to limit their spells that they can spend their points on that day. For instance: a cleric's 1st level spells might be cure light wounds (automatic), a divine spell and 3 other spells. They can cast those spells throuout the day without penalty. Then, the next day they might switch those spells. Limiting spell point regeneration for duration spells is decent enough (used status). That way buffs will cut down on their overall spell power during the fight. If another way to limit buffs is available I am open. I have more problems with instantaneous spells that create permanent things... Or change things permanently... Sadrik [/QUOTE]
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